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Showing results for tags 'xml'.
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Tuning Physics in NIF and XML Files
Aldebaran posted a blog entry in Adventures in HDT SMP for Skyrim SE
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- antediluvian
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Nexus: A Guide to HDT-SMP Users/Modders
Aldebaran posted a blog entry in Adventures in HDT SMP for Skyrim SE
https://forums.nexusmods.com/index.php?/topic/3800385-a-guide-to-hdt-smp-usersmodders/ -
Observations on XML Edits That Affect Physics Motion
Aldebaran posted a blog entry in Adventures in HDT SMP for Skyrim SE
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Editing NiStringExtraData in NifScope
Aldebaran posted a blog entry in Adventures in HDT SMP for Skyrim SE
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Hire DJ/Bartender/12 hours(XML) View File Just an edited XML I whipped up for DJ's and Bartenders to stay on the lot longer( 12 hours) >.< Getting frustrated that every time you throw a swinging party with ur favorite sims, the music goes off and everyone stops mid coitus wondering where the fuck the tunes went so they go to get the booze and wtf ..no bartender...Yeah, the DJ and the Bartender ran off together for a hot fuck I reckon getting all horned up working at the partayyyy seeing all that naked flesh and sweaty humping bodies ahaha lol...Welp, here you go I was getting fed up of throwing parties and the damn DJ and Bartender only stay like 3-5 hours or what not and having to keep hiring every time they left...so since I have Kawaii Stacie's Events Mod which allows to have overnighters and all sorts of parties without it having to be a goaled event I decided to figure it out and do it myself since there was only 1 of these out there and it is very old and needs updating. Only for residential. I repeat... It may work on community lots but it will NOT work in your WW Clubs...So be warned!! Something screwy that makes NPC DJ's leave the strip club and become replaced by another DJ Npc, not sure if that is meant to be part of the WW Strip club code or not. You can try and hire a DJ but bartenders are blocked by default with WW Strip Club features so do not mess with hiring Bartenders..period!. Just use it on ur residential lots or community lots..just please don't use it in ur stripper clubs..ok? Cause I don't want anyone coming crying that their game got borked lol? Tested in my own game. Just click on your home bar or dj booth to hire a sim. Will work on request specific sim and DJ Headliner. But I suggest you level their skill when they get to the lot. If their are any problems let me know. No reason it should not work in ur game because I have too many mods in my game and it works just fine ...unless you have some kind of other Bar and DJ mods in ur game that over ride these game files: S4_FBC3AEEB_00000000_000000000001E33F S4_FBC3AEEB_00000009_000000000001E350 S4_FBC3AEEB_00000009_000000000001E578 Download at ur own risk and if ur pc blows up...it wasn't me >.> I have worked on xmls for the last few months for personal use and I have 2 others I may upload that includes the maid and jealousy ..shall see.... Obviously this is xml from Get Together EP so you will need that. Just plop the package into your mods folder and it will override the default crappy hours. If you want 24 hours then let me know and I will do it.. Doesn't take long to do. Download or don't download...no problem. Made it for myself and thought I would share. ~Risi~ ❤️ Submitter Risi Submitted 01/10/2021 Category Other Requires GET TOGETHER EP
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No More Annoying Romantic Autonomous Serenade(XML Mod)
Risi posted a topic in Downloads - The Sims 4
No More Annoying Romantic Autonomous Serenade(XML Mod) View File "No more fucking autonomous Romantic serenade"... *If the first file did not work please grab the second file, I play tested my game 2 hours earlier and no annoying singing but then when I played again tonight with 4 hours of game play I heard the dreaded sound. I went back into the xml then retested with 3 hours of gameplay and now have reuploaded it because it seems to be ok. On another note, self singing might also be obliterated as well I don't know about you but that serenading was driving me bat shit crazy in my game...auto serenade every 2 damn minutes I decided to do something about it. Hope this saves you as much as it saved me. This is just an xml and obviously will override default mixer for this interaction. Yes, it works so if it doesn't for you then you must have another similar xml mod in ur game not playing nice with mine. Enjoy and if you have any issues please let me know. Ta ta for now ❤️ P.S. This is only for the Singing...I did not include piano, violin or guitar serenades because I have never had that happen in game <.< If you want all of the serenading included then ask me and I may do it sometime, but in no hurry at the moment Credits: Candy D because I had to sneak a peek at her outdated file that has not been updated in 4 years, so I had to include 2 tuning files, 1 that I changed and a second one from looking at hers which seemed to include a self serenade file. Has been tested in game and glad to say no more serenading for me, so obviously the file works like it should, so please let me know if you have any problems. But PLEASE TRY THE 2ND FILE IF THE FIRST ONE IS NOT WORKING FOR YOU. Thanks xox That's it folks. Like, follow and leave a comment if ur feeling generous lol P.S. Does require City Living since the XML's used are from there. Risi_NoFuckingSerenade.package Submitter Risi Submitted 01/16/2021 Category Other Requires CITY LIVING -
Cheataholics (REDUCED JEALOUSY RELATIONSHIP LEVEL LOSS XML) View File Like the title says...."Cheataholics".. 0 countability and now you can cheat in peace...cept for a minute amount of jealousy that won't affect your sim too much For your cheating promiscuous floozies and man whores. I made a low level jealousy mod months ago for my game..but it was just for cheating via sex..including WW Sex. Now I know WW has it where u can set jealousy to none globally. But I use another mod that makes sims more emotional and I was getting a lot of relationship losses with all my lovers lol I like to have a little bit of jealousy in my game as it makes it interesting with the Jealousy reaction emotion mod I have in my game. It wasn't working with WW Jealousy disabled completely so I had to add default jealousy for it to work along with the more reactions mod(I think it is by Zero on Patreon). So I got my game to a modest level of low loss hits but realized the continual flirting was still causing problems so I made a low level relationship loss for flirting as well. I have included both files as folders inside the zip. Just take what you want or both. It obviously overrides the tuning xml in the game...if you don't like it just take it out and ur settings will revert back to default. But for me completely disabling jealousy makes the game a bit dry because some of the reactions from Sims is hilarious. I will try and keep these up to date with patches but because it is not a script there shouldn't be to much of a problem.. Buffs: I haven't messed with the buffs so you will still see buffs in ur game...I still get them where a sim may be sad for cheating or the spouse caught the wife etc etc but I only edited the relationship loss...buffs are fun! I have not had to update anything in a while but I went ahead and created from fresh again. If you do have other mods with the same tuning files take them out or you will have error diarrhea more than likely, or one or the other won't or will work. If you have any requests for other xmls let me know as they are pretty easy to edit and I have XML'S for my maid and gardeners to stay longer without having to hire them as a "Live In Service" via LMS's mods. I don't like too many sims living under my roof especially female service npc's as they seem to get pregnant a lot by my sims husband or room mates lol! >.< Any questions or problems please shoot me a message ❤️ Credits: Notepad++ because without it I couldn't harness the power of XML to make my game more fun and tailored to my needs, wants and desires lol Submitter Risi Submitted 01/15/2021 Category Other Requires Just common sense and remove any other files with the same tuning files :P
