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help me HDT pe to SMP PLZ


phatkent1

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Posted

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

Posted

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.

Posted

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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