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Ok, so with my inflation issue that I temporarily hijacked this thread with. (Thank you btw)

 

It indeed was a setting, somewhere in one of my many mods that dealt with it. I don't know which one it was because when I started a new game this time I left everything at default (didn't mess with importing any presets those mods may have had) And ensured that the female tag was chosen for my character in SLIN. Actor update and her breasts were fine. So basically just had to redo my presets (ugh) 

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After playing with the new xmls a bit I'm not that happy with the belly collisions anymore. They are a bit too much in y direction.

I think I'll go through all the hdtPhysicsExtensionsDefaultBBP xmls and reduce both the y and z limits for the belly... That's quite a few xmls now, sigh  :mellow:

And while I'm at it I will also reduce the limits for the butt, it's not as bad as with the belly but deformations on collisions are a bit too much there too.

Will upload it as v3.11 soon.

If you're fine with how collisions look on v3.1 then just ignore the update.

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Hey, is there any way to get FloppySoS' floppy balls effect onto your .xmls?

 

FloppySoS has collision issues --atleast for me-- and they seem to be tied to the size of the schlong itself. It's like the shape that is supposed to be responsible for the donger collisions is offset forwards and this offset gets worse the higher you go from 1-20 in the MCM.

 

Yours, on the other hand, work fine regardless of size. And props because it looks really neat.

I tried myself to copy Floppy's inertia sphere and the constraints using JFF but it doesn't seem to have worked.
 

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Thanks, I'm always good to hear that the stuff I do works. :)

 

That the collisions for FloppySOS might not work as intended is something I was afraid of too tbh.

My male collision xml for SOS puts the box (and only one box, I didn't set up 6 or more like in most mods) pretty much exactly on the mesh, but I don't know about FloppySOS since that mod sets up a moving (or not moving like for the presets intended for sex animations) chain of bones that all need to be properly offset from each other. Wrong values for that offset ("Joint" setting) and it might not be on the mesh anymore for bigger schlongs. Guess I'll have a look at the FloppySOS values again.

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Just want to say thank you.There is no chance to make the Breast more saggy?I use SevenBase.

 

Of course there is.

But I'd prefer if you did that yourself since if I want saggy breasts I don't mess with the xml but use either Bodyslide or Racemenu. ;)

If you really want to change it with the xml then I can give you pointers of course. Do you already have JFF v4 ready to go?

 

Hey, is there any way to get FloppySoS' floppy balls effect onto your .xmls?

 

FloppySoS has collision issues --atleast for me-- and they seem to be tied to the size of the schlong itself. It's like the shape that is supposed to be responsible for the donger collisions is offset forwards and this offset gets worse the higher you go from 1-20 in the MCM.

 

Yours, on the other hand, work fine regardless of size. And props because it looks really neat.

 

I tried myself to copy Floppy's inertia sphere and the constraints using JFF but it doesn't seem to have worked.

 

I took another look at the FloppySOS preset with the balls moving and the rest fixed.

There was a small difference between one of the joint settings there and the ones in the XPMSE male skeleton.

So I just changed the value and repacked it.

FloppySOS collisionfix (maybe).7z

 

But I don't know if it really fixes your problem, I need feedback on that. Is the offset gone? Or is it there but doesn't get worse for bigger schlongs anymore? Or did this little hackjob of mine fix nothing at all?

Of course you could also try fixing it on your own using JFF or even the ingame MCM menu (dunno if that allows to make the necessary changes though).

Also why not just ask jopie123, it's his mod afterall.

 

edit:

and about the floppy balls effect ...

I don't know. Maybe I give it a try and just set up something. The bones are there and I wouldn't have to add too many entries to the male xml either. Will see. ;)

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Sure.

If you didn't do that already then please download and unzip JFF v4 (HDT PE on nexus under optional files).

Now open the folder of my mod (the installed one, not the archive) and copy the hdtPhysicsExtensionsDefaultBBP.xml from SKSE\Plugins into the JFF folder.

Then start JFF (hdthavokmodifier.exe) and load the xml.

You should see a window like this:

post-162794-0-89606400-1483998904_thumb.jpg

 

Now there are different ways to go about this.

The easiest but also worst would be to increase the mass of the breasts. Doing that would give them a more saggy shape but also screw up the bouncing effects I finetuned that carefully and give some ugly distortions on fast movements. So let's not do that.