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I used the HDT-PE version of this body: https://coco2048.blogspot.com/2021/01/cocobody-v4-smp-3bbb-standalone-version.html Now, the vagina still spreads during Creature scene but doesn't spread during human scenes. First, I thought that maybe it's because of the creature mods so I uninstalled all creature-related mods but the vagina stands still (breasts and butt still jiggle). Then I reinstalled Schlong but the problem is still there. Can anyone tell me what happened? ? loadorder.txt
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[FO4] Various AAF XML files View File 30 June 2019 - Uploaded 2.4, an update made by EgoBallistic, to be in line with the latest version of Themes and AAF. I left the previous 2 files (2.3 and 2.3 patched) just for "historical purposes", but if you keep your game updated you should definetely use this latest 2.4 version. 06 May 2019 - I was warned of some change in the latest AAF who made necessary a correction in the syntax of some xmls. So I uploaded the same 2.3 but it should be patched to work properly with the new framework version. It's untested, now tested, please tell me if there's issues. Other than that, I still stand on what I wrote below, even if this time I didn't put a password on the archive for practicity of those in need to update. (PS sorry if I made a couple of reuploads, I needed to make corrections) 01 May 2019 - The life of the latest version 2.3 has ended. Until a new updated version won't be made, no user should install it. I leave the file here as a reference for whoever wants to pick it, modify, copy/paste IDs etc., it's a file intended for modders' reference and not for users. The password to extract the archive is sunnysmile. These XML allow extra combinations with the existing animations, so you can have more possibilities when choosing actors / animation / furniture. I'm making some XML files while I'm learning how things work. I'll dump them here if they seem interesting enough. Please let me know what you think. NOTE ON VERSION 2.3 - Corrected some strapons, thanks to Torn for test - Removed Leito Beta files, I saw he introduced furnitures on V2 Install Since v. 2.2, there's a practical FOMOD All-In-One installer (tested with NMM and MO2). Many thanks to Roggvir to help me solve all the issues that came out in the creation. You can install them manually if you know what folders / files need to be installed and where. Requirement: - AAF - SavageCabbage vanilla pack. If you have the full, I think it works anyway, I'm just not using its animations - Leito FF patch (which will want you to install Vioxis Strapon too) - Horizon patch requires Horizon mod - Vs patch requires V's Stylish Decor mod Issues: - If you have an error, first of all please remove the XML file and see if the error goes away. These XML files are loaded everytime you load your save, you are safe in doing it. - If the error goes away when you remove the XML, check if you installed the Requirements. Old description, it's not important, it's only for reference: Submitter A.J. Submitted 10/06/2018 Category Other Requires AAF, SC, Leito FF patch. See description for optional requirements.
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View File This is my first upload at Nexus! For errors or suggestions you contact me. made with google translator Forum link: LoverSlab New version for Skyrim Special Edition! Thanks to Chessman2005 for the adjustment to Skyrim Special Edition DESCRIPTION This mod replaces the default female stand idle. The goal of this idle is to have an effect the female character more sexy. https://youtu.be/rw5xX2qhqOQ https://youtu.be/I-MtJ9XEjTw https://youtu.be/QDJZj-OkwsI HDT PE bug: - In Idle 1 both hands are equal, but too large. And even visible. - In Idle 2, the right hand (skeleton) is much too large - which is why both breasts already moving on the level of the belly button - depending on the body. SOLUTION: RaceMenu + ECE, set the hands at 75% - 80% shrink. FEATURES supports TBBP (HDT) (not included) Breast Collision (HDT) (not included) easy-to-use "Nexus Mod Manager" installer INSTALLATION Just use the "Nexus Mod Manager" to install this mod. RECOMMENDED MODS (recommended not required!) TBBP animation of Dragonfly XP32 Maximum Skeleton -XPMS XP32 Maximum Skeleton Extended HDT Physics Extension HDT Breast Physic and Collision HDT Havok Object Update 1.1: Update fingers fix for Idle Nr. 2 2.0: New version for Skyrim Special Edition CREDITS & PERMISSIONS The re-upload these files is not allowed. I am not the creator of this mod I Thanks to red3113 for his great work! Questions to me in German. My English is not good. ;-) Submitter Kamo Submitted 07/16/2015 Category Animation Requires Special Edition Compatible
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Version 1.32017
5565 downloads
Hello and Welcome! Shortly: This file is another "HdtPhysicsExtensionDefaultBBP" which I *modified* for my personal tastes. I tried finding one but it soon dawned on me, that there is not one that has piqued my interest. (Dont get me wrong here, I found more than a handfull of them and they were good, even better than good, they were awesome! Unfortunately just not to my liking.) --- DOWNLOADS AVAILABLE: NiKoRo - Explained in the description (original) Freedom - A lot smoother and softer (original) FVHrc0E - Enchanced butt bounciness (based on NiKoRo) (yet to be perfected) --- A Modification, Of What Exactly? I used two HdtPhysicsExtensionDefaultBBP.xml's as quide lines which were closest to my ideal: http://www.loverslab.com/files/file/822-hdt-dampened/ <-- Made by "ppkkpp" Thanks to him! -The breasts on this one were a bit too rubbery/gum-like, but the perkiness and solid bounce really stood out. -The butt had been really shut out by dampening it to great extent, but had a solid perkiness to it. http://www.loverslab.com/files/file/866-hdt-breast-physic-and-collision-for-sevenbase-unpunpb-cbbe-and-topmodel/ <-- Made by "clp2011" Props to him aswell! -The breasts were very bouncy and did it for quite a while even when the character stopped moving. the bouncing itself was smooth and the breasts had a feeling of weight to them, which is rather difficult to achieve. -The butt was rash in it's movement, it wasn't as smooth or bouncy as the breasts, but it was also very well made giving it a soft feel. --- What Does This .xml Feel Like? Like i said before, i made this for my personal tastes, but seeing as I did not find others of the same type, I though it might be allright to post it here. - The breasts were made slightly less bouncy and wobbly than Top Model, but giving it perkier feel while still trying to remain soft. ** A 3-4 bounce with a very slight jiggle at the end ** Dampening to make sure the breasts dont rip or deform in fast moving actions. (Crouching and jumping.) ** A slight sway/rippling when walking or running. (NOTE! heavily depends on the