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HDT Werewolves


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  • 3 weeks later...

Okay. Forgive me for asking but with this many posts, I need a bit of help doing what I want.

 

1) I currently have nothing installed that effect werewolves.

 

2) I really like the look of Moonlight werewolf essentials. http://www.nexusmods.com/skyrim/mods/59463/?

I just like the look.

I'm afraid I probably won't even use most of the features on this mod, so why take a performance hit for something I won't use.

 

3) Female werewolves. It would be nice to have Aela transform into a female werewolf instead of that unisex thing or worse yet, a hung werewolf. 2 breasts are more than enough.

 

4) HDT for males and females. He'll, that's the whole reason I'm posting this here.

 

Based on this. What mods do you recommend?

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There is a hdt version of moonlight essentials posted on the very first post of this topic, that satisfies everything you just mentioned... minus males, only issue it has is the textures are kind of "off", on the one linked there, though the version posted by meme supreme on page 18 of this topic has proper textures, though he removes the 6 tit version of the werewolf (which I like as an option to stay). But at least it's the only fully "working" version of hdt werewolves with moonlight essentials (unless you don't care about the nipples being inches off the nipple mesh like on the front page version). I'd love to fix the mod to have working textures with the 2 and 6 tit version, but I simply don't know how. More than willing to learn and do it if someone walked me through the basics.

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After some work I believe the first version of my own Werewolf Mastery version of Moonlight Tales is ready for release.

 

Major changes within this version consist of when you transform, your beastform will match your sex no matter which option you choose. Be it Vanilla, Howling, or La Femme Lycana.

 

New color textures for almost all werewolves all using Bellyaches optional werewolf textures (except for natural that stays the same) with added anus (for males) and anus and vagina (for females). The added anus and vagina textures are based from Erundils Werewolves mod.

 

Also included is a new brown eye texture to replace the vanilla one in skyrim. Though this texture is a slightly modified "Heart of the Beast" eye texture to appear more brown in nature.

 

There is also a new pair of brown testicle textures to match Bellyaches brown textures. So brown werewolves won't suffer from literal blue/dead balls any longer.

 

Anyway, Requirements:

 

The original moonlight tales

Werewolf mastery and Moonlight Tales compatibility version

 

Installation instructions

Use NMM, MO, or manually to install the original Moonlight Tales first.

Then Install the Werewolf Mastery and moonlight Tales compatibility version.

If you have HDT werewolves installed remove it, My mod now covers what is in HDT Werewolves.

Install my version of Moonlight Tales.

If you have PPP's version (and you use 2 breasted default weights 0 and 1) you can overwrite his version with mine.

Delete the Brevi_MoonlightTales.esp and  activate the new WerewolfMastery.esp and you should be good to go.

 

 

Planned future changes:

 

La Femme Lycana option to become a futa werewolf option for those of you futa's that want some nice werewolf titties, a nice werewolf ass, and a Huge Canine schlong to proudly show the citizens of skyrim... You know... Before you kill them and eat there heart and all that nonsense.

 

Incompatibilities

PPP's optional weights. Only La Femme Lycana and Vanilla support this. Howling female meshes do not support these weights.

PPP's optional 6 breasted werewolves. The new textures are only made to support 2 breasted werewolves so while these meshes can be installed, only one pair of breasts will show nipples.

Schlongs of Skyrim. Male Werewolves use the Derrax static testicle and penis mesh. Male werewolves can be overwritten with Moonlight Tales Mighty Beast Compatibility meshes. But you will not have the different colour schlongs to match the body colour.

EternalBlacks Immerive Bodies EB-Gender.esp. this is incompatible because it modifies vanilla werewolf armor addon "NakedTorsoWerewolfBeast" which gives both males and females there own seperate genders, Both HDT Werewolves and my own mod modifies this setting. This can be remedied by deleting the "NakedTorsoWerewolfBeast" entry from the Armor Addon section of the EB-Gender.esp with TES5Edit.

 

 

Final note, please report any bugs on this so I can fix for next release.

 

Hey, thanks for the awesome repack.

 

One question though: how do I make it so that my werewolves aren't permanently erect?

 

EDIT: I meant to reply to your post that had the latest version of the repack (2.31)

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  • 5 weeks later...

Can anyone give me some simple instructions on how to get this to work with Moonlight Tales using mod organizer? I've tried using both PPP's addon and Groovtama's replacer, but didn't have much luck with either.

