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Bijin and Naturalistic HDT


bluebomber95

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So, I got Naturalistic HDT to work on my non-Bijin NPCs, but I can't figure out how to get N-HDT to work on NPCs that were changed by Bijin. I know that Bijin NPCs use their own meshes, and read somewhere that you have to attach the xml files to the Bijin meshes using NifSkope. I managed to do that, but the N-HDT doesn't seem to work still. Am I missing something? 

 

Attached my load order, if that helps. Thanks!

loadorder.txt

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Do the Bijin NPC's have any HDT physics?

I didn't think they did but it's been a while since I installed them and I know I changed their meshes.

If there is already HDT Physics (bounce) there then you just need to attach the xml to the headmesh. Easiest way would be copy your head mesh from Data\Meshes\actors\character\character assets paste into where ever it needs to be for the NPC replacer (make a back up first though)

There used to be a load of guides to doing this manually but I can't find any atm

 

If there is a no bounce then replace their bodies meshes, too.
 



 

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First thing to get out the way. Skyrim, when it comes to changing Meshes and Textures is just a bunch of directories and files. You are fine to change things, providing you first make back ups.

I don't use MO so I couldn't say what it is doing when you asked it to replace meshes.

 

I would suggest first making sure you have Bodyslide installed (I don't know why anyone wouldn't have it but just incase) and Nifskope.
 

 

When you download a mod the files will be compressed, open this with something like Winrar (but don't extract) and you will see the file structure of where it is places it's files (incase you are having issues finding them)
I have a version on Bikin NPC's installed (not sure how upto date) and it places it's Body meshes in SteamLibrary\steamapps\common\Skyrim\Data\Meshes\actors\character\Bijin NPCs
and it's head meshes SteamLibrary\steamapps\common\Skyrim\Data\Meshes\actors\character\<NPC Name>

So if you were going change the body meshes you could just copy and paste the Bijin NPCs folder. Windows will automatically name it as a Copy and Skyrim will ignore it because it's not looking for "Bijin NPCs - Copy" Does that make sense?
I'm only saying this so you are not scared of manual changing files, as long as you back up what you are changing you can always undo any errors.


The fact that each NPC has a seperate head is a pain. I don't know if the structure of that head mesh is important to the appearance of the NPC. I didn't think it was but I'm not an expert.

 

Opening the Bijin Body Mesh in Nifskope the Block List looks like this
Bijin.JPG.53369b83f07edf1c0661c90b1cfde7df.JPG

Mine look like this

UUNPSpecal.JPG.87949c4be999c682b4b3f5bb86ec3808.JPG


The important difference is that NiStringExtraData - That points to hdtVagina.xml (yours might go to a differently name .xml)

However the head should have a blocklist like this
HeadBL.JPG.5aafdc78fc8ee708c26c0f4b104d66dc.JPG

That Havok path would then point to

 

HeadBD.JPG.337cad26a7adac6d70df4021494bfc78.JPG

and that hdtPhysicsExtensionsDefaultBBP.xml is the xml (or one of them) that Bazinga editted to create his Naturalist hdt mod.

 

So yes, head is important...

 

 

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There used to be hundreds of simple guides of attaching xml's to meshes but I am stuggling to find one right now. I don't want to have to make my own as someone is bound to have found a guide and posted the link before I finish it.
Gimme a minute.

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14 minutes ago, Mez558 said:

First thing to get out the way. Skyrim, when it comes to changing Meshes and Textures is just a bunch of directories and files. You are fine to change things, providing you first make back ups.

I don't use MO so I couldn't say what it is doing when you asked it to replace meshes.

 

I would suggest first making sure you have Bodyslide installed (I don't know why anyone wouldn't have it but just incase) and Nifskope.
 

 

When you download a mod the files will be compressed, open this with something like Winrar (but don't extract) and you will see the file structure of where it is places it's files (incase you are having issues finding them)
I have a version on Bikin NPC's installed (not sure how upto date) and it places it's Body meshes in SteamLibrary\steamapps\common\Skyrim\Data\Meshes\actors\character\Bijin NPCs
and it's head meshes SteamLibrary\steamapps\common\Skyrim\Data\Meshes\actors\character\<NPC Name>

So if you were going change the body meshes you could just copy and paste the Bijin NPCs folder. Windows will automatically name it as a Copy and Skyrim will ignore it because it's not looking for "Bijin NPCs - Copy" Does that make sense?
I'm only saying this so you are not scared of manual changing files, as long as you back up what you are changing you can always undo any errors.


The fact that each NPC has a seperate head is a pain. I don't know if the structure of that head mesh is important to the appearance of the NPC. I didn't think it was but I'm not an expert.

 

Opening the Bijin Body Mesh in Nifskope the Block List looks like this
Bijin.JPG.53369b83f07edf1c0661c90b1cfde7df.JPG

Mine look like this

UUNPSpecal.JPG.87949c4be999c682b4b3f5bb86ec3808.JPG


The important difference is that NiStringExtraData - That points to hdtVagina.xml (yours might go to a differently name .xml)

However the head should have a blocklist like this
HeadBL.JPG.5aafdc78fc8ee708c26c0f4b104d66dc.JPG

That Havok path would then point to

 

HeadBD.JPG.337cad26a7adac6d70df4021494bfc78.JPG

and that hdtPhysicsExtensionsDefaultBBP.xml is the xml (or one of them) that Bazinga editted to create his Naturalist hdt mod.

