Shadowshinra Posted November 26, 2019 Posted November 26, 2019 Forgive me if this has been said before, but I noticed something, I was doing some testing on a fresh save (outside of the helgen cave from the intro) and switched to my female preset using showracemenu, and I found that my Physics weren't working which then led me into trying to fix it by installing/reinstalling etc (I use CBPC and HDT together as per the sticky on the nexus) only to find out by accident that the physics just come back and fix itself by entering an interior. Is this just how the mod works or just a quirky bug on my end?
Shizof Posted November 26, 2019 Author Posted November 26, 2019 10 hours ago, Shadowshinra said: Forgive me if this has been said before, but I noticed something, I was doing some testing on a fresh save (outside of the helgen cave from the intro) and switched to my female preset using showracemenu, and I found that my Physics weren't working which then led me into trying to fix it by installing/reinstalling etc (I use CBPC and HDT together as per the sticky on the nexus) only to find out by accident that the physics just come back and fix itself by entering an interior. Is this just how the mod works or just a quirky bug on my end? You were male and switched to female? Anyway, player is reset(refreshed) on cell changes instead of every second etc. to save cpu power. I'll add auto refresh after racemenu is opened in v2. 1
Shadowshinra Posted November 26, 2019 Posted November 26, 2019 1 hour ago, Shizof said: You were male and switched to female? Anyway, player is reset(refreshed) on cell changes instead of every second etc. to save cpu power. I'll add auto refresh after racemenu is opened in v2. Yeah, was looking at how some armor mods looked on both, I figured it was probably normal but better safe then sorry, thanks. V2 sounds like it'll be amazing already.
Vyxenne Posted November 27, 2019 Posted November 27, 2019 On 11/25/2019 at 8:33 PM, Shadowshinra said: Is this just how the mod works or just a quirky bug on my end? That is definitely not how CBPC or HDT-SMP work- both can provide body physics indoors and outside. So I guess we have to help you get medical aid for the "quirky bug on your end." Bend over and hold still while I try to get it with a fly swatter...
Fetterbr Posted November 29, 2019 Posted November 29, 2019 is there a way to get hair and armor to work with CBPC and not using HDT, seams will not come any update soon
tasairis Posted November 29, 2019 Posted November 29, 2019 5 hours ago, Fetterbr said: is there a way to get hair and armor to work with CBPC Not yet.
greenmango12 Posted December 3, 2019 Posted December 3, 2019 Can I set same node as affected (with bounce) nodes and collider node,, will it cause some problem? eg,, for SOS Genistals. For sex,, SOS genitals nodes need to work as collider nodes with vagina (NPC Pelvis [Pelv] but there are animations, hand,finger (=collider) touch male genitals. (=affected nodes) Though I can add genitals as AffectedNodes ,, then adjust sphere ,,as same as breast bones, but CBPC can manage it too? (same node are set as Collider and affected (bouncy) nodes.