 

With PPP's everything seemed to work except that the 'Player Werebeast' tab under Moonlight Tale's MCM was completely glitched out and wouldn't allow any changes. This basically prevents me from reverting the transformation and stopped me from being able to jump.

 

With Groovtama's replacer nothing seemed to change at all. I'm probably doing something wrong  with installing it. I couldn't find any real instructions on how to use it, so I'm making a few assumptions with the installation.

 

I really want the six-breasted version so using any of the re-packages seems to be out of the question.

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  • 2 weeks later...

 

 

Even though it's made compatible for SoS, SoS is not a requirement in order for this mod to work. Without SoS, the male werewolf meshes will just have static erect wieners (unless you altered the skeleton in some way). The SoS version these male werewolves are made for would be for the "Light" version. Those using the "Full" version may be better off using the male meshes from Mighty Beasts, as the meshes in this mod have the penis attached.

 

Here is a replacer for the males, which also includes the proper texture files and the ARW/Derrax erect dog penis mesh. Just install the original mod, then overwrite the files with this replacer:

 

attachicon.gifderrax_dog_erect_replacer.zip

 

Let me know if this works for you. The same details apply as above: there will be a '0' (regular), '1' (muscular), and '2' (body builder) version--chose the two you want and change their suffix numbers to "_0" and "_1" so the weights can be applied properly. The penis should also change in size depending on the weight as well.

 

If you are also using HDT Physics Extension, the .xml file may require tweaking (for the 'NPC Pelvis' node) if you want to make the penis a collider object. If you don't mind either way, then it's not an issue--I just don't have time to edit and test the collision shape for that at the moment.

 

Hope this helps!

 

 

Did anybody ever do the .xml tweak mentioned above to make collision work with the Derrax penis mesh?

 

It's the one I really want to use, and I've looked all the way through this thread but can't find any mention of it being done.

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I've never heard of anyone doing any .xml tweaks for that penis, the only ones that even have collision are SOS ones so far :/ I'm right there with you though, I think that one would be nice, that or the new penises added by horny werewolves of skyrim or baddog's werewolf sheath, all three of those have the "dog penis" look to them to my knowledge.

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  • 3 weeks later...
  • 4 weeks later...
  • 4 weeks later...

I've installed this mod in the past, and it seemed to work perfectly fine before even during Sexlab animations. However, now after I've reinstalled Skyrim and deleted some mods (I had so many mods installed that it was getting to the point of causing problems) I installed this mod with the HDT Physics Extension. It seems to work while walking and running around. However when I try to start up a Sexlab animation, the female wolf model switches to the male model, and there are no HDT physics. Am I missing a requirement? Or perhaps something with More Nasty Critters?

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You are running sexlab werewolves, and you have the "females use male models" box checked in the options of sexlab werewolves... That's literally the only mod that swaps the model aside from creature framework, and if it's not sexlab werewolves, check your framework and see what models you have selected in the werewolf section of the framework.


You are running sexlab werewolves, and you have the "females use male models" box checked in the options of sexlab werewolves... That's literally the only mod that swaps the model aside from creature framework, and if it's not sexlab werewolves, check your framework and see what models you have selected in the werewolf section of the framework.

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  • 3 weeks later...
  • 1 month later...
  • 1 month later...

Hi there,

 

first let me thank you all for your work thats keeps skyrim to be alive and one of the greatest games ever.

 

I don'Ät know if i'm in the correct topic but let me give you a question:

 

i'm trying to get HDT skinned mesh physics to work with the HDT horny werewolf body
Does anybody know a working xml for the breasts?.
 
I got them to jiggle with this setup, but it uses the wrong constraints:

 

 

 

    <bone name="NPC L Breast P1">
        <mass>0,000000</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC L Breast P2">
        <mass>1,000000</mass>
        <inertia x="10" y="10" z="10"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-1,5"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC R Breast P1">
        <mass>0,000000</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC R Breast P2">
        <mass>1,000000</mass>
        <inertia x="10" y="10" z="10"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-1,5"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <generic-constraint bodyA="NPC L Breast P2" bodyB="NPC L Breast P1">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-2" y="-2" z="-3"/>
        <linearUpperLimit x="2" y="2" z="3"/>
        <angularLowerLimit x="0" y="-0,1" z="-0,3"/>
        <angularUpperLimit x="0" y="0,1" z="0,3"/>
    <linearStiffness x="304,617432" y="304,617432" z="304,617432"/>
        <angularStiffness x="1096,62" y="1096,62" z="1096,62"/>
    <linearDamping x="10,5000" y="10,5000" z="10,5000"/>
        <angularDamping x="10,9662" y="10,9662" z="10,9662"/>
        <linearEquilibrium x="0" y="0" z="-3"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0,2" y="0,3" z="0,4"/>
    <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>

