phatkent1 Posted April 11, 2019 Posted April 11, 2019 hello, sorry for my bad eng I have read the tutorials and tried converting a fancy armor in LE for my SE version. But there is a problem when I write XML. Everything went smoothly. But when I installed the mod, my clothes melted. Everything except the cloak section. I think it works quite ok. I think there is probably a problem with the NPC bone filling. I really don't know how to fill it. There are really too many. Do I have to fill it out? Hope everybody help please. NIF http://www.mediafire.com/file/3x7a9yf9zce2cnc/MLB_0016_Armor_0.nif/file This is my xml <?xml version="1.0" encoding="UTF-8"?> <system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd"> <per-triangle-shape name="VirtualGround"> <margin>0.5</margin> <prenetration>10</prenetration> <no-collide-with-tag>boots</no-collide-with-tag> <no-collide-with-tag>VirtualGround</no-collide-with-tag> <tag>legs</tag> <no-collide-with-tag>ground</no-collide-with-tag> </per-triangle-shape> <bone name="NPC Spine2 [Spn2]"/> <bone name="NPC R UpperArm [RUar]"/> <bone name="NPC L UpperArm [LUar]"/> <bone name="NPC Spine1 [Spn1]"/> <bone name="NPC Spine [Spn0]"/> <bone name="NPC R Thigh [RThg]"/> <bone name="NPC R Hand [RHnd]"/> <bone name="NPC R Forearm [RLar]"/> <bone name="NPC R Foot [Rft ]"/> <bone name="NPC R Calf [RClf]"/> <bone name="NPC Pelvis [Pelv]"/> <bone name="NPC L Thigh [LThg]"/> <bone name="NPC L Hand [LHnd]"/> <bone name="NPC L Forearm [LLar]"/> <bone name="NPC L Foot [Lft ]"/> <bone name="NPC L Calf [LClf]"/> <bone name="hdtMBO0016Cloak A 1"/> <bone name="hdtMBO0016Cloak B 1"/> <bone name="hdtMBO0016Cloak C 1"/> <bone name="hdtMBO0016Cloak D 1"/> <bone name="hdtMBO0016Cloak E 1"/> <bone name="MBO0016ArmR A 1"/> <bone name="MBO0016ArmR B 1"/> <bone name="MBO0016ArmR C 1"/> <bone name="MBO0016ArmR D 1"/> <bone name="MBO0016ArmL A 1"/> <bone name="MBO0016ArmL B 1"/> <bone name="MBO0016ArmL C 1"/> <bone name="MBO0016ArmL D 1"/> <bone name="MBO0016Cloak Dec A 1"/> <bone name="MBO0016Cloak Dec B 1"/> <bone name="MBO0016Cloak Dec C 1"/> <bone-default> <mass>1</mass> <inertia x="20" y="20" z="20" /> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1" /> <origin x="0" y="0" z="0" /> </centerOfMassTransform> <linearDamping>0.0</linearDamping> <angularDamping>0.0</angularDamping> <friction>0</friction> <restitution>0</restitution> </bone-default> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="hdtMBO0016Cloak A 2"/> <bone name="hdtMBO0016Cloak A 3"/> <bone name="hdtMBO0016Cloak A 4"/> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="hdtMBO0016Cloak B 2"/> <bone name="hdtMBO0016Cloak B 3"/> <bone name="hdtMBO0016Cloak B 4"/> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="hdtMBO0016Cloak C 2"/> <bone name="hdtMBO0016Cloak C 3"/> <bone name="hdtMBO0016Cloak C 4"/> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="hdtMBO0016Cloak D 2"/> <bone name="hdtMBO0016Cloak D 3"/> <bone name="hdtMBO0016Cloak D 4"/> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="hdtMBO0016Cloak E 2"/> <bone name="hdtMBO0016Cloak E 3"/> <bone name="hdtMBO0016Cloak E 4"/> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="MBO0016ArmR A 2"/> <bone name="MBO0016ArmR A 3"/> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="MBO0016ArmR B 2"/> <bone name="MBO0016ArmR B 3"/> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="MBO0016ArmR C 2"/> <bone name="MBO0016ArmR C 3"/> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="MBO0016ArmR D 2"/> <bone name="MBO0016ArmR D 3"/> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="MBO0016ArmL A 2"/> <bone name="MBO0016ArmL A 3"/> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="MBO0016ArmL B 2"/> <bone name="MBO0016ArmL B 