polygoncrazy Posted December 5, 2019 Posted December 5, 2019 First time poster here, so this may be a scattered. I use only cbpc for simplicity with VR and have made only minor changes by seperating the breasts into Rbreast and Lbreast in the master config and lightly tweaked their respective values in the config file for movement, because breasts are sisters, not twins. Now, that being said I also experimented with adding the Prebreast node and got interesting results, the breasts appeared to sag and the swinging motion was a bit different and a tiny bit more natural. I couldn't come up with an easy solution for the mesh deforming as it does, but I haven't messed with the vertex weights in blender. While that might work, I like simple, small solutions that are easier to implement so I though adding a few more values for tweaking, usable on the prebreast node to simulate an extra bone, or another axis of movement which is lined to the prebreast and with a smaller collision sphere in front of the main breast collision sphere, approximately on the nipple. My idea would be to rename rename the float in Thing.h "rotational" to "rotationalX" and add in another float "rotationalZ." In Thing.cpp it may require something a bit more than what I've copy and pasted, but would it work by adding the extra float to the "auto rdiff = ldiff * rotational;" line? It is a bit of added complexity but mixed with the added Prebreast node would allow for slightly more subtle jiggle. I'd try this on my own machine, but apart for a few night courses in game programming over a decade ago, I have no idea what I am doing, and knowing how to compile this is currently beyond me. Thing.h: GravityBias value float timeTick = 4.0f; float linearX = 0; float linearY = 0; float linearZ = 0; float rotationalX = 0.1; float rotationalZ = 0.1; float timeStep = 1.0f; Thing.cpp: // Convert the world translations into local coordinates auto invRot = obj->m_parent->unkTransform.rot.Transpose(); auto ldiff = invRot * diff; // remove component along bone - might want something closer to worldY //ldiff.y = 0; oldWorldPos = (obj->m_parent->unkTransform.rot * ldiff) + target; obj->m_localTransform.pos.x = ldiff.x * linearX; obj->m_localTransform.pos.y = ldiff.y * linearY; obj->m_localTransform.pos.z = ldiff.z * linearZ; auto rdiff = ldiff * rotationalX + rotational Z; obj->m_localTransform.rot.SetEulerAngles(0, 0, rdiff.z);
Zephirenth Posted December 10, 2019 Posted December 10, 2019 Having problems with the bounce. I recently installed the Havok fix to let the game run above 60 fps and it's been working great so far. Game's normal physics are working fine. But with CBPC, all the jiggling/bouncing is happening at hyper speed. I've tried changing breast/butt/belly.timeStep to 0.4, but it doesn't seem to do anything. I should note that when I use something like Rivatuner to force the game to run at 60 fps, the bouncing happens at a normal pace. EDIT: I don't know why it's working now, but changing the b/b/b.timeStep is now affecting how quickly all three assets bounce/jiggle. By fiddling with the timing I was able to get the bounce speed I was used to from playing at 60 fps.
Sevatt Posted December 11, 2019 Posted December 11, 2019 Hey guys, I'm using 3BBB CBBE and CPBC and trying to tweak the belly bulge. Between the two mods, this seems like the more appropriate thread to ask in, but can ask in 3BBB if I'm wrong. I've been playing with the options below to get the belly bulge a bit lower. Right now, it centers bottom of the belly button, but I want to get it between that and the pubic bone where it should be. BellyBulge=0.3 #This is the multiplier for the new special belly bulge for vagina penetration. Higher values would cause a bigger lump on the belly. 0 would disable this special setting.BellyBulgePosition=1.0 #This is the multiplier for the new special belly bulge for vagina penetration position. Negative values cause a lower position lump. BellyBulgeMax=6.0 #This is the max value for clamping bellybulge amount BellyBulgePosLowest=-12.0 #This is the lowest value for clamping belly bulge vertical position I've tried changing the BellyBulgePosition all the way down to -50, with no discernible change. Does the lowering of this value have to correspond with the others in some way for the change to be reflected? The first value is self explanatory, but the bottom two have me a bit confused referring to "clamping." Also, is there a setting similar to the vagina's SkipFramesPelvis = 0, so the bulge can fluctuate slower and more smoothly?