    <generic-constraint bodyA="NPC R Breast P2" bodyB="NPC R Breast P1">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
    <linearLowerLimit x="-2" y="-2" z="-3"/>
    <linearUpperLimit x="2" y="2" z="3"/>
        <angularLowerLimit x="0" y="-0,1" z="-0,3"/>
        <angularUpperLimit x="0" y="0,1" z="0,3"/>
    <linearStiffness x="304,617432" y="304,617432" z="304,617432"/>
        <angularStiffness x="1096,62" y="1096,62" z="1096,62"/>
    <linearDamping x="10,5000" y="10,5000" z="10,5000"/>
        <angularDamping x="10,9662" y="10,9662" z="10,9662"/>
        <linearEquilibrium x="0" y="0" z="-3"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0,2" y="0,3" z="0,4"/>
    <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>
 

 

 

 

I thought that would be the right constraints, but with this i have no jiggle and collision at all

 

 

 

    <bone name="Breast P1">
        <mass>0,000000</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>


    <bone name="NPC L PreBreast P1">
        <mass>0,000000</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC R PreBreast P1">
        <mass>0,000000</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC L Breast P1">
        <mass>1,000000</mass>
        <inertia x="10" y="10" z="10"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-4"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC R Breast P1">
        <mass>1,000000</mass>
        <inertia x="10" y="10" z="10"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-4"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <generic-constraint bodyA="NPC L Breast P1" bodyB="NPC L PreBreast P1">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-4" y="-4" z="-12"/>
        <linearUpperLimit x="4" y="4" z="12"/>
        <angularLowerLimit x="0" y="-0,1" z="-0,3"/>
        <angularUpperLimit x="0" y="0,1" z="0,3"/>
    <linearStiffness x="304,617432" y="304,617432" z="304,617432"/>
        <angularStiffness x="1096,62" y="1096,62" z="1096,62"/>
    <linearDamping x="10,5000" y="10,5000" z="10,5000"/>
        <angularDamping x="10,9662" y="10,9662" z="10,9662"/>
        <linearEquilibrium x="0" y="0" z="-3"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0,2" y="0,3" z="0,4"/>
    <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>

    <generic-constraint bodyA="NPC R Breast P1" bodyB="NPC R PreBreast P1">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
    <linearLowerLimit x="-4" y="-4" z="-12"/>
    <linearUpperLimit x="4" y="4" z="12"/>
        <angularLowerLimit x="0" y="-0,1" z="-0,3"/>
        <angularUpperLimit x="0" y="0,1" z="0,3"/>
    <linearStiffness x="304,617432" y="304,617432" z="304,617432"/>
        <angularStiffness x="1096,62" y="1096,62" z="1096,62"/>
    <linearDamping x="10,5000" y="10,5000" z="10,5000"/>
        <angularDamping x="10,9662" y="10,9662" z="10,9662"/>
        <linearEquilibrium x="0" y="0" z="-3"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0,2" y="0,3" z="0,4"/>
    <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>

    <generic-constraint bodyA="NPC L Breast P1" bodyB="Breast P1">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="0" y="-1" z="0"/>
        <linearUpperLimit x="0" y="1" z="0"/>
        <angularLowerLimit x="0" y="0" z="-0,1"/>
        <angularUpperLimit x="0" y="0" z="0,1"/>
    <linearStiffness x="304,617432" y="304,617432" z="304,617432"/>
        <angularStiffness x="1096,62" y="1096,62" z="1096,62"/>
    <linearDamping x="10,5000" y="10,5000" z="10,5000"/>
        <angularDamping x="10,9662" y="10,9662" z="10,9662"/>
        <linearEquilibrium x="0" y="0" z="-3"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0,2" y="0,3" z="0,2"/>
    <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>

