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CBPC - CBP Physics with Collisions for SSE and VR


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Posted

Yes it  work only when I use "AnimObjectB" or "AnimObjectA" as collider node name, then set collider sphere postion,

I confirm it work.. I tried to add another extrastringdata or, add another NiNode  etc, but after all,

 it simply not show any collision, or corrupt animation, 

 

Hope Shizof could show answer, how to manage without using AnimObjectA or AnimObjectB.. etc,, (because there are many Animobject which use same 

StringData..

 

ScreenShot83.png.61aa4c2bd560347e27f2727e42937042.png

 

 

Posted
2 hours ago, ritalmao said:

Can CBPC be used for hair to get the advantage of better performance over SMP?

Not yet.

 

2 hours ago, greenmango12 said:

Hope Shizof could show answer, how to manage without using AnimObjectA or AnimObjectB.. etc,, (because there are many Animobject which use same 

StringData..

You can modify those nif files and use a unique name to define in the config file. 

Posted
9 hours ago, Shizof said:

You can modify those nif files and use a unique name to define in the config file. 

Yes then I hope to see one practical case. which add node for the nif. which node type can be added  for this Animlobjects?

 

editanim.JPG.8e0a520c46a977729363e1bb70a36b25.JPG

 

then as Acro already said,, even though I add "AnimObjectB" nodes, for belly buldge lamp, in configs,as same as other male gen node name.

 

it do not show belly buldge., but I clear see, vagina open.  other Belly buldge related setting are same,, so I suppose, 

when vagina open,, Belly buldge should occur.  

 

I tried to attach one more StringData, or attach another Ni node, and define it in configs.  but both case not work for animation.  (I lost collision vagina open, or it just cause CTD or, it show texture lost etc,,  then I understand, I miss edit 

 

ShockyDogDildoB_def.7z

 

so if You edit this nif file, which node type you may add ?  It is billy animation  animeobject nif, which used for chair dildo self animation.

I believe Mod author Billy  forgive me to up-date only one file.for CBPC compatiblity.  

Posted

Or can I edit the AnimObjectA or AnimObjectB string data, , billycol1 , billycol2 etc as I like,,, then assign it for CBPCollisionConfig.txt, as same as before,, but animation still work,?

 

I have supposed, I need to keep these name, to see AnimObject animation. because I often see same name for many animobject in this package,,^^;

==========

No, I can not edit string data directly.  or it can not load the animobject. (about this animaiton, it can not load chair and dildo anymore, when I edit AnimObjectB string data... though I do not know, if there is easy way, just edit and re-assgin the animobject,,

 

Posted
On 1/9/2020 at 4:42 AM, Shizof said:

You can modify those nif files and use a unique name to define in the config file. 

 

Umm...

Are you saying that can only apply to a specific nif without editing the node name or duplicating the node?

 

Posted
1 hour ago, Acro748 said:

 

Umm...

Are you saying that can only apply to a specific nif without editing the node name or duplicating the node?

 

I mean edit the node name/duplicating the node in the nif file of that object to use that unique name in the config of course.

Posted
1 hour ago, Shizof said:

I mean edit the node name/duplicating the node in the nif file of that object to use that unique name in the config of course.

I think it may not work for animobject.  or need to edit animation sorce file.

Posted
3 hours ago, greenmango12 said:

I think it may not work for animobject.  or need to edit animation sorce file.

You can easily add a NiNode yourself and give it a name.

Posted
10 hours ago, Shizof said:

You can easily add a NiNode yourself and give it a name.

So  just add NiNode as child of Scene BSFaceNode,  then set the node name  for config will work?

 

Though I tried it once, but it did not work for me. The editted version did not show collision, or simply not loaded anymore. so asked correct way.

But I may try again your suggested way. tahnks.

 

==========

I could not make it work,, 

 

1. I confrim when I set AnimObjectB (string data ,string value) , with my edit  CBPCollisionConfig,  (as Collider node, and set Collision spheres for dildo parts)

   

2.  make new mod in Mo2, locate it as last. (it overwrite all) 

  then Just Copy the CBPCollisionConfig.txt which worked for AnimObject collision,    and locate it.  now I confirm it  overrite CBPCollisionConfig.txt

 

3.  I copy the dildo  nif, then  atach the new NiNod as child of scene root..

then set NiNode name as TestGenCol , then throw the nif in 2 mod pack

(I confirm, now the new attached NiNode nif, overwrite , default one)

 

editnif.JPG.5a5ee0647e754486f7f9ec6a92bdf8d1.JPG

 

4,  I exchange AnimObjectB to TestGenCol in CBPCollisionConfig.txt  then activate it in MO2

    

Though I can still see same animation, but now I can not see any vagina opening with the dildo mesh. in same animation.

so I do not know,,,  my edit  nif way is wrong. or there is case, which we can not use NiNode name, as collider for some animobjects.