Acro748 Posted December 11, 2019 Posted December 11, 2019 10 hours ago, Sevatt said: Hey guys, I'm using 3BBB CBBE and CPBC and trying to tweak the belly bulge. Between the two mods, this seems like the more appropriate thread to ask in, but can ask in 3BBB if I'm wrong. I've been playing with the options below to get the belly bulge a bit lower. Right now, it centers bottom of the belly button, but I want to get it between that and the pubic bone where it should be. BellyBulge=0.3 #This is the multiplier for the new special belly bulge for vagina penetration. Higher values would cause a bigger lump on the belly. 0 would disable this special setting.BellyBulgePosition=1.0 #This is the multiplier for the new special belly bulge for vagina penetration position. Negative values cause a lower position lump. BellyBulgeMax=6.0 #This is the max value for clamping bellybulge amount BellyBulgePosLowest=-12.0 #This is the lowest value for clamping belly bulge vertical position I've tried changing the BellyBulgePosition all the way down to -50, with no discernible change. Does the lowering of this value have to correspond with the others in some way for the change to be reflected? The first value is self explanatory, but the bottom two have me a bit confused referring to "clamping." Also, is there a setting similar to the vagina's SkipFramesPelvis = 0, so the bulge can fluctuate slower and more smoothly? BellyBulgePosition is to put simply, modify the shape of a belly bulge. Set the direction of movement of the belly node about to the collision of penis. BellyBulgeMax is to put simply, modify the max value of a belly bulge about the value of collision of penis. If bellyBulgeMax is 6 and the value of the penis collision is 5 , the bellybullge can change to a shape that fits a total of 5. But, if the penis collision is 8, it belly bulge with a value of 6 instead of 8. BellyBulgePosLowest is I don't know. 1
Sevatt Posted December 11, 2019 Posted December 11, 2019 6 hours ago, Acro748 said: BellyBulgePosition is to put simply, modify the shape of a belly bulge. Set the direction of movement of the belly node about to the collision of penis. BellyBulgeMax is to put simply, modify the max value of a belly bulge about the value of collision of penis. If bellyBulgeMax is 6 and the value of the penis collision is 5 , the bellybullge can change to a shape that fits a total of 5. But, if the penis collision is 8, it belly bulge with a value of 6 instead of 8. BellyBulgePosLowest is I don't know. I think I understand. Then I misunderstood in taking the BellyBulgePosition=1.0 description literally - #...Negative values cause a lower position lump. in that the setting actually referred to the position of the bulge up and down the belly, rather than the shape of the bulge in a fixed position. Either way, when playing with these values there was no discernible difference in shape or positioning of anything. Thank you for the response and 3B, Acro748! Well done!
Vyxenne Posted December 12, 2019 Posted December 12, 2019 12 hours ago, Acro748 said: BellyBulgePosition is to put simply, modify the shape of a belly bulge. Set the direction of movement of the belly node about to the collision of penis. I am so confused right now. None of the above makes the slightest bit of sense to me. I would love to move the position of the belly bulge downward toward my pubis, but the above discussion posits that "BellyBulgePosition" governs the shape, not the position... if that's true, why is the parameter not called "BellyBulgeShape?" What other shape can a bulge have? Rectangular? Then, the next sentence contradicts the previous one, saying that BellyBulgePosition sets neither the position nor the shape but instead governs the direction of movement... So conceivably we could have an internally-generated bulge that moves downward as the penis that is causing it moves upward? Or are we saying it could move left and right at random as the hardon moves in and out? I have no doubt that what you posted is true for you in some way, and that the problem is simply that English is not your first language. I get that. Would you please post what you are trying to say in your first language and let me take responsibility for translating it into English? Thanks. 1
Acro748 Posted December 12, 2019 Posted December 12, 2019 15 hours ago, Vyxenne said: I am so confused right now. None of the above makes the slightest bit of sense to me. I would love to move the position of the belly bulge downward toward my pubis, but the above discussion posits that "BellyBulgePosition" governs the shape, not the position... if that's true, why is the parameter not called "BellyBulgeShape?" What other shape can a bulge have? Rectangular? Then, the next sentence contradicts the previous one, saying that BellyBulgePosition sets neither the position nor the shape but instead governs the direction of movement... So conceivably we could have an internally-generated bulge that moves downward as the penis that is causing it moves upward? Or are we saying it could move left and right at random as the hardon moves in and out? I have no doubt that what you posted is true for you in some way, and that the problem is simply that English is not your first language. I get that. Would you please post what you are trying to say in your first language and let me take responsibility for translating it into English? Thanks. The shape of belly varies depending on the belly bulge position. I meant this. If he didn't know the difference between node inflation and node movement, I think explaining would that the shape is different help set the value. And it's a little bit too much to just be the belly node movement position, because the rotation seems to be included. So I decided it was better to understand it in shape. This is just my habit, because I had a lot of experience about people who lacked info.