    <generic-constraint bodyA="NPC R Breast P1" bodyB="Breast P1">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="0" y="-1" z="0"/>
        <linearUpperLimit x="0" y="1" z="0"/>
        <angularLowerLimit x="0" y="0" z="-0,1"/>
        <angularUpperLimit x="0" y="0" z="0,1"/>
    <linearStiffness x="304,617432" y="304,617432" z="304,617432"/>
        <angularStiffness x="1096,62" y="1096,62" z="1096,62"/>
    <linearDamping x="10,5000" y="10,5000" z="10,5000"/>
        <angularDamping x="10,9662" y="10,9662" z="10,9662"/>
        <linearEquilibrium x="0" y="0" z="-3"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0,2" y="0,3" z="0,2"/>
    <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>    
    <bone name="Belly">
        <mass>0</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

 

 

 

Does yone of you managed to get smp to work with this body, i would really appreciate your help.

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Hi there,

 

first let me thank you all for your work thats keeps skyrim to be alive and one of the greatest games ever.

 

I don'Ät know if i'm in the correct topic but let me give you a question:

 

i'm trying to get HDT skinned mesh physics to work with the HDT horny werewolf body

Does anybody know a working xml for the breasts?.

 

I got them to jiggle with this setup, but it uses the wrong constraints:

 

 

 

    <bone name="NPC L Breast P1">
        <mass>0,000000</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC L Breast P2">
        <mass>1,000000</mass>
        <inertia x="10" y="10" z="10"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-1,5"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC R Breast P1">
        <mass>0,000000</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC R Breast P2">
        <mass>1,000000</mass>
        <inertia x="10" y="10" z="10"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-1,5"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <generic-constraint bodyA="NPC L Breast P2" bodyB="NPC L Breast P1">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-2" y="-2" z="-3"/>
        <linearUpperLimit x="2" y="2" z="3"/>
        <angularLowerLimit x="0" y="-0,1" z="-0,3"/>
        <angularUpperLimit x="0" y="0,1" z="0,3"/>
    <linearStiffness x="304,617432" y="304,617432" z="304,617432"/>
        <angularStiffness x="1096,62" y="1096,62" z="1096,62"/>
    <linearDamping x="10,5000" y="10,5000" z="10,5000"/>
        <angularDamping x="10,9662" y="10,9662" z="10,9662"/>
        <linearEquilibrium x="0" y="0" z="-3"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0,2" y="0,3" z="0,4"/>
    <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>

    <generic-constraint bodyA="NPC R Breast P2" bodyB="NPC R Breast P1">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
    <linearLowerLimit x="-2" y="-2" z="-3"/>
    <linearUpperLimit x="2" y="2" z="3"/>
        <angularLowerLimit x="0" y="-0,1" z="-0,3"/>
        <angularUpperLimit x="0" y="0,1" z="0,3"/>
    <linearStiffness x="304,617432" y="304,617432" z="304,617432"/>
        <angularStiffness x="1096,62" y="1096,62" z="1096,62"/>
    <linearDamping x="10,5000" y="10,5000" z="10,5000"/>
        <angularDamping x="10,9662" y="10,9662" z="10,9662"/>
        <linearEquilibrium x="0" y="0" z="-3"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0,2" y="0,3" z="0,4"/>
    <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>
 

 

 

 

I thought that would be the right constraints, but with this i have no jiggle and collision at all

 

 

 

    <bone name="Breast P1">
        <mass>0,000000</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>


    <bone name="NPC L PreBreast P1">
        <mass>0,000000</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC R PreBreast P1">
        <mass>0,000000</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC L Breast P1">
        <mass>1,000000</mass>
        <inertia x="10" y="10" z="10"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-4"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC R Breast P1">
        <mass>1,000000</mass>
        <inertia x="10" y="10" z="10"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-4"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <generic-constraint bodyA="NPC L Breast P1" bodyB="NPC L PreBreast P1">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-4" y="-4" z="-12"/>
        <linearUpperLimit x="4" y="4" z="12"/>
        <angularLowerLimit x="0" y="-0,1" z="-0,3"/>
        <angularUpperLimit x="0" y="0,1" z="0,3"/>
    <linearStiffness x="304,617432" y="304,617432" z="304,617432"/>
        <angularStiffness x="1096,62" y="1096,62" z="1096,62"/>
    <linearDamping x="10,5000" y="10,5000" z="10,5000"/>
        <angularDamping x="10,9662" y="10,9662" z="10,9662"/>
        <linearEquilibrium x="0" y="0" z="-3"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0,2" y="0,3" z="0,4"/>
    <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>

