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Converting custom mod heels to 3ba - character floats. Can I adjust the offset other than using HH_OFFSET?


lacie_

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Posted

I converted some heels from a custom armor mod from cbbe to 3ba. The problem is that now my character floats when wearing them. Is there some way to adjust the character's height offset when wearing boots without needing to adjust the NiFloatExtraData field HH_OFFSET in outfit studio? Ideally I would like to leave the HH_OFFSET stat as is so that the boots are still recognized by YPS. Thanks

 

edit: Solved

Posted

So if I get it correctly, you want to have the lifting effect for the character when wearing the highheels?

How about using Equippable Trasforms provided by RaceMenu/NiOverride, also known as RaceMenu High Heels?

 

Here's the explanation, straight from its description

Quote

How do you use it? Simple, add an NiStringExtraData named "SDTA" without quotes (Skeleton Data) to your NiTriShape or NiTriStrips of the armor you want to apply it to (You may need to apply to both _0 and _1)
 
The "String Data" will be a JSON formatted string, here is a sample:
[
{"name":"NPC L Breast","scale":2.0,"pos":[0,0,0],"rot":[0,0,0]},
{"name":"NPC R Breast","scale":2.0,"pos":[0,0,0],"rot":[0,0,0]}
]

The "name" field is the name of the node you are transforming
The "pos" field is a relative translation of the node you are transforming
The "rot" field is a rotation in degress in euler angles (heading, attitude, bank)
 
Here is a sample for replacing High Heels
[{"name":"NPC","pos":[0, 0, 5.0]}]
You may need to tweak the units as I just eyeballed it for the particular boots I was using.
 
This runs off the existing Transform framework that NiOverride provides, so any modifications to particular nodes will stack with these, you can only have one internal equipped node transform (i.e. two pieces of armor cant modify the same node, overwriting will happen and the behavior will most likely be last written or undefined).

 

Posted
2 hours ago, Mister X said:

So if I get it correctly, you want to have the lifting effect for the character when wearing the highheels?

How about using Equippable Trasforms provided by RaceMenu/NiOverride, also known as RaceMenu High Heels?

 

Here's the explanation, straight from its description

 

 

Thanks for replying.

 

So I tried that and for some reason it wasn't working. I'm already using RaceMenuHH, I'm pretty sure HH_OFFSET comes from that right? Anyway I may have done it incorrectly - what I did was open the file in outfit studio --> select mesh --> properties --> extra data, then added the NiStringExtraData field with name "NPC" and value "[0, 0, 50.0]" to see if it would do anything, unfortunately character is still floating.

 

I dug into the original mod's files and bodyslides though, I noticed firstly they have the same floaty effect in game and secondly they're labelled as HDT so I'm guessing that means they use the old HDT heels system rather than racemenu and maybe that's why your advice didn't work.

 

edit: I read through the racemenu page, this time I think I editted the .nif correctly, where I added the NiStringExtraData with name "SDATA" and value "[{"name":"NPC","pos":[0, 0, -50.0]}]" but still didn't seem to work.

Posted

Hmm, does the esp have HDTHighHeels as requirement? If yes, it's possible that this could be the culprit. If not, there's no HDT high heel effect

 

Another thing that just came to my mind (it's quite long since I had to manually switch from HDT to NiO HH):

IIRC, the shoes base model actually has to stick in the ground, as the whole model of the actor, including the shoes themselves, gets lifted up.

 

I never did anything with Outfit Studio, I just used NifSkope and xEdit back then, but open up some of the DD boots in NifSkope or Outfit Studio, this should give you a hint about how they should be positioned.

 

Here's how it's done for DD Restrictive Boots, shown in NifSkope.

 

Spoiler

image.png.9cdd4110951ac52ccf8d042976bd51b1.png

Posted
2 hours ago, Mister X said:

Hmm, does the esp have HDTHighHeels as requirement? If yes, it's possible that this could be the culprit. If not, there's no HDT high heel effect

 

Another thing that just came to my mind (it's quite long since I had to manually switch from HDT to NiO HH):

IIRC, the shoes base model actually has to stick in the ground, as the whole model of the actor, including the shoes themselves, gets lifted up.

 

I never did anything with Outfit Studio, I just used NifSkope and xEdit back then, but open up some of the DD boots in NifSkope or Outfit Studio, this should give you a hint about how they should be positioned.

 

Here's how it's done for DD Restrictive Boots, shown in NifSkope.

 

  Reveal hidden contents

image.png.9cdd4110951ac52ccf8d042976bd51b1.png

 

So I found a 3BA conversion mod, was hoping that would fix it but no luck. Next thing I checked was whether hdtHH was a master for either mod - nope, authors had removed any dependency as well the spell that adjusts height. So I'm really not sure what's going on. I tried editing it in NifSkope as well but that didn't fix my issue either - weirdly enough the model in NifSkope is below the plane, but also adjusting the string didn't have any visual effect in NifSkope so not sure what would be causing that.

 

Heels from other mods are completely fine so I'm running out of ideas as I'm not super experienced with modding/outfit studio either.

 

If anyone is interested in helping me fix this, the mod in question is this one and the bodyslide conversion I'm now using is this. Mostly interested to know if this issue is reproducible or maybe I have a mod that is causing this to happen with these armors specifically.

 

edit: I'm just an idiot, I was using the wrong version of the better female twists for xpmsse

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