 

So yes, head is important...

 

 

Yep, my Bijin body mesh looks a lot like yours, only difference is that I added the NiStringExtraData for the hdtPhysicsExtensionsDefaultBBP.xml into the body mesh.

Untitled.png.1307acdaf2d98122ecf6f42114b78ddf.png

 

I just tried adding the NiStringExtraData for the head mesh to just see if it would work, but nah, it didn't want to cooperate. 

 

Untitled2.png.dc8ab00b664f90aa27889b9b8f37d0be.png

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Open femalehead.nif right click the body, select block > insert > Nis... > NiStringExtraData. Note that it is not NiStringsExtraData. (don't think it makes much difference but do what he says)

 

Right click NiStringExtraData on the block list, copy branch, right click on NiNode on select paste branch. Delete the original NiStringExtraData by right clicking > block > remove. Click on the new NiStringExtraData and use ctrl + up to shift it to the first line right after 0 NiNode.

Go to block details after clicking on NiStringExtraData and click on the txt icon of Name. Type in HDT Havok Path.

Now go to block details line 4, String Data and click the txt icon. Enter the path where you installed Bazinga's modified xml. (eg Data\SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml)


Finally, Click Save As and overwrite the old .nif files.

 

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10 minutes ago, Mez558 said:

Open femalehead.nif right click the body, select block > insert > Nis... > NiStringExtraData. Note that it is not NiStringsExtraData. (don't think it makes much difference but do what he says)

 

Right click NiStringExtraData on the block list, copy branch, right click on NiNode on select paste branch. Delete the original NiStringExtraData by right clicking > block > remove. Click on the new NiStringExtraData and use ctrl + up to shift it to the first line right after 0 NiNode.

Go to block details after clicking on NiStringExtraData and click on the txt icon of Name. Type in HDT Havok Path.

Now go to block details line 4, String Data and click the txt icon. Enter the path where you installed Bazinga's modified xml. (eg Data\SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml)


Finally, Click Save As and overwrite the old .nif files.

 

Tried that one, unfortunately doesn't work. Thanks though

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You do not need to touch the heads.

This is the best pic I can find of Bijin NPC.



That's Hulda with her back turned. Carlotta has my body mesh and the regular untouched Bijin head.

558512878_C5BergitteandLillith.thumb.jpg.c98841f279ca3338128cbf5752946716.jpg

Copy the 9 files from your Data/Meshes/Actors/Character/Character Assets folder to the Bijin folder.

The files are:

femalebody.tri

femalebody_0.nif

femalebody_1.nif

and the same for femalefeet and femalehands.

Done.

I did a similar job on Bergitte and Lillith. Their heads come from a mod but I gave them the body.

I don't use MO either so you will have to go where MO puts them.

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28 minutes ago, Grey Cloud said:

Copy the 9 files from your Data/Meshes/Actors/Character/Character Assets folder to the Bijin folder.

The files are:

femalebody.tri

femalebody_0.nif

femalebody_1.nif

and the same for femalefeet and femalehands.

Done.

I did a similar job on Bergitte and Lillith. Their heads come from a mod but I gave them the body.

I don't use MO either so you will have to go where MO puts them.

Hmm, I kinda tried to bruteforce it, and overwrote all the Bijin meshes with the ones that was in my Data/Meshes/Actors/Character/Character Assets folder. But Naturalistic still refuses to cooperate. Dang.

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3 minutes ago, Grey Cloud said:

Naturalistic doesn't do SMP, does it?

Not that I am aware of but I don't touch SMP so...
Thought it would be best to not just assume.

 

Also, you're right about the xml not needing to be attached to the head for breast, belly and butt bounce.
I just used my "charms" on Adrianne so she would follow me everything is bouncing fine. Don't know about collisions as yet. I'll make her fuck something in a minute, it's ok. I'll go back to a previous save, no one will remember a thing.
I am not certain what xml it's using, I would guess the hdtPhysicsExtensionsDefaultBBP.xml as that file came with last HDT-PE and does say "default"
 

Copying your bodymeshes should really be enough, at least for wobbly bits.

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Ah well, thanks guys for trying to help out. Bummer that we couldn't figure it out, but ah well, I did have wobbly bits, even if it didn't have collision, so not all bad. 

But now I have a different problem. I'm reverting stuff back, but I seem to have the dreaded neck seam issue, for just every NPC that isn't Bijin. If it's a texture issue, I'm pretty sure I didn't touch any textures. Any advice? 

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Well, no idea why every guide told me to attach the xml to the head mesh.
It is still something I will do as I use different xml's for most of my characters than NPC's but still, collisions appear to be working fine, just made adrianne fuck a giant and her belly bulged plenty.

I can see no reason that doing what Grey Cloud said would not work, it's basically all I had done.

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9 minutes ago, bluebomber95 said:

Ah well, thanks guys for trying to help out. Bummer that we couldn't figure it out, but ah well, I did have wobbly bits, even if it didn't have collision, so not all bad. 

But now I have a different problem. I'm reverting stuff back, but I seem to have the dreaded neck seam issue, for just every NPC that isn't Bijin. If it's a texture issue, I'm pretty sure I didn't touch any textures. Any advice? 

Edit: GC just asked this question before me.

 

If it's a physical gap try remaking your body in Bodyslide, it sounds like the Bijin body ended up overwriting your character asset one.

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