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Old HDT Support Thread.


Monsto Brukes

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Does anyone know how to get hdt to work under mod organizer ?? It was working well till i installed mod organizer now i get allot of:

WARNING: Physics delta time > 0.2, lose time

 

And after a while hdt just stopps jiggle completely.

 

 

 

hdtPhysicsExtensions

[11/10/13 21:05:13]INFO: Queue OK

[11/10/13 21:05:13]INFO: System run with 8 threads

[11/10/13 21:05:13]INFO: Havok simulated world created.

[11/10/13 21:05:13]INFO: SKSEPlugin_Load

[11/10/13 21:05:49]INFO: Cell changed...

[11/10/13 21:05:49]INFO: Add character 00000014

[11/10/13 21:05:49]INFO: Add character 00013483

[11/10/13 21:05:49]INFO: Add character 00013484

[11/10/13 21:05:49]WARNING: Physics delta time > 0.2, lose time

[11/10/13 21:08:42]WARNING: Physics delta time > 0.2, lose time

[11/10/13 21:08:42]INFO: Cell changed...

[11/10/13 21:08:42]INFO: Add character 00000014

[11/10/13 21:10:59]WARNING: Physics delta time > 0.2, lose time

[11/10/13 21:10:59]INFO: Cell changed...

[11/10/13 21:10:59]INFO: Add character 00013488

[11/10/13 21:10:59]INFO: Add character 00000014

[11/10/13 21:11:01]INFO: Add character 5d010005

[11/10/13 21:11:42]INFO: Cell changed...

[11/10/13 21:11:42]INFO: Add character 5d010002

[11/10/13 21:11:42]INFO: Add character 00000014

[11/10/13 21:11:44]INFO: 5d010002 no longer in cell, release it

[11/10/13 21:12:37]INFO: Cell changed...

[11/10/13 21:12:37]INFO: Add character 00013485

[11/10/13 21:12:37]INFO: Add character 5e001828

[11/10/13 21:12:37]INFO: Add character 610033e9

[11/10/13 21:12:37]INFO: Add character 610033ea

[11/10/13 21:12:37]INFO: Add character 64006ea8

[11/10/13 21:12:37]INFO: Add character 00000014

[11/10/13 21:13:18]INFO: Cell changed...

[11/10/13 21:13:18]INFO: Add character 5d010002

[11/10/13 21:13:18]INFO: Add character 00000014

[11/10/13 21:13:21]INFO: 5d010002 no longer in cell, release it

[11/10/13 21:13:32]INFO: Cell changed...

[11/10/13 21:13:32]INFO: Add character 00000014

[11/10/13 21:13:36]INFO: Cell changed...

[11/10/13 21:13:36]INFO: Add character 00000014

[11/10/13 21:13:38]INFO: Cell changed...

[11/10/13 21:13:38]INFO: Add character 00000014

[11/10/13 21:14:20]INFO: Cell changed...

[11/10/13 21:14:20]INFO: Add character 00000014

[11/10/13 21:14:22]INFO: Cell changed...

[11/10/13 21:14:22]INFO: Add character 00000014

[11/10/13 21:14:41]INFO: Cell changed...

[11/10/13 21:14:41]INFO: Add character 00000014

[11/10/13 21:20:26]WARNING: Physics delta time > 0.2, lose time

[11/10/13 21:20:26]INFO: Cell changed...

[11/10/13 21:20:26]INFO: Add character 00000014

[11/10/13 21:20:38]INFO: Cell changed...

[11/10/13 21:20:38]INFO: Add character 0001a66c

[11/10/13 21:20:38]INFO: Add character 0001a67c

[11/10/13 21:20:38]INFO: Add character 5d0093aa

[11/10/13 21:20:38]INFO: Add character 0001a69f

[11/10/13 21:20:38]INFO: Add character 00000014

[11/10/13 21:20:41]INFO: Add character 0001a676

[11/10/13 21:20:42]INFO: Add character 5c02b850

[11/10/13 21:20:42]INFO: 0001a676 no longer in cell, release it

[11/10/13 21:21:14]INFO: 0001a67c no longer in cell, release it

[11/10/13 21:21:22]INFO: Cell changed...

[11/10/13 21:21:22]INFO: Add character 0001a684

[11/10/13 21:21:22]INFO: Add character 5c0632bd

[11/10/13 21:21:22]INFO: Add character 0001a69a

[11/10/13 21:21:22]INFO: Add character 0001a676

[11/10/13 21:21:22]INFO: Add character 5c059102

[11/10/13 21:21:22]INFO: Add character 00037056

[11/10/13 21:21:22]INFO: Add character 180038cd

[11/10/13 21:21:22]INFO: Add character 180038cc

[11/10/13 21:21:22]INFO: Add character 00000014

[11/10/13 21:21:23]INFO: Add character 0001a69f

[11/10/13 21:21:27]INFO: 0001a69a no longer in cell, release it

[11/10/13 21:21:31]INFO: Add character 00037080

[11/10/13 21:21:32]INFO: Add character 5d0093aa

[11/10/13 21:21:41]INFO: 00037080 no longer in cell, release it

[11/10/13 21:21:44]INFO: Cell changed...

