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HDT physics to Beast race tails


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Posted

What is the best mod for adding HDT functionality to beast race tails in LE skyrim, both the vanilla ones and also races added by mods such as Lykiaos race?

Posted
On 1/8/2022 at 1:30 AM, MadMansGun said:

bad dog has all the tails

even for argonians? I see mods to add new creature races and something for khajiit but not for argonians. Is it all found in yiffy age?

  • 4 weeks later...
Posted

 

On 1/11/2022 at 11:25 PM, dardar said:

even for argonians? I see mods to add new creature races and something for khajiit but not for argonians. Is it all found in yiffy age?

 

  • 2 weeks later...
Posted
On 2/4/2022 at 4:12 AM, 1234user said:

 

 

Thanks for pointing me towards this, have now got it so that the HDT works during animations. However, Outside of scenes, the tail is untextured whilst using Flawns vanilla redux, appearing fully blacked out. Any suggestions where i've gone wrong?

Posted
10 minutes ago, dardar said:

Thanks for pointing me towards this, have now got it so that the HDT works during animations. However, Outside of scenes, the tail is untextured whilst using Flawns vanilla redux, appearing fully blacked out. Any suggestions where i've gone wrong?

Nvm found it just didnt work well with another mod but got it sorted. Is there any way to make the tail HDT outside of animations?

Posted (edited)
23 minutes ago, dardar said:

Nvm found it just didnt work well with another mod but got it sorted. Is there any way to make the tail HDT outside of animations?

If you want the tails to be HDT outside of animations than all you have to do is add the tail itself as an equippable item. Either that or replace the default static tails with the HDT ones. Keep in mind the second option can result in any npcs with the HDT tails turning invisible or stretching.

Edited by Crystallia
Posted
4 minutes ago, Crystallia said:

If you want the tails to be HDT outside of animations than all you have to do is add the tail itself as an equippable item. Either that or replace the default static tails with the HDT ones. Keep in mind the second option can result in any npcs with the HDT tails turning invisible or stretching.

 

None of this is accurate or true. HDT or SMP works on actual tails provided correct node attachment and xml writing has occurred.

Posted
3 hours ago, 27X said:

 

None of this is accurate or true. HDT or SMP works on actual tails provided correct node attachment and xml writing has occurred.

 

I wonder if he was working only with the vanilla skeleton and not the XP32M.

Posted

I use the XP32M skeleton and not vanilla. Usually when I use HDT tails I replace or overwrite the regular ones with the HDT versions in the mod. Since it already comes with the correct node adjustments and xml writing, I don't have to change anything so long as that mod is enabled. it works fine, at least for me.

 

Of course, I'm not an expert on HDT so take my words with a grain of salt.

  • 6 months later...
Posted

I KNOW there is a mod for tail-physics somewhere. I just cant find it.

I remember it fixing the problem of a dog-tail clipping through the ground. 

 

Does someone have a link?

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