 

 

 

Posted
7 hours ago, greenmango12 said:

I could not make it work,, 

Did you position ninode and the spheres correctly according to the node so that they are on the head and the shaft? If the sphere is near the balls, it won't cause collision unless the balls touch vagina.

 

I remember you saying you don't get belly bulge in previous posts. To get belly bulge, you need to add the node to the end of BellyBulgeNodes like BellyBulgeNodes=Genitals01,TestGenCol

Posted
49 minutes ago, Shizof said:

Did you position ninode and the spheres correctly according to the node so that they are on the head and the shaft? If the sphere is near the balls, it won't cause collision unless the balls touch vagina.

 

I remember you saying you don't get belly bulge in previous posts. To get belly bulge, you need to add the node to the end of BellyBulgeNodes like BellyBulgeNodes=Genitals01,TestGenCol

Yes because I could easy open vagina  if I use the mesh  ExtraString data. (which had been attached root node, for animation)

 and I set collision  like this.

 

[AnimObjectB]
0,0,28,3.3 | 0,0,28,3.3
0,0,24,3.3 | 0,0,24,3.3
0,0,20,3.3 | 0,0,20,3.3
0,0,15,3.3 | 0,0,15,3.3
0,0,10,3 | 0,0,10,3

 

Then I know it is not node name, but ExtraString data, as same as hdt smp  xml, but actually it work.

 I belive I could set it correctly., because  I could see vagina open clear, when I use "AnimObjectB" (stringdata, which atached for animobject)

I still try and test again, but use same collisionconfig  only swap "AnimObjectB" or "TestGenCol"   in configs.  and exchange meshes.

 

ScreenShot91.png.0207e8d7a4131063e09ce8f12147182b.png

 

 

And I know how add gen node names, or collider node name for belly buldge work. Yes I  added  AnimObjectB for the BellyBuldgeNodes section. as same as Genitals01. or other creature gen nodes. . 

 

then when I edit mesh (attach the new node), I swap the node name too.

 

but about this case,(when use AnimObjectB),  I can not see any lamp occur.. so only can see vagina open, with dildo.

 

Then If I try to edit nif, as above, (test duplicate string data, or add Ninode , then use the Node name, or new string data, for configs)

it remove vagina physics too. 

 

I wait if Acro  may try samething and can confirm or not. because he taguht me, AnimObjectB or AnimObjectA work. (but not work for buldge, he said, then I feel strange, and tried same thing,,?

 

When I first test, I did not know the AnimObjectB = extrastring data will work.  then I tried same thing, attach collision as I like,  manually, with check nif. (it is relative from root node 0,0,0)  after all I could see vagina open, but not occur belly, (as Acro said so,,)

Posted
19 minutes ago, greenmango12 said:

I can not see any lamp occur.. so only can see vagina open, with dildo.

Yeah I checked the code, and belly bulge can only occur when the collider is from another actor. So no belly bulge in solo animations. I'll enable it in the next version.

 

 

For Vagina physics without AnimObject, I don't know why it doesn't work for you, it should get any node normally. You can try configuring it according to "Shaft" too, see if that works.

Posted

Then I know Shizof may use different body, so I did not atach configs... but when you have time test please

with your body and  Billys animation.

 

 

Though I seems use old version,, the animation name is 

"Billyy Chair Dildo"   Billyy_Human furniture category.

 

Animation(
    id="Billyy_ChairDildo",
    name="Chair Dildo",
    tags="Billyy,Sex,Straight,Solo,F,Dildo,SexToy,Masturbation",
    sound=Squishing,
    actor1=Female(object="AOChairA AOShockyDogDildoB"),
)

 

Then I could found animobject nif  is AOShockyDogDildoB.nif

if you open it, you may see AnimObjectB is set as EstraSring Data for the mesh. 