[11/10/13 21:21:44]INFO: Add character 5d00939c

[11/10/13 21:21:44]INFO: Add character 5d0093c1

[11/10/13 21:21:44]INFO: Add character 5d0093c2

[11/10/13 21:21:44]INFO: Add character 0001a69a

[11/10/13 21:21:44]INFO: Add character 00000014

[11/10/13 21:21:51]INFO: Add character 00037080

[11/10/13 21:22:00]INFO: Add character 00037056

[11/10/13 21:22:02]INFO: 00037080 no longer in cell, release it

[11/10/13 21:22:19]INFO: Cell changed...

[11/10/13 21:22:19]INFO: Add character 00000014

[11/10/13 21:22:32]INFO: Cell changed...

[11/10/13 21:22:32]INFO: Add character 0001a67f

[11/10/13 21:22:32]INFO: Add character 000d16e1

[11/10/13 21:22:32]INFO: Add character 000d16e2

[11/10/13 21:22:32]INFO: Add character 000d0ff6

[11/10/13 21:22:32]INFO: Add character 000d0ff5

[11/10/13 21:22:32]INFO: Add character 00000014

[11/10/13 21:24:47]INFO: 000d16e1 no longer in cell, release it

[11/10/13 21:24:56]INFO: 000d16e2 no longer in cell, release it

[11/10/13 21:25:21]INFO: Add character 00037057

[11/10/13 21:25:31]INFO: 0001a67f no longer in cell, release it

[11/10/13 21:26:35]INFO: 00037057 no longer in cell, release it

[11/10/13 21:26:59]INFO: Add character 00037057

 

 

 

 

And when it stops working going into different cell makes the jiggle work again till simply stops.

 

What I did was create a directory in the MO/mods dir and copy over the skse/plugins dir. I'm only running this one plugin, so it's a simple thing.

 

If you do this, and MO is running, just refresh the mod listing and it'll appear at the bottom. 

 

 

 

wow these customizations are crazy. You can make your characters breasts into jelly pretty much. Haha, I love it!

 

I think someone mentioned that there should be own thread for these customizations. I'll personally look forward to new update customization which keeps the 7-22 effect...

 

 

 

I'm going to put this up on hdt.monsto.com this week in a forum. Then we can have as many threads as we want. If it winds up being busy enough, i'll migrate it to it's own domain (what's $11 amongst friends?)

 

I REALLY HESITATE to start any additional threads here as some users that read the forum cant actually read. I'm absolutely certain that it will fragment support efforts regardless of what is in the OPs of those threads or how many of us try to repeat the "if you need support" or "the mod downloads are HERE"

 

I know that it risks fragmenting what little support there is right now, but the practical reasons are really good: centralized downloads, can keep a complete archive, i mean the list of positives is pretty long.

 

Anyone have comments on this?

 

 

 

Original sources : Momiji Miko by JackGa

attachicon.gifHDTPhysX Momiji Miko v02.7z

 

After so many fail, I conceded to only add physics to the sleeves.

Hakama.. still out of idea what kind of bone I should add to prevent the clip...

For the Haori (called jacket inside the game) ... Clip still happen if I use capsule/sphere as the rigidbody... Still thinking to apply flat box as rigid

 

If Anyone interested with How I setup inside 3dsMAX+HCT, Here is the file (in 3dsMAX 2012 format, if someone interested with 2010 or 2011 pls tell me)

attachicon.gifMIKO MOMIJI REDUX3x.7z

 

NOTE: Not working with the latest version so here a link for the archive that at least works (HDT xml for the breast not included)

http://www.loverslab.com/topic/19451-hdt-support-unof-rls-v9-28-minor-v11-8-see-minor-rls-links-for-info-xp32-hair-physics-upd-in-op/page-54?do=findComment&comment=564370

 

@canderes

 

Seems someone has already made it. It was from manga body mod in LL. It provide xml which define most structure that I was talking about. Well, I'm not into this boobs thing, as long as it not static then it's good. More prefer with things like clothes and hair

 

 

xp32 that video is ALL the shit. That's phenominal.

 

Here's an idea tho. . . if you're goign to do sleeves, 'converted' Nocturnal robes have a huge install base. It's also got the whole front and rear crotch flap thing going on. Just a thought.

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Original sources : Momiji Miko by JackGa

attachicon.gifHDTPhysX Momiji Miko v02.7z

 

After so many fail, I conceded to only add physics to the sleeves.

Hakama.. still out of idea what kind of bone I should add to prevent the clip...