animation, might not do this with defaults!) - The butt was given alot "mushier" feel than Top Model, with added soft jiggling. ** A 1-2 bounce with smooth settling ** Dampening to make it feel soft and "mushy"-like ** Very slight wobbling when walking or running, the effect is gorgeous on big butts On a side note, I tried making this feel good with small and big bodysizes. --- Installation Same old copy/paste technique works, but you do need to rename the file: As you download it, it will be named "hdtPhysicsExtensionsDefaultBBP - XXX.xml" Simply remove " - XXX from the file name, and replace your older .xml file with it, overwrite when prompted to do so. --- Miscellaneous And Rambling Unfortunately, I cannot provide screenshots or videos of my work, as I am an idiot when it comes to recording devices and programs. This is also the reason to me explaining and comparing in attempt to give an understanding of what my file actually does. By no means do I downgrade or judge "ppkkpp"s or "clp2011"s .xml files! They did awesome work but as I have stated, it's due to my personal preference! Give credit to where it's due, to "ppkkpp" and "clp2011". Without them I would've not gotten this built! Give feedback and such, if you dont understand, or have trouble using this, or plan on modifying this, or just simply like it. That would be awesome actually! Oh, and if I dont answer within the first day or two, apologies on my part: Im usually on every third day or so, a few times a week, but I'll give an answer when I notice I am needed! And last but not least, this is my first upload on Loverslab, so please be gentle with me, I'll try to do the same. [EDIT 2014 8th day of the 4th month] Bugfixing and Optimising, A must have update if you liked the original! - 5 Followers on the file? Amazing! I love you guys! - Read the changelog for exact knowledge of what's been done. - Dont be afraid to download the file, it has the same name again, because i though that as an update, I wouldn't need to rename it. *** Im lazy and i am not afraid to show it. Also! starting now, I'll be taking common requests and making other HDT files out of them, sound good? great! Then start suggesting things! Might take a while to make/change them though, so have a bit of patience in reserve when requesting something. Okay? Awesome, thanks! [EDIT 2014 22nd day of the 4th month] New optional file is out! For those whom like a bit more jiggle! - 7 Followers? Are you serious!? Thanks guys! - Changelog is your friend again, to see and read what has been changed in the new file. - This time it's called "Freedom", Install as instructed before. *** No requests so far, I'll take it that you guys like the file! Yeah... That's what I'll do! Anyway, i was off for longer than i said i was going to be, sorry about that. "The Guy Upstairs" decided I am not allowed to go home for a few weeks, and that's that. But i should be officially back, And for good this time. So I'll be sticking around more closely and see how things are! Allright? Thanks! [EDIT 2014 30th day of the 4th month] New requested optional file added to the list and optimizing the other two, + There's a surprise addition for all 3 files, can you find it? Yayy! - 12 Followers!? This is growing out of hand guys! Stop... Actually please don't! Thanks fellas! - Read the changelog, I dare you! Lots of things on it this time! - The new file is named as "FVHrc0E" after it's requester, TEST FILE, keep that in mind, Okay? *** Well damn, 3 files done and I am just getting pumped up... Not even parking tickets can bring me down now! Unless they cost 60€. Ouch! In any case all bugs and greenie meanie glitchies should be fixed in NiKoRo and Freedom, Unless someone points something out. AGAIN! Take care guys! Thanks for the attention! Cya! -
Version 3.2
37881 downloads
NEW Version 3.2 - The bounce on the butt was way too strong, so I toned it down more like how it was in previous versions. Also "slowed" down the breast so they don't bounce as much. Makes it more coherent with the butt (Firm butt with boobs flying around looks off). Version 3.0 - Bounce XML Remade using HDT 14.28 as a base. The characteristics might not be identical to the previous versions, but now it works with the HDT version that is on the Nexus (14.28). Version 2.0 - Bounce XML is a tweaked butt that bounces a tad more and differently, and also a bit of boob job to make them a bit more firm. This archive is BAIN-compatible and comes with 2 folders, one for each version. Also includes GIF demos (the same shown on this page), which is why it's like 11 MB. I changed how the butt bounces drastically. Now it's less Jell-O and more firm. The bounce is really subtle. I also changed a bit how the breast jiggle, reducing the amount of jiggling around they do. They still sway as much, I think this is nicely done in the current version, but lose their jiggle energy a bit faster. You can see a demo of the changes in the gifs attached (click the download icon at the bottom of this post to see them). Version 3.0 Designed using the HDT Physics Extension Latest 14-28. Probably not compatible with earlier versions. Version 1.0 and 2.0 Designed using the HDT Physics Extension Stable 10-24. Not compatible with the latest version. Enjoy. PS: These changes aren't meant to represent reality or mimic it in anyway, I made these changes so my ass wouldn't bounce around so much on my giant-assed barbarian woman. -
Version 2.0
37889 downloads
This is my first upload at Nexus! For errors or suggestions you contact me. made with google translator Forum link: LoverSlab New version for Skyrim Special Edition! Thanks to Chessman2005 for the adjustment to Skyrim Special Edition DESCRIPTION This mod replaces the default female stand idle. The goal of this idle is to have an effect the female character more sexy. https://youtu.be/rw5xX2qhqOQ https://youtu.be/I-MtJ9XEjTw https://youtu.be/QDJZj-OkwsI HDT PE bug: - In Idle 1 both hands are equal, but too large. And even visible. - In Idle 2, the right hand (skeleton) is much too large - which is why both breasts already moving on the level of the belly button - depending on the body. SOLUTION: RaceMenu + ECE, set the hands at 75% - 80% shrink. FEATURES supports TBBP (HDT) (not included) Breast Collision (HDT) (not included) easy-to-use "Nexus Mod Manager" installer INSTALLATION Just use the "Nexus Mod Manager" to install this mod. RECOMMENDED MODS (recommended not required!) TBBP animation of Dragonfly XP32 Maximum Skeleton -XPMS XP32 Maximum Skeleton Extended HDT Physics Extension HDT Breast Physic and Collision HDT Havok Object Update 1.1: Update fingers fix for Idle Nr. 2 2.0: New version for Skyrim Special Edition CREDITS & PERMISSIONS The re-upload these files is not allowed. I am not the creator of this mod I Thanks to red3113 for his great work! Questions to me in German. My English is not good. ;-) -
Version 1.2.0
4584 downloads