 

Better do the following:

1. After you loaded the xml with JFF click on the "Constraints" tab at the bottom of the JFF window. Then doubleclick on one of the 2 entries that contain the word breast.

2. Now click on the "Joint" tab and set the Z value for Pivot B to -3.

3. Repeat the same for the other breast entry under "Constraints" and afterwards save the file and overwrite the one your game uses with it.

 

You might have to repeat the steps using different values if you are not satisfied with the result. And maybe you also want to set the Y value for Pivot B to -1 or something close to that.

To quickly make these alterations you should have the game open while doing the edits with JFF. After each change you can immediately see the result by opening the racemenu with the ingame console (works only for female main chars that are naked though). But you probably need a Borderless Fullscreen mod for that to work (OneTweak is nice and I think ENBs offer that option too).

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Wow, v3.11 works even better than the already excellent previous version. Didn't think it possible - thank you! And everything packaged in a convenient FOMOD installer (with good extra instructions) for maximum convenience - awesome!

Good idea to provide an option that leaves FloppySOS alone. That mod is already troubled enough without any outside interference.

 

Seeing as you succeeded where so many before you have failed I'm wondering whether you could perhaps think of a way to make the direction of gravity pull always the center of the earth, like in real life, regardless of the current orientation of the body?

Here is a screenshot to illustrate my point. Thanks for your consideration.

https://i.imgur.com/rDAeRHa.jpg

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Hi Momber,

 

gravity already points to the ground or the center of Nirn;)

And the breasts in the image you posted probably aren't overly pushed up which is nice, there are no porn stars in Skyrim after all.

But that also means that you already have a deformation in the mesh compared to zero gravity conditions, even without physics.

 

Also even if you would stop using breast shapes like you see them in normal gravity conditions (more or less saggy meaning gravity was already applied before my xml kicks in) it still wouldn't look realistic in that pose since the boundaries I set for the breasts are too small for that. And if I set them higher then the mesh wouldn't deform in a way that makes this look realistic, it would just look bad.

Maybe I can fix it, will have to test a few things first.

 

 

edit:

I didn't really fix it but while testing I finally managed to find angular breast bounce constraints that play well with the linear constraints I'm normally using. Yay!

Never managed to get both to work together before, because if I used both then the springs for linear and angular constraints would just resonate with each other and cause the mesh to thrash around erratically.

Turns out that setting no spring or other motor for angular movement and letting the linear springs cover both is the way to go.

...

Everything clear as mud now?  :P

Forget it, I just wanted to tell you guys and gals that I made an alternative version that should hopefully give the breast bounce an even more natural look, especially when running and in sex animations.

I won't replace the standard version with it though since the mesh can still spazz out, it's just not very likely if you don't force it by making a lot of fast turns in quick succession. Angular constraints are a fickle beast, I wonder if Hydro forgot something major there since most settings and all of the constraints motors are pretty useless.  :unsure:

Anyway, if you wanna test the alternative version you can find it in the downloads from now on.

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Everything clear as mud now?

 

lol yeah it's all Greek to me tongue.png

Not all of it actually, but some. Anyhoo, thanks very much for trying! I'll be testing your result in-game ASAP.

 

P.S. would you be opposed to me asking you a couple of questions about HDT in general via PM? I don't want to spam this thread with (semi-) off-topic stuff.

 

EDIT: I don't see any new files in the download section of your mod. Will I have to clear my cache or something?

 

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Everything clear as mud now?

 

lol yeah it's all Greek to me tongue.png

Not all of it actually, but some. Anyhoo, thanks very much for trying! I'll be testing your result in-game ASAP.

 

P.S. would you be opposed to me asking you a couple of questions about HDT in general via PM? I don't want to spam this thread with (semi-) off-topic stuff.

 

EDIT: I don't see any new files in the download section of your mod. Will I have to clear my cache or something?

 

 

Nope, sorry, that's my mistake.

There was a second thing I wanted to add, remembered about it just before I wanted to upload the new version.

And of course you can ask me anything via PM. Can't promise that I know an answer though.  ;)

 

The thing that was still missing are free moving balls btw.

So I set them up and since copying the rotational matrices from the skeleton was a pita (one of them "wringed" the balls, lol) it took much longer than expected.

But it's done now and working fine (afaik).

