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Twilek - 3BA/BHUNP SMP


Dorabella

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Converting from Skyrim SE to Skyrim LE      

 

Original Mod :  Twilek - 3BA/BHUNP

 

1.png?token-time=1641081600&token-hash=Cb4rarp7MnBjFFjNNFtxQEZb1JjL69TQ3jg5e_HfK9E%3D

 

 

 

Spoiler

 

 

 

 

If you want edit XML , use Notepad ++ . The reason is simple, by showing the strings of different colors, you will know when it is edited correctly

Only if you have CTD when equip Lekku : I edit XML see the parts marked in green

 

Spoiler

 

    <!-- ground -->
<!--    <per-triangle-shape name="VirtualGround">
        <margin>1</margin>
        <prenetration>4</prenetration>
        <tag>ground</tag>
    </per-triangle-shape>-->
    
    <!-- body -->

    <bone name="NPC Head [Head]"/>
    <bone name="NPC Spine2 [Spn2]"/>
    <bone name="NPC Spine [Spn0]"/>
    <bone name="NPC Spine1 [Spn1]"/>
    <bone name="NPC L Clavicle [LClv]"/>
    <bone name="NPC R Clavicle [RClv]"/>
    <bone name="NPC L Forearm [LLar]"/>
    <bone name="NPC R Forearm [RLar]"/>
    <bone name="NPC L ForearmTwist1 [LLt1]"/>
    <bone name="NPC R ForearmTwist1 [RLt1]"/>
    <bone name="NPC L ForearmTwist2 [LLt2]"/>
    <bone name="NPC R ForearmTwist2 [RLt2]"/>
    <bone name="NPC L UpperArm [LUar]"/>
    <bone name="NPC R UpperArm [RUar]"/>
    <bone name="NPC L UpperarmTwist1 [LUt1]"/>
    <bone name="NPC R UpperarmTwist1 [RUt1]"/>
    <bone name="NPC L UpperarmTwist2 [LUt2]"/>
    <bone name="NPC R UpperarmTwist2 [RUt2]"/>
    <bone name="NPC Pelvis [Pelv]"/>
    <bone name="NPC L Calf [LClf]"/>
    <bone name="NPC R Calf [RClf]"/>
    <bone name="NPC L Thigh [LThg]"/>
    <bone name="NPC R Thigh [RThg]"/>
    <bone name="A00"/>
    <bone name="B00"/>

 

    <bone-default>
        <mass>0.0</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone-default>
    
    <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" y="0" z="0" />
        <angularUpperLimit x="0" y="0" z="0" />
        <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>
    
    <bone-default>
        <mass>1.0</mass>
        <inertia x="10" y="10" z="10" />
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1" />
            <origin x="0" y="0" z="0" />
        </centerOfMassTransform>
        <linearDamping>0.5</linearDamping>
        <angularDamping>0.1</angularDamping>
        <friction>0</friction>
        <restitution>0.8</restitution>
    </bone-default>
    
        <bone-default>
        <margin-multiplier>0.01</margin-multiplier>
    </bone-default>
    
    <bone name="A01"/>
    <bone name="B01"/>
    
        <bone-default>
        <margin-multiplier>0.02</margin-multiplier>
    </bone-default>
    
    <bone name="A02"/>
    <bone name="B02"/>
    
        <bone-default>
        <margin-multiplier>0.03</margin-multiplier>
    </bone-default>
    
    <bone name="A03"/>
    <bone name="B03"/>
    
        <bone-default>
        <margin-multiplier>0.04</margin-multiplier>
    </bone-default>
    
    <bone name="A04"/>
    <bone name="B04"/>

        <bone-default>
        <margin-multiplier>0.05</margin-multiplier>
    </bone-default>
    
    <bone name="A05"/>
    <bone name="B05"/>

    <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="-0.15" y="-0.5" z="-0.5" />
        <angularUpperLimit x="0.15" y="0.5" z="0.5" />
        <linearStiffness x="100" y="100" z="100" />
        <angularStiffness x="200" y="200" z="200" />
        <linearDamping x="2" y="2" z="2" />
        <angularDamping x="2" y="2" z="2" />
        <linearEquilibrium x="0" y="0" z="0" />
        <angularEquilibrium x="0" y="0" z="0" />
    </generic-constraint-default>
    
        <generic-constraint bodyA="A01" bodyB="A00"/>
        <generic-constraint bodyA="A02" bodyB="A01"/>
        <generic-constraint bodyA="A03" bodyB="A02"/>
        <generic-constraint bodyA="A04" bodyB="A03"/>
        <generic-constraint bodyA="A05" bodyB="A04"/>
        
        <generic-constraint bodyA="B01" bodyB="B00"/>
        <generic-constraint bodyA="B02" bodyB="B01"/>
        <generic-constraint bodyA="B03" bodyB="B02"/>
        <generic-constraint bodyA="B04" bodyB="B03"/>
        <generic-constraint bodyA="B05" bodyB="B04"/>
        