Posted
24 minutes ago, Shizof said:

Yeah I checked the code, and belly bulge can only occur when the collider is from another actor. So no belly bulge in solo animations. I'll enable it in the next version.

 

 

For Vagina physics without AnimObject, I don't know why it doesn't work for you, it should get any node normally. You can try configuring it according to "Shaft" too, see if that works.

Ok,, I may test your suggested way, use shaft (actuall I thought if ti work, but not tested, because it is not node name I thought,,)

, and report again . thanks you take time ^^

 

========

Unfortunately, or just I am stupid,,  I only exchange "AnimObjectB" to Shaft (BStriShape name) for configs, but keep using original mesh,

 it did  not work for me ? (I know, I need to set as Collider node,  next set collision sphere parameters, as [Shaft] , then add it for belly buldge too,,, (about belly buldge, it not work I understand as you said)

 

Posted

The reason why AnimObjectA,B works with CBPC is that the actors skeleton files are already defined as ninode.

And it is possible to use AnimObjectA,B because most animation mods use only the ninode in the skeleton.

 

NiStringextraData in dildo nif is just a define to which node the unskinned mesh will follow.

And by moving the AnimObject node within the hkx file itself, makes the dildo animation.

So if there is no way to apply cbpc only to a specific nif file, just by duplication and modifying nodes is impossible until the hkx file of animation modified.

 

And SMP is 100% impossible because it is an unskinned mesh.

So until HDT PE or CBPC v2 comes to SE, it is impossible to vary the collision depending on the different sizes of dildos.

Posted
16 hours ago, Acro748 said:

The reason why AnimObjectA,B works with CBPC is that the actors skeleton files are already defined as ninode.

And it is possible to use AnimObjectA,B because most animation mods use only the ninode in the skeleton.

 

NiStringextraData in dildo nif is just a define to which node the unskinned mesh will follow.

And by moving the AnimObject node within the hkx file itself, makes the dildo animation.

So if there is no way to apply cbpc only to a specific nif file, just by duplication and modifying nodes is impossible until the hkx file of animation modified.

 

Ah Thanks,,  by your guide,  I could understand clear,, how  AnimObjectA and AnimObjectB (of the mesh.nif), are assgined ..

I could find these 2 NiNode  in female or male skelton Ni node (of XPMSSE),  with  camera controll node.

 

so dildo  can atach with Actor skelton AnimObjectB, when aniamtion start,, ,, even though they are  chair and dildo,

they are  controlled  by  Ninodes of  current Actor  skelton.nif  (XPMSSE) 

 

I return my future  request again (  offer way to use static mesh nif,  as collider, , without use skelton node,,but set name as we need,,)

 

 

Posted
19 minutes ago, greenmango12 said:

I return my future  request again (  offer way to use static mesh nif,  as collider, , without use skelton node,,but set name as we need,,)

Yes. I'm gonna need to debug the node tree to see what is going on with animation objects, but v2 will support mesh specific collision configs.

Posted
2 hours ago, Shizof said:

Yes. I'm gonna need to debug the node tree to see what is going on with animation objects, but v2 will support mesh specific collision configs.

Thanks ! if we can easy set collider for  mesh specific,,   really apreciate..?

I learn more untill V2 come about animation files etc,, ,,

Posted

Okay, this may sound odd, but how would I have to proceed if I wanted CBPC to just provide breast physics, but nothing else (no butt, thighs, belly etc. physics and no collisions at all)?

I presume I would have to change something in the config xmls, but no idea what exactly... ^_^"

 

Anybody able and willing to enlighten me?

Posted
25 minutes ago, Twycross448 said:

Okay, this may sound odd, but how would I have to proceed if I wanted CBPC to just provide breast physics, but nothing else (no butt, thighs, belly etc. physics and no collisions at all)?

I presume I would have to change something in the config xmls, but no idea what exactly... ^_^"

 

Anybody able and willing to enlighten me?

 

In CBPCMasterConfig.txt, remove lines under [ConfigMap] that aren't related to breasts.

 

In CBPCollisionConfig.txt, set BellyBulge=0 and empty BellyBulgeNodes under [ExtraOptions], remove everything under node lists section.

Posted

I hesitate to request many things,  but if new version offer MCM menu, (at current I only need switch,, ON and OFF  CBPC temporally, to check problem)

really apreciate..