Purpose: Add animationGroupData XMLs where necessary and modify positionData XMLs to hide standalone animations that belong in staged animations and add the staged animation group from the animationGroupData XML files. File Versioning Information: The archive files are versioned as such: The version of the animation pack the XML files are designed to replace followed by the revision number for these files. The revision number acts like a version number for this project respective to that animation pack. For example, if the version of the animation pack is 1.2.3 and this is the 843rd modification of those XML files for that specific version, the version part towards the end of the file before the ".zip" extension will look like: "1.2.3-843". Anticipated Questions: 1. Why make this? I'm a fan of minimal mods but some mods like to throw in everything and the kitchen sink. Because of this, I don't use the Ultimate AAF Patch (UAP) and instead only use Creature Resources which does not provided fixed XMLs. 2. Not all of the animations from an author have their name surrounded in brackets, why is that? The animations with the animator's username in brackets are the animations that are believed to be staged based on the naming scheme used in the author's original positionData files. If it isn't in brackets, then the name of the animation didn't seem to be detected as part of a staged animation with the program I wrote to generate the XML files and it was seen as a single, standalone non-staged animation. 3. Why don't you have one for <insert author here>? Either that author already provided animationGroupData and staged positionData files or I don't use their animation pack so I didn't make one for them. 4. Will you do one for <insert author here> if their XMLs need one? There's a good chance I won't mind. Just point me to their mod. 5. Why are some of the old comments missing in the XML files and why is it formatted differently from the original? I did not create or modify these XML files by hand, not even with an XML editor. I had the XML parsing library I used ignore comments and some comments were malformed to begin with. -
Version 1.0.0
3568 downloads
Like the title says...."Cheataholics".. 0 countability and now you can cheat in peace...cept for a minute amount of jealousy that won't affect your sim too much For your cheating promiscuous floozies and man whores. I made a low level jealousy mod months ago for my game..but it was just for cheating via sex..including WW Sex. Now I know WW has it where u can set jealousy to none globally. But I use another mod that makes sims more emotional and I was getting a lot of relationship losses with all my lovers lol I like to have a little bit of jealousy in my game as it makes it interesting with the Jealousy reaction emotion mod I have in my game. It wasn't working with WW Jealousy disabled completely so I had to add default jealousy for it to work along with the more reactions mod(I think it is by Zero on Patreon). So I got my game to a modest level of low loss hits but realized the continual flirting was still causing problems so I made a low level relationship loss for flirting as well. I have included both files as folders inside the zip. Just take what you want or both. It obviously overrides the tuning xml in the game...if you don't like it just take it out and ur settings will revert back to default. But for me completely disabling jealousy makes the game a bit dry because some of the reactions from Sims is hilarious. I will try and keep these up to date with patches but because it is not a script there shouldn't be to much of a problem.. Buffs: I haven't messed with the buffs so you will still see buffs in ur game...I still get them where a sim may be sad for cheating or the spouse caught the wife etc etc but I only edited the relationship loss...buffs are fun! I have not had to update anything in a while but I went ahead and created from fresh again. If you do have other mods with the same tuning files take them out or you will have error diarrhea more than likely, or one or the other won't or will work. If you have any requests for other xmls let me know as they are pretty easy to edit and I have XML'S for my maid and gardeners to stay longer without having to hire them as a "Live In Service" via LMS's mods. I don't like too many sims living under my roof especially female service npc's as they seem to get pregnant a lot by my sims husband or room mates lol! >.< Any questions or problems please shoot me a message ❤️ Credits: Notepad++ because without it I couldn't harness the power of XML to make my game more fun and tailored to my needs, wants and desires lol -
Version 1.0.0
893 downloads
"No more fucking autonomous Romantic serenade"... *If the first file did not work please grab the second file, I play tested my game 2 hours earlier and no annoying singing but then when I played again tonight with 4 hours of game play I heard the dreaded sound. I went back into the xml then retested with 3 hours of gameplay and now have reuploaded it because it seems to be ok. On another note, self singing might also be obliterated as well I don't know about you but that serenading was driving me bat shit crazy in my game...auto serenade every 2 damn minutes I decided to do something about it. Hope this saves you as much as it saved me. This is just an xml and obviously will override default mixer for this interaction. Yes, it works so if it doesn't for you then you must have another similar xml mod in ur game not playing nice with mine. Enjoy and if you have any issues please let me know. Ta ta for now ❤️ P.S. This is only for the Singing...I did not include piano, violin or guitar serenades because I have never had that happen in game <.< If you want all of the serenading included then ask me and I may do it sometime, but in no hurry at the moment Credits: Candy D because I had to sneak a peek at her outdated file that has not been updated in 4 years, so I had to include 2 tuning files, 1 that I changed and a second one from looking at hers which seemed to include a self serenade file. ❤️My beautiful daughter Dominique who sketched the template for my icon and hovered over me while I made it in Paintnet lol Has been tested in game and glad to say no more serenading for me, so obviously the file works like it should, so please let me know if you have any problems. But PLEASE TRY THE 2ND FILE IF THE FIRST ONE IS NOT WORKING FOR YOU. Thanks xox That's it folks. Like, follow and leave a comment if ur feeling generous lol P.S. Does require City Living since the XML's used are from there. Risi_NoFuckingSerenade.package -
Version 1.0.0
1513 downloads
Just an edited XML I whipped up for DJ's and Bartenders to stay on the lot longer( 12 hours) >.< Getting frustrated that every time you throw a swinging party with ur favorite sims, the music goes off and everyone stops mid coitus wondering where the fuck the tunes went so they go to get the booze and wtf ..no bartender...Yeah, the DJ and the Bartender ran off together for a hot fuck I reckon getting all horned up working at the partayyyy seeing all that naked flesh and sweaty humping bodies ahaha lol...Welp, here you go I was getting fed up of throwing parties and the damn DJ and Bartender only stay like 3-5 hours or what not and having to keep hiring every time they left...so since I have Kawaii Stacie's Events Mod which allows to have overnighters and all sorts of parties without it having to be a goaled event I decided to figure it out and do it myself since there was only 1 of these out there and it is very old and needs updating. Only for residential. I repeat... It may work on community lots but it will NOT work in your WW Clubs...So be warned!! Something screwy that makes NPC DJ's leave the strip club and become replaced by another DJ Npc, not sure if that is meant to be part of the WW Strip club code or not. You can try and hire a DJ but bartenders are blocked by default with WW Strip Club features so do not mess with hiring Bartenders..period!. Just use it on ur residential lots or community lots..just please don't use it in ur stripper clubs..ok? Cause I don't want anyone coming crying that their game got borked lol? Tested in my own game. Just click on your home bar or dj booth to hire a sim. Will work on request specific sim and DJ Headliner. But I suggest you level their skill when they get to the lot. If their are any problems let me know. No reason it should not work in ur game because I have too many mods in my game and it works just fine ...unless you have some kind of other Bar and DJ mods in ur game that over ride these game files: S4_FBC3AEEB_00000000_000000000001E33F S4_FBC3AEEB_00000009_000000000001E350 S4_FBC3AEEB_00000009_000000000001E578 Download at ur own risk and if ur pc blows up...it wasn't me >.> I have worked on xmls for the last few months for personal use and I have 2 others I may upload that includes the maid and jealousy ..shall see.... Obviously this is xml from Get Together EP so you will need that. Just plop the package into your mods folder and it will override the default crappy hours. If you want 24 hours then let me know and I will do it.. Doesn't take long to do. Download or don't download...no problem. Made it for myself and thought I would share. ~Risi~ ❤️ -
