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Posted
1 minute ago, Schweini said:

Oh ja, very detailed, gut instruction, man. Danke.

Btw, if I reduce the size of the Beast Schlong nif file and the collison smp nif file in Outfit Studio, will that reduce the radius, too?

 

This applies to smp to a limited extent, since Bullet generates the shapes (sphere shapes) for each vertex itself.
Reducing the size of the mesh would also position the shape differently and thus influence the collision.
But the radius can also be reduced with smp xml. A text editor is sufficient for this, as these xml are very simple.

Posted
9 hours ago, Andy14 said:

This applies to smp to a limited extent, since Bullet generates the shapes (sphere shapes) for each vertex itself.
Reducing the size of the mesh would also position the shape differently and thus influence the collision.
But the radius can also be reduced with smp xml. A text editor is sufficient for this, as these xml are very simple.

hdtchaurus.xml so, for example, in this xml file, can I open it with Notepad ,search for the word "radius" and then edit some numbers next to it?

Posted
7 hours ago, Schweini said:

hdtchaurus.xml so, for example, in this xml file, can I open it with Notepad ,search for the word "radius" and then edit some numbers next to it?

 

You can do it, but since it's a PE xml, I would use the Just for Fun Tool for it.
PE files are very large and not easy to read. That is why HydrogensaysHDT (author of HDT PE and HDT SMP) made this tool available.

Posted

Oh, I play LE and for LE, ABC uses HDT-PE so I can use Just for Fun software.

I just wonder, if for SE, ABC uses SMP. Can you edit SMP xml with JFF, too? or with something else? I read somewhere that SMP is an upgrade version of PE, right?

 

Oh, btw, do you know how to attach physics to clothes, Andy? I use Mesh Rigger software and successfully attach PE physic to clothes. But smp attaching cannot be done.

 

Danke, Andy.

Posted

HDT PE is Havok - The Physic Engine of Skyrim (LE and SE).

HDT SMP is Bullet Physic (Poser, DAZ etc.).

 

HDT SMP is easier because the shapes are created in real time by the skin (bone weights of the vertices). So you have less work to do and you don't need to know a lot to use it. The disadvantage is the system load by generating the shapes (FPS drops).
While you can display 50 NPC at the same time with PE without any problem (hair, clothes, breasts, etc.), with SMP the limit is already reached with a handful.


The disadvantage of HDT PE is that you have to know what you are doing.
Havok is no longer free (today Microsoft) and therefore nobody has Havok Content Tools and 3DS 2012/2014 anymore. So you have to create it manually (e.g. with Just for fun).

If you want to do physics for clothes, you have to first create the bones for it and create the skin. Only then does the question of whether PE or SMP arise.

 

PS: There are already bones for skirts.

Posted
8 hours ago, Andy14 said:

HDT PE is Havok - The Physic Engine of Skyrim (LE and SE).

HDT SMP is Bullet Physic (Poser, DAZ etc.).

 

HDT SMP is easier because the shapes are created in real time by the skin (bone weights of the vertices). So you have less work to do and you don't need to know a lot to use it. The disadvantage is the system load by generating the shapes (FPS drops).
While you can display 50 NPC at the same time with PE without any problem (hair, clothes, breasts, etc.), with SMP the limit is already reached with a handful.


The disadvantage of HDT PE is that you have to know what you are doing.
Havok is no longer free (today Microsoft) and therefore nobody has Havok Content Tools and 3DS 2012/2014 anymore. So you have to create it manually (e.g. with Just for fun).

If you want to do physics for clothes, you have to first create the bones for it and create the skin. Only then does the question of whether PE or SMP arise.

 

PS: There are already bones for skirts.

Danke, Spezialist Andy. So, let's say, if you have Havok Content Tool and 3DSMax 2014, how will you do it for LE and SE? I mean, is there any tutorial page out there that you know of?

Posted

I don't have anything left on my list for that. I haven't used Autodesk since 2014.
But I think you will find something about it on YT.

 

PS: And stop calling me a specialist, or someone else will believe it

Posted

Hey @Andy14 , I use Coco PE body and inside the SKSE plugin folder, there are hdtFingers.xml and hdtm.xml and the hdtVagina.xml that I sent you above.

The fingers and Schlong used to interact with the pussy until I installed some mods or did something (I don't know), they didn't work with each other anymore.

After I find this hdtm_L.xml from Drew's Diverse Dong, the Schlong interacts with the pussy again.

Have you ever encountered this problem before?

Is it possible that the fingers xml excluded from the vagina xml?

Should I find another xml for fingers like I did with Schlong?

 

 

Posted
1 hour ago, Schweini said:

Hey @Andy14 , I use Coco PE body and inside the SKSE plugin folder, there are hdtFingers.xml and hdtm.xml and the hdtVagina.xml that I sent you above.

The fingers and Schlong used to interact with the pussy until I installed some mods or did something (I don't know), they didn't work with each other anymore.

After I find this hdtm_L.xml from Drew's Diverse Dong, the Schlong interacts with the pussy again.

Have you ever encountered this problem before?

Is it possible that the fingers xml excluded from the vagina xml?

Should I find another xml for fingers like I did with Schlong?

 

 

The first advice would be to leave the pussy alone for once. ?

 

The collision is defined using groups. There are GroupIDs for this and the option of specifying with which group NO collision should occur.
For the group to have a collision, it must also have a collision with itself.
In Just for Fun you can see the groups in the RigidBodies tab. The group ID "-1" is for no collision. Hydro named all other groups - but they can also be used differently. It's just a name.

Posted
38 minutes ago, Andy14 said:

The first advice would be to leave the pussy alone for once. ?

 

The collision is defined using groups. There are GroupIDs for this and the option of specifying with which group NO collision should occur.
For the group to have a collision, it must also have a collision with itself.
In Just for Fun you can see the groups in the RigidBodies tab. The group ID "-1" is for no collision. Hydro named all other groups - but they can also be used differently. It's just a name.

Strange, I checked the fingers xml, they are allowed to interact with the pussy and vice versa but in game, nothing happens.

Maybe interference of something ??? Other mods? 

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