 

Because I have found a few case,, if I activate CBPC seems cause CTD,..  (of course usually no CTD most of case,, so it seems happen only about specific case)

 

One is, when I use EFF function,, NPC teleport to PC frequently, or even though I only use one time,, it seems cause CTD with the location and the save-data.

I do not take many follower at same time, then about this case, I took 2 follower, then use EFF action  teleport follower to me. 

 

but if I hide CBPC , I could without problem , how many times I try "teleport to pc" continuously,, it worked, without CTD.

 (I test with same save data, many times,, then I know it  seems related my configure settings too,,  but can not confirm, which setting related this issue,, )

 

the other case is,, quest,  The way of the voice.. (PC male pray)

I followed  this topic answer,, , then If I remove XPMSE offered male skelton.nif,, it not cause CTD,

 

so that at frist I think, it is caused XPMSE,, but I happend to stop CBPC, then test again,, it not cause CTD

then I think if it only happen, when I set male physics ON,, or my collision setting is related,, 

 

To check these  if there is option in MCM ,, I can offer more detail,, I think.. or if I can find when it happen,, I may off CBPC temporally, in game

(eg some quest etc),,   Though most of case, I do not see problem,, but maybe there seems a few  case, I need to OFF CBPC with my setting temporally.

 

Posted
26 minutes ago, greenmango12 said:

if I activate CBPC seems cause CTD,..  (of course usually no CTD most of case,, so it seems happen only about specific case)

 

One is, when I use EFF function,, NPC teleport to PC frequently, or even though I only use one time,, it seems cause CTD with the location and the save-data.

I do not take many follower at same time, then about this case, I took 2 follower, then use EFF action  teleport follower to me. 

 

but if I hide CBPC , I could without problem , how many times I try "teleport to pc" continuously,, it worked, without CTD.

 (I test with same save data, many times,, then I know it  seems related my configure settings too,,  but can not confirm, which setting related this issue,, )

 

the other case is,, quest,  The way of the voice.. (PC male pray)

I followed  this topic answer,, , then If I remove XPMSE offered male skelton.nif,, it not cause CTD,

 

so that at frist I think, it is caused XPMSE,, but I happend to stop CBPC, then test again,, it not cause CTD

then I think if it only happen, when I set male physics ON,, or my collision setting is related,, 

 

To check these  if there is option in MCM ,, I can offer more detail,, I think.. or if I can find when it happen,, I may off CBPC temporally, in game

(eg some quest etc),,   Though most of case, I do not see problem,, but maybe there seems a few  case, I need to OFF CBPC with my setting temporally.

 

 

Are you using UseParallelProcessing? 

Posted
9 hours ago, Shizof said:

 

Are you using UseParallelProcessing? 

Yes but I  had changed as it 1 for test, then forgot it.  After modify my CBPC setting, I think it work at current. (then I returned it as 2 too,

I felt if it  is matter, but could not confirm it,, I changed other setting too,,)

 

If UseParallelProcessing can solve these issue , I may keep it as 2 (I set it as 1 for infinite loading (or black scrreen issue) before,,

then forget it)

 

 there seems some setting which related these issue.  but the  shout of quest CTD and EFF teleprot npc  CTD not show same result with same setting.

but just remove male skelton. or just set OFF CBPC remove both .

 

And I use Engine FIx patch, and Animation limit fix patch, at same time. But if I remove Animation limit fix and, only use Engine fix

then  animation pach of Engine fix as true,, it solved IFL before. (when load saved data,, I see about a few save data of outer cell)

and I saw same issue yesterday,, then I tried same thing,, (only use Engine fix to manage animation limit ), it worked..

(though I do not know if it related CBPC setting,)

 

As I menitoned, these problem may be cuased by my setting I suppose,  then hope to check in game by CBPC on and off first.

(withotu it,, it is really difficult for me to check which mod cause this issue,)

 

Then do you think,, if I discribe wrong collision etc,, it may cause CTD only when shout or use magic? 

because I usually make a few config only set, for CBPC,, then exchange them.

 

most low setting seems remove those problem too.  but as you mentioned, the low setting , was keep  UseParallelProcessing 2

 

Btw  I have not seen  any CTD when pray animation, (PC VS NPC)  , only see, some phsyics not work well, if I miss something.

so I did not think, it cused by my custom  CBPC setting.

 

 

 

 

 

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