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SMP Armor Stretching To Cover Entire Screen Infinitely


CrabCak3s

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Posted

So I've converted a few HDT-PE armors to HDT SMP without much issue (a couple cloaks, a plume on a helmet), but on this particular armor it causes a crash anytime I equip it. I think it's because this is the first armor I've messed with where the NiExtraStringData branch had multiple Havock .xml's originally, when the only ones I've dealt with converting before had only one .xml the piece of clothing used.

 

hunterarmordatastringcomparison.thumb.png.3e41be300794d96a74cffb8c00e726b4.png

I'm fairly certain my .xml is fine now that I have a grasp on converting armors (or at least, it should be workable, not simply cause a crash on equipping armor, I know as is likely there would be a lot of clipping with the body and parts turning to spaghetti) HunterCloak.xml and the totally default nif, just in case I've messed something up BB_Hunter_ArmorA_1.nif

 

EDIT: I fixed the issue, it turns out I had not applied the same changes to the _0 version of the armor, although I still would be interested in knowing how to attach multiple xml's to the same NiStringExtraData branch

Posted
On 7/24/2018 at 9:36 PM, CrabCak3s said:

So I've converted a few HDT-PE armors to HDT SMP without much issue (a couple cloaks, a plume on a helmet), but on this particular armor it causes a crash anytime I equip it. I think it's because this is the first armor I've messed with where the NiExtraStringData branch had multiple Havock .xml's originally, when the only ones I've dealt with converting before had only one .xml the piece of clothing used.

 

hunterarmordatastringcomparison.thumb.png.3e41be300794d96a74cffb8c00e726b4.png

I'm fairly certain my .xml is fine now that I have a grasp on converting armors (or at least, it should be workable, not simply cause a crash on equipping armor, I know as is likely there would be a lot of clipping with the body and parts turning to spaghetti) HunterCloak.xml and the totally default nif, just in case I've messed something up BB_Hunter_ArmorA_1.nif

 

I know I posted a somewhat similar thread to this before and now I actually have a pretty decent grasp on getting the xml's working from that thread, but I can't seem to find any resources on converting something that used multiple .xml's for HDT-PE armor. Anyone have any advice? My xml is intentionally the most barebones thing because I wanted to make doubly sure I eliminated any potential wonkyness beforehand.

You can Link multiple xmls on smp too. 

Or you combine the shapes if you prefer that way.

Posted
15 hours ago, prZ said:

You can Link multiple xmls on smp too. 

Or you combine the shapes if you prefer that way.

Is making multiple SMP xml's to match how the original nif had it set up (cape, coat, decorations all in separate xml's) how I can avoid the crashing? Is that what you typically do converting multiple xml HDT PE to HDT SMP?. I'll try it all the same, how do I actually link multiple xml's in the same NiStringExtraData like it is in the default armor? I thought about editing the original but it wouldn't give me the Edit String Index option over each xml path, just double clicking to highlight the name and change it which I don't think changes the actual file path.

 

 

ScreenShot546.thumb.png.698ecc3df7b9d4bc18d04478333d5ee6.png

 

 

Okay so now my problem is, the armor stretches infinitely to cover the whole screen while spazzing, even while the game is paused, and I cannot seem to find anyone else who has a similar problem.

 

 

ScreenShot550.thumb.png.bb2dcd358318f2195d11d8ce6bfb2a07.png

 

The one above this was taken with the camera rotated directly above my head, when the game is paused with the console open it still continues to spazzam out instead of reverting to its default state like other SMP armors, and I do mean it continues to "flicker" and move even though the entire game should be paused.

 

 

 

ScreenShot551.thumb.png.c4fc7955ec228035cf2b64dd4905aa09.png

This one is taken with the camera directly underneath the camera, it vaguely looks like all of the spasms are coming centered from under the chin/neck, but I honestly can't really tell with the degree to which everything flashes.

 

 

I haven't been able to find anything on this, I thought I'd missed an hdt bone or something but I've triple checked and all hdt bones are accounted for and nothing should be stretching infinitely, and I've never seen any kind of mistake in the xml that would cause the bones to still jitter about even while paused. HunterCloak.xml Here is the xml I'm currently working with, I tried one that only defined parts of the armor like only the cape hdt parts but it still makes the entire body stretch for infinity.

 

Thank you to anyone who's able to understand this and tell me what's going wrong, I'd really appreciate it. And thanks PrZ once again for popping into a thread to help.

 

 

 

ScreenShot550.png

Posted
10 hours ago, CrabCak3s said:

Is making multiple SMP xml's to match how the original nif had it set up (cape, coat, decorations all in separate xml's) how I can avoid the crashing? Is that what you typically do converting multiple xml HDT PE to HDT SMP?. I'll try it all the same, how do I actually link multiple xml's in the same NiStringExtraData like it is in the default armor? I thought about editing the original but it wouldn't give me the Edit String Index option over each xml path, just double clicking to highlight the name and change it which I don't think changes the actual file path.

 

 

ScreenShot546.thumb.png.698ecc3df7b9d4bc18d04478333d5ee6.png

 

 

Okay so now my problem is, the armor stretches infinitely to cover the whole screen while spazzing, even while the game is paused, and I cannot seem to find anyone else who has a similar problem.

 

 

ScreenShot550.thumb.png.bb2dcd358318f2195d11d8ce6bfb2a07.png

 

The one above this was taken with the camera rotated directly above my head, when the game is paused with the console open it still continues to spazzam out instead of reverting to its default state like other SMP armors, and I do mean it continues to "flicker" and move even though the entire game should be paused.

 

 

 

ScreenShot551.thumb.png.c4fc7955ec228035cf2b64dd4905aa09.png

This one is taken with the camera directly underneath the camera, it vaguely looks like all of the spasms are coming centered from under the chin/neck, but I honestly can't really tell with the degree to which everything flashes.

 

 

I haven't been able to find anything on this, I thought I'd missed an hdt bone or something but I've triple checked and all hdt bones are accounted for and nothing should be stretching infinitely, and I've never seen any kind of mistake in the xml that would cause the bones to still jitter about even while paused. HunterCloak.xml Here is the xml I'm currently working with, I tried one that only defined parts of the armor like only the cape hdt parts but it still makes the entire body stretch for infinity.

 

Thank you to anyone who's able to understand this and tell me what's going wrong, I'd really appreciate it. And thanks PrZ once again for popping into a thread to help.

 

 

 

ScreenShot550.png

You will need to add baseshapeB to all parts, like cape and so on.

If you disable the collision part in the xml the physics should work and the mesh shouldn't drop.

It's a problem on wrong used proxie object, I noticed that when I first worked on capes.

Posted
23 hours ago, prZ said:

You will need to add baseshapeB to all parts, like cape and so on.

If you disable the collision part in the xml the physics should work and the mesh shouldn't drop.

It's a problem on wrong used proxie object, I noticed that when I first worked on capes.

By attach do you mean add baseshapeb to all branches that have hdt bones, or just defining it in the xml for what the constraints start from?

Posted
5 minutes ago, CrabCak3s said:

By attach do you mean add baseshapeb to all branches that have hdt bones, or just defining it in the xml for what the constraints start from?

So the Outfit is Splitted in multiple Parts.

You need to handle every part as a single outfit.

For example the cape, open the nif, add baseshapeB and virtual ground, link it to a cape XML, define everything in there.

Do so for every piece. 

You shouldn't experience those spasms and drops if you outline all collision parts.

Read this by 27x

 

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