3"/> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="MBO0016ArmL C 2"/> <bone name="MBO0016ArmL C 3"/> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="MBO0016ArmL D 2"/> <bone name="MBO0016ArmL D 3"/> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="MBO0016Cloak Dec A 2"/> <bone name="MBO0016Cloak Dec A 3"/> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="MBO0016Cloak Dec B 2"/> <bone name="MBO0016Cloak Dec B 3"/> <bone-default> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="MBO0016Cloak Dec C 2"/> <bone name="MBO0016Cloak Dec C 3"/> <per-triangle-shape name="CollisionBody"> <margin>0.5</margin> <penetration>0.5</penetration> <tag>Body</tag> </per-triangle-shape> <per-triangle-shape name="MBO0016ArmorCloak"> <margin>0</margin> <penetration>0</penetration> <tag>cloth</tag> </per-triangle-shape> <per-triangle-shape name="MBO0016ArmorArmB"> <margin>0</margin> <penetration>0</penetration> <tag>cloth</tag> </per-triangle-shape> <per-triangle-shape name="MBO0016ArmorArmC"> <margin>0</margin> <penetration>0</penetration> <tag>cloth</tag> </per-triangle-shape> <per-triangle-shape name="MBO0016ArmorCloakDecD"> <margin>0</margin> <penetration>0</penetration> <tag>Cloth</tag> </per-triangle-shape> <per-triangle-shape name="MBO0016ArmorCloakDecA"> <margin>0</margin> <penetration>0</penetration> <tag>cloth</tag> </per-triangle-shape> <per-triangle-shape name="MBO0016ArmorCloakDecB"> <margin>0</margin> <penetration>0</penetration> <tag>Cloth</tag> </per-triangle-shape> <generic-constraint-default> <frameInB> <basis x="0" y="0" z="0" w="1" /> <origin x="0" y="0" z="0" /> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="0" y="0" z="0" /> <linearUpperLimit x="0" y="0" z="0" /> <angularLowerLimit x="-0.0" y="-0.0" z="-0.0" /> <angularUpperLimit x="0.1" y="0.1" z="0.1" /> <linearStiffness x="0" y="0" z="0" /> <angularStiffness x="0" y="0" z="0" /> <linearDamping x="0" y="0" z="0" /> <angularDamping x="0" y="0" z="0" /> <linearEquilibrium x="0" y="0" z="0" /> <angularEquilibrium x="0" y="0" z="0" /> </generic-constraint-default> <constraint-group> <generic-constraint bodyA="hdtMBO0016Cloak A 2" bodyB="hdtMBO0016Cloak A 1"/> <generic-constraint bodyA="hdtMBO0016Cloak A 3" bodyB="hdtMBO0016Cloak A 2"/> <generic-constraint bodyA="hdtMBO0016Cloak A 4" bodyB="hdtMBO0016Cloak A 3"/> </constraint-group> <constraint-group> <generic-constraint bodyA="hdtMBO0016Cloak B 2" bodyB="hdtMBO0016Cloak B 1"/> <generic-constraint bodyA="hdtMBO0016Cloak B 3" bodyB="hdtMBO0016Cloak B 2"/> <generic-constraint bodyA="hdtMBO0016Cloak B 4" bodyB="hdtMBO0016Cloak B 3"/> </constraint-group> <constraint-group> <generic-constraint bodyA="hdtMBO0016Cloak C 2" bodyB="hdtMBO0016Cloak C 1"/> <generic-constraint bodyA="hdtMBO0016Cloak C 3" bodyB="hdtMBO0016Cloak C 2"/> <generic-constraint bodyA="hdtMBO0016Cloak C 4" bodyB="hdtMBO0016Cloak C 3"/> </constraint-group> <constraint-group> <generic-constraint bodyA="hdtMBO0016Cloak D 2" bodyB="hdtMBO0016Cloak D 1"/> <generic-constraint bodyA="hdtMBO0016Cloak D 3" bodyB="hdtMBO0016Cloak D 2"/> <generic-constraint bodyA="hdtMBO0016Cloak D 4" bodyB="hdtMBO0016Cloak D 3"/> </constraint-group> <constraint-group> <generic-constraint bodyA="hdtMBO0016Cloak E 2" bodyB="hdtMBO0016Cloak E 1"/> <generic-constraint bodyA="hdtMBO0016Cloak E 3" bodyB="hdtMBO0016Cloak E 2"/> <generic-constraint bodyA="hdtMBO0016Cloak E 4" bodyB="hdtMBO0016Cloak E 3"/> </constraint-group> <constraint-group> <generic-constraint bodyA="MBO0016ArmR A 2" bodyB="MBO0016ArmR A 1"/> <generic-constraint bodyA="MBO0016ArmR A 3" bodyB="MBO0016ArmR A 2"/> </constraint-group> <constraint-group> <generic-constraint bodyA="MBO0016ArmR B 2" bodyB="MBO0016ArmR B 1"/> <generic-constraint bodyA="MBO0016ArmR B 3" bodyB="MBO0016ArmR B 2"/> </constraint-group> <constraint-group> <generic-constraint