    <generic-constraint bodyA="NPC R Breast P1" bodyB="NPC R PreBreast P1">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
    <linearLowerLimit x="-4" y="-4" z="-12"/>
    <linearUpperLimit x="4" y="4" z="12"/>
        <angularLowerLimit x="0" y="-0,1" z="-0,3"/>
        <angularUpperLimit x="0" y="0,1" z="0,3"/>
    <linearStiffness x="304,617432" y="304,617432" z="304,617432"/>
        <angularStiffness x="1096,62" y="1096,62" z="1096,62"/>
    <linearDamping x="10,5000" y="10,5000" z="10,5000"/>
        <angularDamping x="10,9662" y="10,9662" z="10,9662"/>
        <linearEquilibrium x="0" y="0" z="-3"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0,2" y="0,3" z="0,4"/>
    <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>

    <generic-constraint bodyA="NPC L Breast P1" bodyB="Breast P1">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="0" y="-1" z="0"/>
        <linearUpperLimit x="0" y="1" z="0"/>
        <angularLowerLimit x="0" y="0" z="-0,1"/>
        <angularUpperLimit x="0" y="0" z="0,1"/>
    <linearStiffness x="304,617432" y="304,617432" z="304,617432"/>
        <angularStiffness x="1096,62" y="1096,62" z="1096,62"/>
    <linearDamping x="10,5000" y="10,5000" z="10,5000"/>
        <angularDamping x="10,9662" y="10,9662" z="10,9662"/>
        <linearEquilibrium x="0" y="0" z="-3"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0,2" y="0,3" z="0,2"/>
    <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>

    <generic-constraint bodyA="NPC R Breast P1" bodyB="Breast P1">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="0" y="-1" z="0"/>
        <linearUpperLimit x="0" y="1" z="0"/>
        <angularLowerLimit x="0" y="0" z="-0,1"/>
        <angularUpperLimit x="0" y="0" z="0,1"/>
    <linearStiffness x="304,617432" y="304,617432" z="304,617432"/>
        <angularStiffness x="1096,62" y="1096,62" z="1096,62"/>
    <linearDamping x="10,5000" y="10,5000" z="10,5000"/>
        <angularDamping x="10,9662" y="10,9662" z="10,9662"/>
        <linearEquilibrium x="0" y="0" z="-3"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0,2" y="0,3" z="0,2"/>
    <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>    
    <bone name="Belly">
        <mass>0</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

 

 

 

Does yone of you managed to get smp to work with this body, i would really appreciate your help.

 

 

 

Argh.. i didn't see that the boobs in the body used the second bone (P2)

 

got it  to work with this now

 

 

 

 

    <bone name="Breast P2">
        <mass>0,000000</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>


    <bone name="NPC L PreBreast P2">
        <mass>0,000000</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC R PreBreast P2">
        <mass>0,000000</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC L Breast P2">
        <mass>1,000000</mass>
        <inertia x="10" y="10" z="10"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-4"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <bone name="NPC R Breast P2">
        <mass>1,000000</mass>
        <inertia x="10" y="10" z="10"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="-4"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone>

    <generic-constraint bodyA="NPC L Breast P2" bodyB="NPC L PreBreast P2">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-4" y="-4" z="-6"/>
        <linearUpperLimit x="4" y="4" z="6"/>
        <angularLowerLimit x="0" y="-0,1" z="-0,3"/>
        <angularUpperLimit x="0" y="0,1" z="0,3"/>
    <linearStiffness x="304,617432" y="304,617432" z="304,617432"/>
        <angularStiffness x="1096,62" y="1096,62" z="1096,62"/>
    <linearDamping x="3,046174" y="3,046174" z="3,046174"/>
        <angularDamping x="10,9662" y="10,9662" z="10,9662"/>
        <linearEquilibrium x="0" y="0" z="-3"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0,2" y="0,3" z="0,5"/>
    <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>

    <generic-constraint bodyA="NPC R Breast P2" bodyB="NPC R PreBreast P2">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-4" y="-4" z="-6"/>
        <linearUpperLimit x="4" y="4" z="6"/>
        <angularLowerLimit x="0" y="-0,1" z="-0,3"/>
        <angularUpperLimit x="0" y="0,1" z="0,3"/>
    <linearStiffness x="304,617432" y="304,617432" z="304,617432"/>
        <angularStiffness x="1096,62" y="1096,62" z="1096,62"/>
    <linearDamping x="3,046174" y="3,046174" z="3,046174"/>
        <angularDamping x="10,9662" y="10,9662" z="10,9662"/>
        <linearEquilibrium x="0" y="0" z="-3"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0,2" y="0,3" z="0,5"/>
    <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>