Version 3.2 is waiting in the download section... This time for sure.  :D

There won't be an alternative version, use either this or 3.11.

 

If anyone has problems with the breasts spazzing out (only happens for me if my char turns around a few times in quick succession which she normally would never do so it shouldn't pose a problem) then just keep using v3.11

If you can't figure out how to get the jiggling balls to work with v3.11: The folders in the zip file are named after the schlongs they are for, just copy the content of the ones matching the schlongs in your game into the v3.11 mod installation folder and let it overwrite the schlong-specific files there.

The FloppySOS compatible version doesn't have the free moving balls of course since that mod already covers that feature.

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Aw, come on, don't make me blush, boys. But thank you for the praise.  :blush:

 

Does anyone know how I would go about updating the HDT Animated Pussy All-in-One outdated version of this mod, which is included, with the latest version? I would like to be able to have the Vagina physics, but not use an outdated version of the XML. Not sure how to go about updating.

 

I think All in One 3.3 uses v1.74 of my mod. Which should work fine but if you want it updated to v3.11 or 3.2:

 

Download v3 (try v3.2 first) and install it. Read the mod description and the informations in the FOMod installer carefully and make your choices. Most people will probably pick the following options:

2 -> 1 -> whatever fits your female bodies (depends on boob size) -> 1 -> 2 -> pick the SOS schlongs installed in your game -> done

 

Then start Bodyslide from within MO or NMM and rebuild the Unified UNP Special hand, feet and body meshes for females. Distribute these newly created meshes to the NPC mods you are using, meaning you should overwrite the female meshes of these mods (a matter of a few minutes tops if you're using Bijin and Ordinary Women like me).

I'm using the UNPBB preset for UUNP Special for example and in my case the result would be this:

Bodyslide UNPBB meshes.7z 

As you can see I didn't overwrite the meshes inside the Bijin or Ordinary Women mod folders but I set this up as a new package with the same structure as these mods have for their female meshes. It needs to have higher mod priority than the original mods of course so it can overwrite them.

If you changed the body type from your previous setup then you should also rebuild all the armors with Bodyslide, you know, the usual when installing a new body mesh. ;)

 

Now go check the male body meshes. Mine are in the SOS mod folder since SOS has the highest priority for the male meshes. Could be different in your setup though.

Meaning for me the meshes to check are located in "Mod Organizer\mods\SOS - Schlongs of Skyrim\meshes\actors\character\character assets". Open the male hand, feet and body meshes (all 6, meaning the _0 and _1 version).

If there is any xml data attached to any of them then delete it, males only use the hdtm.xml in v3 of my mod and that's already attached to the schlong meshes I provide (other than that they are just the default SOS meshes).

post-162794-0-31601600-1484516550_thumb.jpg

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Does anyone know how I would go about updating the HDT Animated Pussy All-in-One outdated version of this mod, which is included, with the latest version? I would like to be able to have the Vagina physics, but not use an outdated version of the XML. Not sure how to go about updating.

 

I think All in One 3.3 uses v1.74 of my mod. Which should work fine but if you want it updated to v3.11 or 3.2:

 

Download v3 (try v3.2 first) and install it. Read the mod description and the informations in the FOMod installer carefully and make your choices. Most people will probably pick the following options:

2 -> 1 -> whatever fits your female bodies (depends on boob size) -> 1 -> 2 -> pick the SOS schlongs installed in your game -> done

 

Then start Bodyslide from within MO or NMM and rebuild the Unified UNP Special hand, feet and body meshes for females. Distribute these newly created meshes to the NPC mods you are using, meaning you should overwrite the female meshes of these mods (a matter of a few minutes tops if you're using Bijin and Ordinary Women like me).

 

If you changed the body type from your previous setup then you should also rebuild all the armors with Bodyslide, you know, the usual when installing a new body mesh.

 

Now go check the male body meshes (mine are in the SOS mod folder since SOS has the highest priority for the male meshes). Could be different in your setup though.

Meaning for me the meshes to check are located in "Mod Organizer\mods\SOS - Schlongs of Skyrim\meshes\actors\character\character assets". Open the male hand, feet and body meshes (all 6, meaning the _0 and _1 version).

If there is any xml data attached to any of them then delete it, males only use the hdtm.xml in v3 of my mod and that's already attached to the schlong meshes I provide (they are just the default SOS meshes with the xml data attached).