Version 1.2.0
5707 downloads
Hello everyone, I decided to try making my own animations and, while they are completely far from what I would like to see in my game, I wrote a small application to simplify the process of filling out the WW XML Tuning file. So this content may be of interest only to those who are already making animations or planning to. Description Features: Automatic generation of Decimal/Hex values based on your package name Possibility to add many animations Toggle select locations/tags Possibility to add many actors With many interactions Correct destination file name Edit existing XML file (new)Possibility to add animation events This is WIP, so don't expect 100% stable work. I look forward to your comments. I have some plans for the development of this utility, but they largely depend on demand. Future plans: Edit existing XML support (DONE) Extend with other optional XML parts animation_props_list animation_events_list (DONE) etc. Implement .package generation (too many applications are required at the moment to generate one file ? )- 2 reviews
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30
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- wickedwhims
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View File NEW Version 3.2 - The bounce on the butt was way too strong, so I toned it down more like how it was in previous versions. Also "slowed" down the breast so they don't bounce as much. Makes it more coherent with the butt (Firm butt with boobs flying around looks off). Version 3.0 - Bounce XML Remade using HDT 14.28 as a base. The characteristics might not be identical to the previous versions, but now it works with the HDT version that is on the Nexus (14.28). Version 2.0 - Bounce XML is a tweaked butt that bounces a tad more and differently, and also a bit of boob job to make them a bit more firm. This archive is BAIN-compatible and comes with 2 folders, one for each version. Also includes GIF demos (the same shown on this page), which is why it's like 11 MB. I changed how the butt bounces drastically. Now it's less Jell-O and more firm. The bounce is really subtle. I also changed a bit how the breast jiggle, reducing the amount of jiggling around they do. They still sway as much, I think this is nicely done in the current version, but lose their jiggle energy a bit faster. You can see a demo of the changes in the gifs attached (click the download icon at the bottom of this post to see them). Version 3.0 Designed using the HDT Physics Extension Latest 14-28. Probably not compatible with earlier versions. Version 1.0 and 2.0 Designed using the HDT Physics Extension Stable 10-24. Not compatible with the latest version. Enjoy. PS: These changes aren't meant to represent reality or mimic it in anyway, I made these changes so my ass wouldn't bounce around so much on my giant-assed barbarian woman. Submitter tase Submitted 01/20/2014 Category HDT Physics Requires HDT Physics Extension Special Edition Compatible
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I've written yet another mod manager. It's a semi-automated manual install, only proved working on my OS: Linux. I wrote it because neither Mod Organizer 2 nor Vortex worked. My tool abuses git for the module change management. The wrapper script [0] is in bash, but xml parsing proved too painful. I rewrote the FOModXML parser [1] in Rust. FOModXML enables making choices using imgui. I took particular care to follow the FOMod specs. It seems to handle dependencies well. FOModXML is somewhat stand-alone and should hopefully be platform independent. However, it only lists the files to transfer and requires a ModConfig.xml. For other platforms a different wrapper may be required, also because many modules lack the ModConfig.xml. The wrapper script also solves case insensitivity issues on Linux. The Readme on the modf4f is more elaborate. A caveat for FOModXML: There is no Inactive file state check. I haven't found out how that should be done. If you do know, let me know. However, the Active file check works, and so does the isMissing state. In any module I've encountered so far, these two checks were sufficient. The code is GPL v3, so feel free to implement the code, but then keep it open source and share your code back. [0] https://github.com/picobyte/mod4f4 [1] https://sr.ht/~rjck/FOModXML/ https://i.imgur.com/YjWDciol.png (screenshot - not sure why it doesn't allow me to insert the url)
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hdt pe Another HDT PE tutorial on collisions and movement physics
Bazinga posted a topic in HDT Physics
I guess at some point I'll do it anyway so no point in waiting, right? This is a work in progress tutorial on how I set up an xml file using JFF v4, I will try to explain this stuff using penis collisions and freely dangling testicles as an example. What do we need if we want to add HDT PE physics/collisions to a Skyrim character/creature? Basically only 4 things, Nifscope 1.1.3 (newer versions will work too ... probably), JFF 4.0 (both files!), the skeleton and the mesh using it. Figuring out which skeleton the game uses is sometimes not trivial and you'd have to check the esp that includes the object the mesh belongs to (TES5Edit) and search the race entries for the subject in question. In our case the skeleton is much easier to find though, since we all have the latest XPMSE installed. So just go inside the mod folder and under meshes\actors\character\character assets you find a file named skeleton.nif, that's the skeleton for human males (beast races use the skeletonbeast.nif but luckily for us that one has a very similar layout so we can ignore it for now). The other thing we need is the penis mesh. You can get that from the schlong mod of your choice, let's use the VectorPlexus Regular one from SOS for this. The mesh we need here is meshes\actors\character\character assets\SOS\VectorPlexus Regular\malegenitals_0.nif That's it for now. This was simple stuff mostly, I'll try to explain some of the more complicated things next time. to be continued ...- 22 replies
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Hi, I'm currently learning XML and Sims 4 Tuning to create an addon for WickedWhims that expands the mod with new skills and CAS preferences for each sex category. Mod Constructor 5 beta by Zerbu has been really easy to use and intuitive, the hard part now is identifying which and how to reference WickedWhims' interactions, for example, getting the sex category (Teasing, for example) so that I can advance the Teasing skill and add a temporary moodlet similar to how WickedWhims does when a sim likes their partner's breasts, butt and/or muscles. In summary, I need help finding WickedWhims' interactions references, accessing and reading their values, the sex animation category is one of the most important for me at the moment. Thanks in advance.