Elewyt Posted December 16, 2019 Posted December 16, 2019 Where do I find the download for either CBBE SE Physics or CBBE SE Special? I couldn't find them, I could only find CBBE on the nexus.
skymod551 Posted December 17, 2019 Posted December 17, 2019 Similar to what "polygoncrazy" is referring to, if a rotational variable could be added in the Z direction in addition to the current X direction, in a future release, that would be greatly appreciated. I suppose Y could also be added for completeness though this is probably less used, assuming either of these are even reasonable to add on. Keep up the great work!
polygoncrazy Posted December 17, 2019 Posted December 17, 2019 Hats off to Shizof, this is an incredible feat. Just found out last night that setting the prebreast to hdt in the master config may lead to better idle/movement animation. Lets me firm up the the breast node while retaining the bounceduring movement. Very firm settings for the prebreast give you jiggle to the collarbones without a liquid movement, although it allows for it if you like overspilling breasts from overtight dresses (doubleboobs I think is the term). They will not have collision. It does not have the rotation I was thinking of but still helps with the aesthetic without increasing the strain on your system. I'll try to pastebin the configs when I iron out a few details. I'm also experimenting with skin/bone weights to stop the sharp cutoff of the breast node in the positive z when using cbpc in VR. This is an amazingly fun tool.
greenmango12 Posted December 19, 2019 Posted December 19, 2019 On 12/16/2019 at 10:03 PM, Elewyt said: Where do I find the download for either CBBE SE Physics or CBBE SE Special? I couldn't find them, I could only find CBBE on the nexus. I believe you only need to import original CBBE body mod in nexus (not smp version) it offered as default, with non physics body (and you get body slide data too), then choose CBBE special or physics, in BS generate. I still mix use CBBE special for most of NPC clothings , only exchange CBBE 3bbb for nude, and some tight skin armors..
greenmango12 Posted December 21, 2019 Posted December 21, 2019 Though I have never checked it seriously before, in CBPCollisionConfig.txt (or CBPCollisionConfigXXX.txt)) I get new question. We can add BellyBulgeNodes, with node name. Then in discription, #These are the node names to match for belly bulge collision with pelvis node. You can add more than one separated with "," So , I suppose it should be collider node name with pelivis node to generate rump of belly. Then why the node name = Genitals01, not NPC Genitals01 ? Is there any rule to set node for collider node? I do not think these male gen(or creature gen) short name are assigned in CBPCMasterConfig.txt . recently quite a few mods offer CBPCollisionConfig.txt, (so we need to take care, which config will be overritten) then I hope to know, correct way to add Gens node name for Pelvis buldge. eg you may see Animal SOS offer, many CBPCollisionConfigXXX.txt for animals and creatures, about each race and recent XPMSE offer new CBPCollisionConfig_AninalTrue.txt and as we know 3bbb offer CBPCollisionConfig.txt too. Each CollisionConfig.txt are different about BellyBuldgeNodes (though there should be Genitals01) So I hope to merge or re-assgin for my prupose,, then hope to know clear rule.. to set collider node.
Shizof Posted December 23, 2019 Author Posted December 23, 2019 On 12/21/2019 at 7:32 AM, greenmango12 said: Then why the node name = Genitals01, not NPC Genitals01 ? Is there any rule to set node for collider node? I do not think these male gen(or creature gen) short name are assigned in CBPCMasterConfig.txt . That string is used to match the nodename. So it would find node names that include "Genitals01". You don't need to assign short names to them in CBPCMasterConfig.txt. Short names are only used for bounce. The nodes listed in CBPCMasterConfig are nodes that would be collided with and/or will bounce. If you want some different animal or creature sos to collide with the pelvis of that actor/race etc defined in that CBPCollisionConfig***.txt, you need to make sure those nodes are listed in BellyBulgeNodes variable.
