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Hair and Beard Physics are not working for some reason


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Posted

Well, I have XPSME and the fix script for it, I have KS-Hairdos physics and the one for the Beards of Power, but I noticed in game that it does not move.

also whenever I tried to make it specifically for Serana and Valerica as the mod allows it tells me im missing KSWigsSMP.esp despite me enabling it before with KS Hairdos...

 

dont know exactly what to do with the hair but also the beards because as far as I seen despite me having the Beard physics it throws no notification of any missing esp or master dependency.

 

Posted
37 minutes ago, Lestat1627 said:

Are they Replacers?  If so, KSWigsSMP  must be inserted into their ESP as a Master file

 

hmm... than it didnt do it automatically when I told KS Hairdos SMP to add wigs? how do I add KSWigsSMP and where to? because Saranaholic also has its own if I remember correctly.

(Also, despite having that no hair will animate, its just a static mesh, no just Valerica and Serana)

 

Also about Beards of power and Beards of power 3D which should animate it, it doesnt even say an esm is missing.. it just wont animate, any idea why?

Posted
27 minutes ago, Alince said:

hmm... than it didnt do it automatically when I told KS Hairdos SMP to add wigs?

 

To add the Master, with xEdit : On the Master page that appears, right click select NONE

Select KSWigsSMP.esp

Select Serana/Valerica.esp

Right click Serana/Valerica .esp , select Add Masters... 

Select KSWigsSMP.esp

Save 

 

The Master has been integrated into Serana / Valerica .esp .  It should be sufficient to eliminate the Master absence error .

For some physicists, I have noticed that editing XML, at least, for me, is the way to get them to work smoothly. It may be enough to touch a specific syntax

For example, to make a dress work well for me, I just had to enter the syntax:

 

<!--   -->    at the beginning and at the end of a specific string (Virtual Ground)

 

Spoiler

    <!-- ground -->
<!--     <per-triangle-shape name="VirtualGround">
        <margin>3</margin>
        <prenetration>0.02</prenetration>
        <tag>ground</tag>
    </per-triangle-shape>-->

 

 


If, it were a single XML (for beards, it was only one) it would be simpler

To make sure it works, it would be helpful to test on yourself what you want to use or, what doesn't work on the NPC's . In theory, if it works on us, it works on others as well

Posted
55 minutes ago, Lestat1627 said:

 

To add the Master, with xEdit : On the Master page that appears, right click select NONE

Select KSWigsSMP.esp

Select Serana/Valerica.esp

Right click Serana/Valerica .esp , select Add Masters... 

Select KSWigsSMP.esp

Save 

 

The Master has been integrated into Serana / Valerica .esp .  It should be sufficient to eliminate the Master absence error .

For some physicists, I have noticed that editing XML, at least, for me, is the way to get them to work smoothly. It may be enough to touch a specific syntax

For example, to make a dress work well for me, I just had to enter the syntax:

 

<!--   -->    at the beginning and at the end of a specific string (Virtual Ground)

 

  Reveal hidden contents

    <!-- ground -->
<!--     <per-triangle-shape name="VirtualGround">
        <margin>3</margin>
        <prenetration>0.02</prenetration>
        <tag>ground</tag>
    </per-triangle-shape>-->

 

 


If, it were a single XML (for beards, it was only one) it would be simpler

To make sure it works, it would be helpful to test on yourself what you want to use or, what doesn't work on the NPC's . In theory, if it works on us, it works on others as well

 

it doesnt do it automatically usually? I didnt see it on the description page of the mods as a step... but nevermind that, could you please show me where is the master you talk about in xEdit? I was under the impression it was to clean plugins.

 

also im kind of disturbed that I have to fiddle with the esp on such an... intimate level for a lack of better terms, honestly I didnt see any guides on how to do that and also the fact the MO2 claims the esp itself is missing.

 

could you share a guide or screenshots of what areas I need to change in addition to telling me if these changes can be applied to an existing save, or should I start fresh?

thank you in advance.

Posted

Open xEdit  , right click and select none

 

Spoiler

Immagine.jpg.cc9b126a81d99ce9d3ba5efdfe5b4688.jpg

 

 

Active ONLY Masters What you need (Dint999 + NPC's or Follower)

 

Spoiler

Immagine.jpg.f35195aa1fa6a2692ec0dd8bd15ff73e.jpg

 

 

Right click On the NPC's or Follower's ESP  and select Add Masters 

 

Spoiler

Immagine.jpg.904143410f203147c11ef34ea4b5b6d8.jpg

 

 

Select DINT999 

 

Spoiler

Immagine.jpg.405211c0d2ec11eeeba9c0f0563baf13.jpg

 

 

The Master is thus integrated . This process should eliminate the error of absence of the ESP, also because, if you can integrate it, the ESP exists . 

 

Spoiler

Immagine.jpg.1eeb360f8f8743e4295e008adf4bac9b.jpg

 

 

First of all check that the Master is actually active

 

 

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