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1. XML basics XML, extensible markup language, is a meta-language that describes information by breaking it down into smaller elements using tags: <>. In itself, it does nothing. It just helps organize data. XML is often described in contrast to HTML - after all, a lot of its practical applications (and most guides) are related to web design. While HTML displays data, focusing on how it's supposed to look, XML describes the information, telling us what it consists of. If we ran an online shop, we probably hooked up our site to a database that holds everything there is to say about the different items in our inventory. Let's assume this was done in xml, and remember what kind of shop we'd probably run: <sex_store_inventory> <toys> <name>Jack Rabbit</name> <price>$59</price> <description>Ten-Speed Dual Action Vibrator</description> </toys> <toys> <name>Magik Mike</name> <price>$99</price> <description>7-Function Dual Action Vibrator with Rotating Ball Bearings</description> </toys> <gels> <name>Booty Eaze</name> <price>$15</price> <description>Anal soothing gel</description> </gels> </sex_store_inventory> In itself, listing our inventory in XML doesn't do anything, except wrap up the information in a plain-text format, divided in different elements according to the tags, ready to be used by software. <price> doesn't mean diddley to a browser, so our site software would need to be coded to use that intel and display it according to how we'd like that to happen. Maybe something like: <appealing images on the left here> Jack Rabbit $59 Ten-Speed Dual Action Vibrator <image> Magik Mike $99 7-Function Dual Action Vibrator with Rotating Ball Bearings <image> Booty Eaze $15 Anal Soothing Gel Or completely differently, who cares even. That's html's job. What's important is that, broken down to basic elements, the information is easily shared among different software and different versions approaching the display of it entirely differently, without the raw data becoming unusable, even if some software is coded not to use all the data, or when new intel is added. This is why it's called 'extensible'. If there were some sort of safety test for vibrators or some kind of rating that they passed, we could add that intel in new tags <FancyRating>yes</FancyRating> and the software wouldn't need updating in order to continue displaying the intel it already displayed before. 2. The rules of XML In XML you use tags to pretty much devise your own code language. It's up to you (or in our case Bethesda) what the tags mean. There are only a few pre-defined bits that simply needed special treatment because certain characters such as < and > are taken up by the language, ie they're already used for tags. Instead, we'd use < (lesser than) > (greater than) "e; (quotation mark) and & (ampersand). Those are called entities, shortcuts really, and Bethesda uses entities of its own to refer to elements that are probably hardcoded. Eg boolean elements have values of &true; or &false. Because it's not really a language in its own right there's not much to remember when you read xml that isn't going to be a direct result of Beth's choices. Just that: a) All elements must be closed with a closing tag <tag>content</tag> or be a self-closing empty-element tag: <tag/> The latter is usually used in combination with attributes, see below. b ) Tags are case-sensitive and must be properly nested: <Tag> content </tag> : wrong <tag1><tag2> content </tag1></tag2> : wrong <tag1><Tag2> content </Tag2></tag1> : correctamundo c) all documents need to have a root tag: every document's structure starts with the one tag holding everything else. <A> <B> </B> </A> <C> </C> is incorrect because there are 2 elements, A & C, at root level. <A> <B> <D> </D> </B> <C> </C> </A> is correct. The relationship between different elements of an xml document is often described as a family tree. Elements on the same level of the hierarchy are called 'siblings'. An element containing another is the 'parent' to it, and the other one's its 'child'. Grandparents and grandchildren exist too. However, procreation happens asexually, what else is new, so there are no spouses or anything. ? d) some information about the element can be parked inside the tag itself rather than in a sub-element. When this is done, it's called an attribute. For instance, an element defined as text below is identified by a singular name using an attribute: <text name="NameOfTextElement"> </text> Information that's parked in an attribute tends to be that type of meta-information, something unique to the element that wouldn't benefit much from being listed as a sub-element. e) you can add a comment that won't be processed like this: <!-- mycomment --> 3. XML in Bethesda games: a schema Recap: Beth's pre-skyrim Gamebryo games have their menus and HUD components organized in elements inside XML documents. The elements and their hierarchy are translated into what to display on-screen by the game's own XML parser. For that, it applies meaning to elements, the tags and what's between them. XML supplies a loose syntax, Bethesda brought the vocab. And didn't quite publish a dictionary, so that could pose a problem for modding. That type of dictionary, telling us which tags in an XML structure are valid and meaningful, is what is called an XML schema. Luckily for us, some clever people on the CS wiki figured most of that out for us when it came to Oblivion. Of course we should always be cautious not to automatically assume that everything that worked in Oblivion does in FO3 or FNV, but I'll gladly follow their structure. It divides Bethesda's xml elements in roughly 3 major types: object elements, property elements, and operator elements. You can see them all in this excerpt from stats_menu.xml, lines 1415-1420: <image name="stats_hunger_meter"> <locus> &true; </locus> <filename> Interface\Stats\rad_meter_bracket.dds </filename> <zoom> <copy src="parent()" trait="zoom"/> </zoom> ... </image> The main element here declares that a new image component is added to the stats menu. These are what are called object elements, which introduce new objects to the menu or hud. As a matter of course, these are immediately given a name with the name attribute, so that operator elements and NVSE functions can refer to them. One level down, you can see that several things about this new component need specifying, such as which texture it uses (the <filename> tag), and its zoom percentage. Other properties included the dimensions and the position of the object element. Elements specifying the properties of object elements... are called property elements. Also known as traits. A lot of times the content of a property element can be an absolute value, either numeric or a string such as that filepath. However, these values can also be calculated during the game session, copied from the properties of other object elements and/or manipulated by mathematical and conditional elements. In the example above, the image's zoom percentage is copied from that of its own parent. Elements that perform such 'live' operations on property elements are called operator elements. They often involve the use of the src and trait attributes, in order to refer to another property. Src will most likely refer to an object element or something global, while 'trait' will refer to the property. There are cases of elements that fall a little outside of this overall division. One is the <include> element, which you can spot all over the vanilla files, inserting code from other documents, the obvious advantage there being that you can use the same code all over without having to type it again all the time: <image name="stats_headline_h1"> <include src="line.xml"/> </image> While we'll give you the rundown on the most commonly used object, property & operator elements in a minute, it's important to also point out that many documents may contain custom property elements. They're marked that way by starting them with an underscore. In themselves they're a mystery to the parser, but they can be referred to by name by operators and NVSE functions, and have operators as children, so they're good at holding values and doing intermediate calculations, in order to avoid longer formulas, and at interacting with your mod's scripts. Eg, again from stats_menu: <_meter_height> 38 </_meter_height> <!