greenmango12 Posted December 23, 2019 Posted December 23, 2019 38 minutes ago, Shizof said: That string is used to match the nodename. So it would find node names that include "Genitals01". You don't need to assign short names to them in CBPCMasterConfig.txt. Short names are only used for bounce. The nodes listed in CBPCMasterConfig are nodes that would be collided with and/or will bounce. If you want some different animal or creature sos to collide with the pelvis of that actor/race etc defined in that CBPCollisionConfig***.txt, you need to make sure those nodes are listed in BellyBulgeNodes variable. Ah I see. Thanks why I said it is not listed in CBPCMasterConfig.txt, just to confrim. ^^ (I suppose it need not, but exception case) I knew those config maps are for Jiggle and affected nodes, no need to discribe collider node. Then I suppose,, you say it serch "Genitals01", so About belly buldge, related collider node will be "NPC Genitals 01" (SOS) for tentsion circulation? (sorry many question,, if I said wrong, anybody please correct it)
Klarate Posted December 23, 2019 Posted December 23, 2019 Are VR hands (I use VRIK full body mod) supposed to be solid? IE not supposed to go through objects/walls/npc's and such? I'm not sure if I've gotten it working as intended, breasts & butt bounce when NPC's walk and my VR hands in-game seem to affect breasts and so on, but if I push forward or extend my arm more my hands go through the body. Not sure what the end result is supposed to be like hehe.
Shizof Posted December 23, 2019 Author Posted December 23, 2019 27 minutes ago, Klarate said: Are VR hands (I use VRIK full body mod) supposed to be solid? IE not supposed to go through objects/walls/npc's and such? I'm not sure if I've gotten it working as intended, breasts & butt bounce when NPC's walk and my VR hands in-game seem to affect breasts and so on, but if I push forward or extend my arm more my hands go through the body. Not sure what the end result is supposed to be like hehe. Yes of course. It collides, but it can't push you or the npc back. If it would not let you push your hand, it would have been disorienting for the VR user. If it pushed npcs away, it would defeat the purpose of playing with the boobs. 1
Klarate Posted December 23, 2019 Posted December 23, 2019 20 minutes ago, Shizof said: Yes of course. It collides, but it can't push you or the npc back. If it would not let you push your hand, it would have been disorienting for the VR user. If it pushed npcs away, it would defeat the purpose of playing with the boobs. I figured as much! I thought that maybe the hands would sort of glide on the surface of the body if one tried to push too far. I really like what you and other's have been able to achieve and looking forward to what the future might bring
Shizof Posted December 26, 2019 Author Posted December 26, 2019 NEW UPDATE: https://www.nexusmods.com/skyrimspecialedition/mods/21224 v2 will continue in parallel, but I just wanted to fix some stuff in the mean time: Version 1.3.0 Removed cell restriction from the mod. It will now work on all actors in the high process. Added ActorDistance to CBPCMasterConfig.txt. Default is 2048. Actors beyond this distance are ignored. Added Haptic Feedback for VR hands collision. You can adjust it by HapticStrength and HapticFrequency parameters in CBPCMasterConfig.txt. Set HapticStrength=0 to disable haptic feedback. Fixed a bug that caused VR hands collision not to work in some locations. Changed Belly Bulge calculations to make it smoother. There is a new BellyBulgeReturnTime parameter in CBPCollisionConfig***.txt files. It's used to make the effect smoother. Exposed VaginaOpeningMultiplier and VaginaOpeningLimit to CBPCollisionConfig***.txt config file. Added MalePhysicsOnlyForExtraRaces parameter to CBPCMasterConfig.txt to make it easier to enable male creature races without having to enable it for all males. Set this 1 to enable male physics for ExtraRaces. Actors are reset after Race Menu is closed now. So changing cells is no longer necessary after character modification. Some performance improvements. 3
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