    <generic-constraint bodyA="NPC L Breast P2" bodyB="Breast P2">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="0" y="-1" z="0"/>
        <linearUpperLimit x="0" y="1" z="0"/>
        <angularLowerLimit x="0" y="0" z="-0,1"/>
        <angularUpperLimit x="0" y="0" z="0,1"/>
    <linearStiffness x="304,617432" y="304,617432" z="304,617432"/>
        <angularStiffness x="1096,62" y="1096,62" z="1096,62"/>
    <linearDamping x="3,046174" y="3,046174" z="3,046174"/>
        <angularDamping x="10,9662" y="10,9662" z="10,9662"/>
        <linearEquilibrium x="0" y="0" z="-3"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0,2" y="0,3" z="0,2"/>
    <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>

    <generic-constraint bodyA="NPC R Breast P2" bodyB="Breast P2">
        <frameInB>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="0" y="-1" z="0"/>
        <linearUpperLimit x="0" y="1" z="0"/>
        <angularLowerLimit x="0" y="0" z="-0,1"/>
        <angularUpperLimit x="0" y="0" z="0,1"/>
    <linearStiffness x="304,617432" y="304,617432" z="304,617432"/>
        <angularStiffness x="1096,62" y="1096,62" z="1096,62"/>
    <linearDamping x="3,046174" y="3,046174" z="3,046174"/>
        <angularDamping x="10,9662" y="10,9662" z="10,9662"/>
        <linearEquilibrium x="0" y="0" z="-3"/>
        <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0,2" y="0,3" z="0,2"/>
    <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>
 

 

 

But i would still like a more natural behaviour.

 

Link to comment
  • 1 month later...
  • 1 month later...

The buxom female werewolf mesh does nothing, the game resets the mesh even if the standard HDT mesh is gone, how am I supposed to install a custom mesh?

 

Where are you installing the mesh?

It should go in Data\Meshes\Actors\WerwolfBeast\Character Assets

 

Do you have any other werewolf mods like Moonlight Tales? Are you activating the Werewolves.esp that comes in the mod? By default, male and female werewolves share the same mesh.

 

What's your character's weight? The mesh has a _0 and _1 version, and so is weight enabled. You won't get the full effect unless you're 100 weight. Also, Werewolf NPCs are 50, and Aela the Huntress is 20. If you like, you can delete the femalebodywerewolf_0.nif, so all werewolves use the maximum size.

Link to comment
  • 2 weeks later...

 

 

It would seem whatever scaling I do in nifscope won't carry over into the actual game itself. Do all three nodes for each breast need to be rescaled? Forgive my ineptitude with nifscope if there is something obvious I'm overlooking.

No, it is not necessary to scale all three nodes--just scale the ones named: "NPC L Breast P1", "NPC R Breast P1","NPC L Breast P2", "NPC R Breast P2","NPC L Breast P3", and "NPC R Breast P3" in the 'skeleton.nif' and it should work. Be sure to save after scaling the bones (and make a backup  of the original file just in case).

 

 

 I'm trying this myself and having no luck. I'm using the two breasted skeleton from the Moonlight Tales/Werewolf Mastery pack and I have scaled the two nodes I can find that match your description but I'm just not seeing any changes. I'm assuming by scaling everyone is talking about the option found in the Transform>Edit window right? Or am I missing something, sorry to be a pain, I'm just not too familiar with nifskope yet. 

 

 I'd like to try to try and get the size to this here if possible: 

 

10989-5-1336232087.jpg

 

 

 

This is also something i am trying to recreate, but no avail. hmpf.

 

you got any progress on this shape?

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  • 1 month later...

That is 100% a mod adding them, if your male werewolves have a perma-stiffy, post your load order (I know most all werewolf mods), and I should know what your culprit would be. But just in general, know that people will never be able to answer your questions if you give no context... Either post screenshots, or show load orders, or explain your issue in detail, and the steps you have done to try to resolve it yourself, so that whoever is troubleshooting you can have a better idea of how they can help.

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