Appreciate the detailed info. I can get this set probably within the hour. :) I mainly needed to know what options to use and if the XML's in the All-in-One mod were safe to overwrite with the update.

 

Thank you so much!

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Thank you very much for v3.2. It does address the request I made with my previous screenshot a little bit, but not as much as I had hoped (new screenshot with same animation included below).

Unfortunately it also makes (large) breasts look weird and asymmetrical during idles. Perhaps a bit too much reality, lol.

Oh, and the belly collision is all over the place, which is not a big problem for me personally because I usually don't even use it.

These screenshots are with meshes I built with your repainted UUNP Special BS presets as of v3.01 - I did not rebuild them with v3.2 (should I have?).

https://imgur.com/a/3d6KY

 

Thanks again for your time.

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Dude, those are awesome shots and I'm sorry but I can't see where there's a problem. If I got my meshes to play as nicely as those look, I'd be in heaven. 

 

That's also a hell of a buff character. 

 

Those breasts look fantastic. Sorry but I think that's a little bit of a nitpick at this point. Maybe?

 

Also, animations have a lot to do with it. I've got older animations that have very, VERY little hdt movement whatsoever, then a newer, more detailed animation (leito's and nibbles newest ones in particular) has breast bounce like an enthusiastic pornstar. Those have nothing to do with the insane amount of work that Bazinga is able to put into these xml's. 

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Sorry but I think that's a little bit of a nitpick at this point. Maybe?

 

Absolutely - you're quite right. When a "product" has reached as high a standard as this one, nitpicking is all that's left to do. But it's all in good spirit. The goal is to make a great thing even better. This is how we grow, you know? Imagine if people had said 'wow, the Volkswagen Beatle is such a wonderful car, it drives so well and so fast, it's so safe and uses so little fuel, we'll never want anything better (nor can we envision anything better)'... Et cetera wink.png

One day we may see videos and screenshots coming out of a modded Skyrim game that will be indistinguishable from a real movie. Wouldn't that be great? We've already come a long way, thanks to all the talented modders here and elsewhere. A really long way.

And thanks for your compliments regarding my screenshots. Appreciated.

 

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Yeah, I know about the belly collisions and you're right, they are not perfect.

But honestly unless you can name a specific animation where it looks way off and has to be fixed I don't really wanna mess with those again, it's just too much work with too little progress. The problem simply is that the collision box for the belly will move thanks to gravity (so if you deactivate belly bounce it should be less unpredictable). Same problem like with the breasts really, exact collision locations and bouncing are conflicting on a very basic logical level here. Not much I can do about it tbh.

Another problem with belly collisions is that of course the collision box will be pushed aside by a schlong or hand or toy or whatever instead of being pushed in the direction the penetrating object is moving. Which makes it pretty much impossible to use a belly collision box that's small in shape and only sensitive to an area where it makes sense. Because with that you will often not see collision effects at all (because of the gravity-induced movement). Or the belly will be pushed inwards half the time.

 

So honestly I can't hear the words belly collisions anymore.  :D

But if you can point me to a specific animation where it looks intolerable for you then I'd appreciate that, as I can't check all collision effects for hundreds of animations, especially with all the different possible body shapes.

 

Dunno about idles as I don't use any where she's moving her hands over her body. So please define weird.

edit: ... Now that I think of it I didn't really adjust the collision boxes for smaller and bigger breast shapes. That's something I should probably do. So thanks for the hint. :)

I don't think it will improve the idles though, these are for medium to large sized breasts anyway (the hand movement pretty much describes the expected shape), not for smaller ones or huge ones. Small ones probably won't react to these idles at all (as it should be, just don't use them with skinny chars) and big ones will very likely deform in a pretty grotesque way... There might be a way around that though, will have to experiment with much bigger collision box shapes that are half buried in the body though... which will screw up bounce physics... Sigh.

 

And about the smallish change to the gravity effect on breasts in sideways animations:

I'm afraid there is nothing more I can do about that. If I use bigger angular limits it might look better there but the breasts would start spiraling out of control on abrupt movement direction changes like turning around (always a good candidate for that since Skyrim doesn't have a proper 180° turning animation so it's always abrupt).

 

edit:  I just added a small tutorial for building the body meshes with Bodyslide to the mod description.

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