bodyA="MBO0016ArmR C 2" bodyB="MBO0016ArmR C 1"/> <generic-constraint bodyA="MBO0016ArmR C 3" bodyB="MBO0016ArmR C 2"/> </constraint-group> <constraint-group> <generic-constraint bodyA="MBO0016ArmR D 2" bodyB="MBO0016ArmR D 1"/> <generic-constraint bodyA="MBO0016ArmR D 3" bodyB="MBO0016ArmR D 2"/> </constraint-group> <constraint-group> <generic-constraint bodyA="MBO0016ArmL A 2" bodyB="MBO0016ArmL A 1"/> <generic-constraint bodyA="MBO0016ArmL A 3" bodyB="MBO0016ArmL A 2"/> </constraint-group> <constraint-group> <generic-constraint bodyA="MBO0016ArmL B 2" bodyB="MBO0016ArmL B 1"/> <generic-constraint bodyA="MBO0016ArmL B 3" bodyB="MBO0016ArmL B 2"/> </constraint-group> <constraint-group> <generic-constraint bodyA="MBO0016ArmL C 2" bodyB="MBO0016ArmL C 1"/> <generic-constraint bodyA="MBO0016ArmL C 3" bodyB="MBO0016ArmL C 2"/> </constraint-group> <constraint-group> <generic-constraint bodyA="MBO0016ArmL D 2" bodyB="MBO0016ArmL D 1"/> <generic-constraint bodyA="MBO0016ArmL D 3" bodyB="MBO0016ArmL D 2"/> </constraint-group> <constraint-group> <generic-constraint bodyA="MBO0016Cloak Dec A 2" bodyB="MBO0016Cloak Dec A 1"/> <generic-constraint bodyA="MBO0016Cloak Dec A 3" bodyB="MBO0016Cloak Dec A 2"/> </constraint-group> <constraint-group> <generic-constraint bodyA="MBO0016Cloak Dec B 2" bodyB="MBO0016Cloak Dec B 1"/> <generic-constraint bodyA="MBO0016Cloak Dec B 3" bodyB="MBO0016Cloak Dec B 2"/> </constraint-group> <constraint-group> <generic-constraint bodyA="MBO0016Cloak Dec C 2" bodyB="MBO0016Cloak Dec C 1"/> <generic-constraint bodyA="MBO0016Cloak Dec C 3" bodyB="MBO0016Cloak Dec C 2"/> </constraint-group> </system> </xml> I don't expect people to do it for me, or just give me a mistake. This is a set of clothes in a modpack. I want to transfer all of them to se. Hope everybody help please
phatkent1 Posted April 11, 2019 Author Posted April 11, 2019 The part of the sleeve completely melted. I tried adding many npc but not working plz help
Gromilla Posted April 11, 2019 Posted April 11, 2019 Check the error log of the SMP framework ..Data\SKSE\Plugins\hdtSSEPhysics.log Some bones are not registered and therefore meshes attached to them are simply ignored by the physics engine.
phatkent1 Posted April 11, 2019 Author Posted April 11, 2019 i add some npc <bone name="NPC Spine2 [Spn2]"/> <bone name="NPC R UpperArm [RUar]"/> <bone name="NPC L UpperArm [LUar]"/> <bone name="NPC Spine1 [Spn1]"/> <bone name="NPC Spine [Spn0]"/> <bone name="NPC R Thigh [RThg]"/> <bone name="NPC R Forearm [RLar]"/> <bone name="NPC R Foot [Rft ]"/> <bone name="NPC R Calf [RClf]"/> <bone name="NPC Pelvis [Pelv]"/> <bone name="NPC L Thigh [LThg]"/> <bone name="NPC L Forearm [LLar]"/> <bone name="NPC L Foot [Lft ]"/> <bone name="NPC L Calf [LClf]"/> <bone name="NPC R Clavicle [RClv]"/> <bone name="NPC L Clavicle [LClv]"/> <bone name="NPC R UpperarmTwist1 [RUt1]"/> <bone name="NPC L ForearmTwist2 [LLt2]"/> <bone name="NPC R ForearmTwist2 [RLt2]"/> <bone name="NPC L UpperarmTwist1 [LUt1]"/> <bone name="NPC R ForearmTwist2 [RLt2]"/> <bone name="NPC L UpperarmTwist2 [LUt2]"/> <bone name="NPC R UpperarmTwist2 [RUt2]"/> <bone name="hdtMBO0016Cloak A 1"/> <bone name="hdtMBO0016Cloak B 1"/> <bone name="hdtMBO0016Cloak C 1"/> <bone name="hdtMBO0016Cloak D 1"/> <bone name="hdtMBO0016Cloak E 1"/> <bone name="MBO0016ArmR A 1"/> <bone name="MBO0016ArmR B 1"/> <bone name="MBO0016ArmR C 1"/> <bone name="MBO0016ArmR D 1"/> <bone name="MBO0016ArmL A 1"/> <bone name="MBO0016ArmL B 1"/> <bone name="MBO0016ArmL C 1"/> <bone name="MBO0016ArmL D 1"/> <bone name="MBO0016Cloak Dec A 1"/> <bone name="MBO0016Cloak Dec B 1"/> <bone name="MBO0016Cloak Dec C 1"/> now HDT not work why???????????????? plz help
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