-- line 26 --> <height> <copy src="StatsMenu" trait="_meter_height"/> </height> <!-- various lines --> 3.1. Object Elements <rect> defines a rectangular region on the screen. In itself it won't be visible, but its own properties affect any children it has. In the example below, the text element that is a child to the rectangle element inherits the <systemcolor> property. <rect name="SneakMeter"> <id> &noglow_branch; </id> <systemcolor>&hudmain;</systemcolor> <width> 356 </width> <height> 34 </height> <text name="sneak_nif"> <width>128</width> <height>128</height> <justify>¢er;</justify> </text> </rect> <text>, as you can imagine, defines a text component <image> defines a rectangular area that is to be filled with a texture. <image name="filled_checkbox"> <visible>&false;</visible> <alpha>0</alpha> <filename>Interface\Shared\Marker\glow_square_filled_small.dds</filename> <texatlas> Interface\InterfaceShared.tai </texatlas> <width>26</width> <height>26</height> <x>-20</x> <y>3</y> </image> <nif> defines an animation, and is used in loading_menu.xml, as well as for the breath meter in the hud: <nif name="BreathMeter"> <filename>Interface\HUD\AirTimer01.NIF</filename> <animation>Forward</animation> <visible>&false;</visible> <alpha>0</alpha> <width>64</width> <height>64</height> <systemcolor>&hudmain;</systemcolor> </nif> <menu> is the root element of menu-related xml files. <menu name="HUDMainMenu"> <class> &HUDMainMenu; </class> <stackingtype> &does_not_stack; </stackingtype> <visible>&false;</visible> ... and so on </menu> Other object elements encountered in vanilla include <hotrect> and <template>. As an object element, <template> probably serves a similar function as custom property elements do: holding intel that can be re-used elsewhere. That would make sense. Unsure about the difference between <rect> and <hotrect> (see stats_menu.xml). <template name="stats_list_template"> <hotrect name="stats_list_template_item"> <include src="list_box_template.xml"/> 3.2. Property Elements Property elements, or traits, define the properties of their parent elements. They can have literal values (numbers, strings, entities such as &true; or &false;), or consist of formulas that use operator elements. <width> 450 </width> vs <width> <copy src="screen()" trait="width" /> If an element contains 2 or more properties of the same type, the last one wins. If no property is defined in a context where it would be applicable, the standard value will be used, usually 0 or empty string. In-game, properties get updated if any of their properties change as a result of an engine calculation or a script command. For instance, changing a property with SetUIFloat or SetUIString will immediately reevaluate all properties that use it. a. size and position <x> and <y> define the position of the parent element on the x & y axis on the screen <width> and <height> should be self-explanatory <locus> is a boolean element. If &true; the x/y positioning of the element's children will be relative to that of the element, if not it will be absolute. b. rendering <visible> is a boolean that toggles on or off the display of an element, as well as that of its children. A hidden element can't be clicked or moused over but can still be activated through script. <alpha> is a numeric element that determines its parent's transparency, values range from 0 to 255 (normal, full visibility) <depth> is a numeric element that determines precedence for overlapping elements. The element with the higher value will be drawn on top. By default, children have higher depth than parents. <clips> is a boolean that makes sure that if the parent's <clipwindow> property is true, the child element will be hidden if it's outside of the parent's diemensions. <systemcolor> takes entities, mostly &hudmain; which stands for the hud's main, 'pipboy' color c. clicking & mousing over <target> is a boolean element that determines if an element (rect or image) will react to player input. If true, the mouseover property will be set accordingly by the engine and if the element has an <id> property, clicking on it will set it to 'clicked' and play the specified clicksound. <clicked> is a numeric element that's set to 1 by the engine for a single frame after the element is clicked by the mouse. <clicksound> is a numeric element that determines which click sound effect is played when the element is clicked. <mouseover> is another numeric element that is automatically set to 1 by the game engine when the element has mouse focus. It is set to 0 otherwise. d. properties unique to image elements <filename> specifies the filepath to the texture that the element will display, relative to the Data\Textures folder. <zoom> is a numeric element that specifies the zoom percentage. If larger than 100, it will magnify the source texture. If 0, it will hide the image. If -1, the image will be resized to fit the element's width and height instead of becoming cropped. <filewidth>, <fileheight> are read-only elements, set by the game engine to the actual width and height of the loaded texture (in pixels), after zoom has been applied. If zoom is -1, the value is 0. <tile> is a boolean element, if true and the width or height of the element is larger than the texture, 2 or more of the texture will be stacked together in a single image. <cropx>, <cropy> specifies the point of the texture that will be placed at the upper left-hand corner of the image. See here for an example. <texatlas> seems to refer to a .tai file, which unsurprisingly is a 'texture atlas', a file holding several textures. e. properties unique to text elements <string> contains the text that is to be displayed. <red>, <green> and <blue> are numeric elements that you can use to specify the color of the text. Ranges from 0 to 255. (These also work on images!) <font> is a numeric element that stipulates which font is to be used according to the fonts listed in fallout.ini. If missing or invalid, it'll default to font 1. <justify> is an element that specifies where the text begins relative to the element's x coordinate. Values are "&left;", "¢er;" and "&right;". <wrapwidth> is the maximum width in pixels of the element. If the text exceeds this width it's split into multiple lines. <wraplines> is the maximum number of lines displayed. See here for potential advanced use of the elements <IsHTML>, <PageNum> and <PageCount>, which should allow the display of text divided in pages. f. properties unique to menu elements <class> specifies which internal menu class to use for handling in- and output to the menu. The values can be numeric and match the codes used by MenuMode, but are usually specified as entities matching the menu name, such as &HUDMainMenu; or &StatsMenu; If a value is entered that doesn't correspond to a menu class, the menu will open but not be updated or accept input. <stackingtype> determines whether or not the menu blocks the use of other menus or the gameplay controls when it's open. Most do block such interaction and are marked as "&no_click_past;". <menufade> specifies the duration in seconds of the fade in/out effect when the menu is opened and closed. A menu doesn't update or accept input while it's fading. g. general & misc <id> is supposed to be somewhat related to a menu's <class> tag, in that it specififes which part of the menu's own class system the element corresponds to for the purpose of updating and accepting player input. The examples on the Oblivion schema page are limited to menu types unique to that game, and it is unclear just how <id> functions in the context of various Fallout menus. <user#> : element types starting with user aren't normally part of the xml schema but can be recognized by specific menu classes. Like <id>, it seems their significance very much depends on the menu they're in. According to the talk page here, they seem to be meant as some sort of placeholders to be used instead of referring to a menu structure several levels down, which might be subject to modding. Other unexplained property elements are listed here. 3.3. Operator Elements a. how they work Operators perform certain operations on property elements, using either literal values <rect> <!--object--> <x> <!--property--> <copy> 10 </copy> <!