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help me HDT pe to SMP PLZ


phatkent1

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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

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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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