    <bone-default>
        <mass>0.0</mass>
        <inertia x="0" y="0" z="0"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0</linearDamping>
        <angularDamping>0</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
    </bone-default>
    
    <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" y="0" z="0" />
        <angularUpperLimit x="0" y="0" z="0" />
        <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>
        
    <per-vertex-shape name="Lekku">        
        <margin>0.1</margin>
        <priority>1</priority>    
        <prenetration>1.0</prenetration>
        <shared>private</shared>
        <tag>Lekku</tag>
        <can-collide-with-tag>vbody</can-collide-with-tag>
        <can-collide-with-tag>ground</can-collide-with-tag>        
        <no-collide-with-tag>Lekku</no-collide-with-tag>    
        <weight-threshold bone="NPC Head [Head]">0.3</weight-threshold>        
        <weight-threshold bone="A01">0.2</weight-threshold>
        <weight-threshold bone="A02">0.2</weight-threshold>
        <weight-threshold bone="A03">0.2</weight-threshold>
        <weight-threshold bone="A04">0.2</weight-threshold>
        <weight-threshold bone="A05">0.2</weight-threshold>
        <weight-threshold bone="B01">0.2</weight-threshold>
        <weight-threshold bone="B02">0.2</weight-threshold>
        <weight-threshold bone="B03">0.2</weight-threshold>
        <weight-threshold bone="B04">0.2</weight-threshold>
        <weight-threshold bone="B05">0.2</weight-threshold>

    </per-vertex-shape>

 

 

<!--    <per-triangle-shape name="Virtual">
        <margin>1.0</margin>
        <priority>1</priority>
        <prenetration>1.0</prenetration>
        <shared>private</shared>
        <tag>vbody</tag>
        <no-collide-with-tag>ground</no-collide-with-tag>
        <no-collide-with-tag>vbody</no-collide-with-tag>
        <no-collide-with-tag>head</no-collide-with-tag>
        <can-collide-with-tag>Lekku</can-collide-with-tag>
        <weight-threshold bone="NPC Spine [Spn0]">0.2</weight-threshold>
        <weight-threshold bone="NPC Spine2 [Spn2]">0.2</weight-threshold>
        <weight-threshold bone="NPC Spine1 [Spn1]">0.2</weight-threshold>
        <weight-threshold bone="NPC L Clavicle [LClv]">0.2</weight-threshold>
        <weight-threshold bone="NPC R Clavicle [RClv]">0.2</weight-threshold>
        <weight-threshold bone="NPC L Forearm [LLar]">0.3</weight-threshold>
        <weight-threshold bone="NPC R Forearm [RLar]">0.3</weight-threshold>
        <weight-threshold bone="NPC L ForearmTwist1 [LLt1]">1</weight-threshold>
        <weight-threshold bone="NPC R ForearmTwist1 [RLt1]">1</weight-threshold>
        <weight-threshold bone="NPC R ForearmTwist2 [RLt2]">1</weight-threshold>
        <weight-threshold bone="NPC L UpperArm [LUar]">0.2</weight-threshold>
        <weight-threshold bone="NPC R UpperArm [RUar]">0.2</weight-threshold>
        <weight-threshold bone="NPC L UpperarmTwist1 [LUt1]">0.3</weight-threshold>
        <weight-threshold bone="NPC R UpperarmTwist1 [RUt1]">0.3</weight-threshold>
        <weight-threshold bone="NPC L UpperarmTwist2 [LUt2]">0.3</weight-threshold>
        <weight-threshold bone="NPC R UpperarmTwist2 [RUt2]">0.3</weight-threshold>
        <weight-threshold bone="NPC Pelvis [Pelv]">0.2</weight-threshold>
        <weight-threshold bone="NPC L Thigh [LThg]">0.1</weight-threshold>
        <weight-threshold bone="NPC R Thigh [RThg]">0.1</weight-threshold>
        <weight-threshold bone="NPC L Calf [LClf]">0.3</weight-threshold>
        <weight-threshold bone="NPC R Calf [RClf]">0.3</weight-threshold>
    </per-triangle-shape>
    
    <per-triangle-shape name="FemaleHead">
        <margin>0.3</margin>
        <priority>1</priority>
        <prenetration>1.0</prenetration>
        <shared>private</shared>
        <tag>head</tag>
        <no-collide-with-tag>ground</no-collide-with-tag>
        <no-collide-with-tag>vbody</no-collide-with-tag>
        <no-collide-with-tag>head</no-collide-with-tag>
        <can-collide-with-tag>Lekku</can-collide-with-tag>
        <weight-threshold bone="NPC Spine2 [Spn2]">0.2</weight-threshold>
        <weight-threshold bone="NPC Head [Head]">0.3</weight-threshold>    
    </per-triangle-shape>-->

        
</system>

 

 

 

 

 

 

 

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