-- operator: 'copy' is necessary if you'll perform further operations --> <add> 5 </add> <!--operator--> </x> </rect> or other properties as their second operand, with the 'src' and 'trait' attributes in a self-closing tag: <rect name="thiselement"> <x> <copy> 10 </copy> <add src="anotherelement" trait="y" /> </x> </rect> Multiple operations are possible on the same property, and they are performed from top to bottom. If you need a different precedence instead, you can nest them: <rect name="thiselement"> <x> <copy> 10 </copy> <add src="anotherelement" trait="y" /> <mul> 2 </mul> <add> <copy> 10 </copy> <div src="anotherelement" trait="x" /> </add> </x> </rect> b. possible values for 'src' The most direct way of referring to another property to perform an operation with is to simply state its name. <rect name="firstrect"> <x> 10 </x> </rect> <image name="firstimage"> <x> <copy src="firstrect" trait="x" /> </x> </image> However, there are also 'relative' ways to refer to other properties, using values for 'src' that include me, parent, sibling(name), and child(name): <y> <copy src="me()" trait="x" /> </y> sets an element's y position to the same as its x position <x> <copy src="parent()" trait="x" /> </x> sets an element's x position to that of its parent <width> <copy src="sibling(siblingsname)" trait="width" /> </width> sets an element's width to that of a specified sibling. If the name of the sibling's omitted, it defaults to the sibling defined directly before it. Child follows the same syntax in that you need to specify a name, but it will also find grandchildren and below. If multiple children, grandchildren etc exist with the same name, the last one specified in the xml will be chosen. Lastly, src can also refer to certain global properties, most notably by using "screen()" and "io()". In the example below, a hud element is positioned at the far right of the screen, by setting its x position to the width of "screen()", minus the element's own width: <image name="thisimage"> <width> 300 </width> <x> <copy src="screen()" trait="width" /> <sub src="me()" trait="width" /> </x> </image> io() is probably an abbreviation for input/output, as it tends to serve as a means of communication between the xml parser and the game's geck scripts. Properties copied from io can be set in geck script with SetUIFloat and SetUIString. Pretty important, if you plan to toggle elements or position them using geck script and possibly MCM settings. <visible> <copy src="io()" trait="_MyModVisible" /> </visible> means that the HUD component described by this element will be visible, if the custom property "_MyModVisible" has been toggled on with SetUIFloat in my script: SetUIFloat "HudMainMenu\_MyModVisible" 1 c. common operators Math operators: <add>, <sub>, <mul> and <div> should be self-explanatory. Also available are <mod> (modulus) and <rand> (random number between 0 and the contents of <rand> </rand>) Logical operators, all returning the entities &true; (standing for the number 2), or &false; (1, or any other number): <onlyif> and <onlyifnot> condition the element before them. <systemcolor> <copy> &hudmain; </copy> <onlyifnot> <copy src="io()" trait="_MyModAltColorTrait" /> <eq> 1 </eq> <!-- superfluous, really --> </onlyif> </systemcolor> <and>, <or>, and <not> should be fairly familiar. When it comes to comparing numbers to values, we have <lt> (lesser than), <lte> (lesser than or equal to), <gt> (greater than), <gte>, <eq> (equals), and <neq> (not equal). <min> and <max> set the property value to, respectively, the minimum or maximum of itself and what's between the tag. <x> <copy src="parent()" trait="x" /> <min> 200 </min> <!-- will be 200 or less --> </x> 4. Conclusion All this was ever meant to be was a guide in how to read UI-related xml files. Even understanding xml syntax and most of Beth's vocab, it still takes some dogged perseverance to make sense of the more complicated menus, but at least it should give you a chance. Reading is obviously a prerequisite for ever hoping to write one, and that'll be the focus of another tutorial.
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Hey everyone, I've been really trying my best to play around with the HDT vagina and SoS configs in order to improve the penetration collisions. Currently it went from bad to "ok", at least I think I did improve it a bit, just by guess-making what each value meant and changing it around. However it's still not as good as I want it to be, and as how it appears in some modders' videos. I'm looking for that real good looking penetration collision - with no ugly immersion breaking clipping involved. My setup: (being overwritten in that order) XMPSSE SoS HDT-SMP All-In-One HDT SMP 3BBB Skyrim SE Setup UNP Remastered BHUNP Advanced Body with Bodyslides SSE (this one has the XML HDT files that I edit, for both penis and vagina - also has the CPBC files) I've been editing these following XML files: Under "skse\plugins\hdtSkinnedMeshConfigs\BHUNP" folder: file BaseShapeA to BaseShapeP. This is where I found the vagina bone physics. Such as Vaginab1, Clitoral1, VaginaDeep1, etc. I basically adjusted many values with the intention of hopefully increasing the vagina opening and it's responsiveness towards the penis. Because as I mentioned, there's lots of ugly clipping and I want to eliminate that. If you guys know which values exactly in that file can be increased/decreased to have the vagina open more during penetration, please let me know. Under "skse\plugins" folder: There's the CBPCollisionConfig and CBPConfig_SOS files. I believe the CBPCollisionConfig file only applies if you don't activate SMP on the female NPC you are about to have sex with, since then the regular CBPC physics will be used during sex. There's only 1 relatable value I found that there can be adjusted anyway. The "VaginaOpeningMultiplier" which I increased just in case I do use CBPC. For the CBPConfig_SOS file however, I think this one does get applied at all times for the male penis? Or I may be wrong, because there's also a "Penis" file under the "hdtSkinnedMeshConfigs" folder which I talk about below. So, in CBPConfig_SOS I increased two "stiffness" values of "Linear spring stiffness" and "Quadratic Spring stiffness" because the penis is too wobbly and sometimes has difficulty entering the openings, or difficulty staying straight inside the vagina/anus. Increasing those values with hopes that this renders the penis stiffer (as the value name suggests - if the male does indeed use these cpbc penis config, still not sure about that). As for that other hdt file name called "Penis" under the "hdtSkinnedMeshConfigs" folder, I adjusted the only two available values of "margin" and "penetration", from 0.1 to 0.4, thinking it means that hopefully it reduces clipping during penetration (could be wrong). Under "skse\plugins\hdtSkinnedMeshConfigs\BakaSOS" folder: hdtSOSSMP file - For this 3rd penis file, there are 3 values of "margin", "priority", and "penetration". Again increased them with the intention of the penis staying inside vagina linings better. As a side note, I never found any anus values to adjust within any of these files. I did see important anus nodes in the Advanced body such as LT/LB Anus 2, RB/RT Anus 2, and Anus Deep 2, which were for the opening of the anus. However I could find any of these values listed under XML files. Maybe someone knows more about this. I read somewhere that the anus config is not setup in HDT but instead done by the animator? That part I did not comprehend. Most importantly, there are 4 popular values that I have seen often: margin, multiplier, friction, and restitution. If someone could explain to me what each of these values do, that would be great. In my mind I'm thinking that margin means the gab distance between objects? Multiplier being, well, related to opening? Friction having to do with how much the vagina glues to the penis during penetration? And restitution being the physics of the vagina reacting to the penis. Of course I could be wrong about all of this. It's been a bit exhausting trying to make sense out of all of this and trying to improve vagina/penis collisions on my own by guess game only. So if someone could help me make sense out of all of this I'd really appreciate it. Sincerely, Nim ?
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