For the Haori (called jacket inside the game) ... Clip still happen if I use capsule/sphere as the rigidbody... Still thinking to apply flat box as rigid

 

If Anyone interested with How I setup inside 3dsMAX+HCT, Here is the file (in 3dsMAX 2012 format, if someone interested with 2010 or 2011 pls tell me)

attachicon.gifMIKO MOMIJI REDUX3x.7z

 

NOTE: Not working with the latest version so here a link for the archive that at least works (HDT xml for the breast not included)

http://www.loverslab.com/topic/19451-hdt-support-unof-rls-v9-28-minor-v11-8-see-minor-rls-links-for-info-xp32-hair-physics-upd-in-op/page-54?do=findComment&comment=564370

 

@canderes

 

Seems someone has already made it. It was from manga body mod in LL. It provide xml which define most structure that I was talking about. Well, I'm not into this boobs thing, as long as it not static then it's good. More prefer with things like clothes and hair

 

 

I don't know why it doesn't work. My max crashed everytime when I try to open it (3dsmax2012, with HCT 2013.1.0-r1).

If it only seem too light, try add mass or add linear damping(recommend, this how cloth work in real world)

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A quick tutorial for you monsto

 

 

Open your body/armour nif (with T/BBP weighting) in nifskope.

 

 

i6icymujdobd6qi7g.jpg

 

 

Right click the block list and go to Block and click insert.

 

 

k7ccjd5ducqdk5z7g.jpg

 

 

Then go to NiS... and click NiStringExtraData.

 

 

55ai2ngysf5doyh7g.jpg

 

 

In block details right click the value for name and click edit string index.

 

 

b6y666s6igr16l07g.jpg

 

 

Type HDT Havok Path and click OK (Make sure to use caps where shown)

 

 

uluyha99wl2x81p7g.jpg

 

 

Right click the value for string data click edit string index, and type the path to your .xml

in my case "Data\meshes\actors\character\character assets female\hdtCBBE.xml"

and click OK

 

 

n7bcrb9gda19r7m7g.jpg

 

 

Click on the NiNode in the block list and in block details change the num extra data list value to 1

 

 

6w4zwhgf6i089wc7g.jpg

 

 

Double click the green refresh arrows just below and add the number the NiStringExtraData is using in the block list,

It is "0" in this case.

 

Click save as and do the same for the _1 body/armour.

 

 

it doesn't matter if the body is cbbe or unp as long as it is weighted for bbp.

 

 

*edit* :( Just read your edit, well it can still be useful for others.

Hi did everything above but I still don't get collision effects. There's something I notice though in hdtPhysicsExtensions note log in plugin file get a warning message saying this ( Invalid havok serialize file : Data\meshes\actors\character\character assets female\hdtCBBE.xml.) can this be the reason why the collision doesn't work. Or can someone at least tell me what this warning means.

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Please don't hit me, but it's my first post on LL. I have had great success with the HDT breast physics - perfect and 5 stars all round! But I simply cannot get the hang of the ponytail.  The compressed download offers a collection of files and an ESP. Using NMM I popped it all into place and BOSSed it. Now, I do have Azar's hairs ESM, but despite the new ESP and files, my character retains her normal pre-defined Apachii hairstyle. So I tried ShowRaceMenu to find the relevant hairstyle, but I have not a clue which of the several ponytails I should use, though I would have hoped the ESP would have overridden my original character hair file. In the hair selection of ShowRaceMenu I did notice one hair with infinity stretch to the horizon (brings back memories of Obilvion and infinity boobs!) and I wondered if that was the hair I needed.  I must add I am using XP32's skeleton currently found on Nexus, so I may be lacking a newer version.  If someone could give me an idiot's guide to setting up the ponytail files I'd be most grateful. I can't really find a sensible list of 'how to do it' here on LL because the environment is so much more confusing and complex.  I have had a good hunt, and I would not post if I was not stuck!

 

I am pretty good with the usual tools like Wrye, NMM, etc. and have plenty of modding experience. But this beta stumps me.

 

In anticipation of any support, thanks!

 

Wow - i was just about to post this, more or less word for word!

 

Yeah i have the hair stretch to infinity thingy too.  I followed the instructions in the OP and when i install the 2mb dll i get CTDs on load.

 

 

Just install the hair pack XP32 posted with NMM and the HDT dll+xml (latest version) just as described at the first post. If you want to find out what hair it is use RaceMenu and CharGen-Core (latest versions) shows you what hair comes from what esp/esm.

 

 

Thanks for the reply, and i'm sorry to sound like a complete noob here - but when you say "the HDT dll+xml (latest version) just as described at the first post" - are you referring to the full 11-9 release dll and xml from pan.baidu.com? Or the smaller 2mb dll linked here: http://www.mediafire...sva0xm6r738goo0  ?  Because the first post doesn't specify.  It mentions an 11-8 release, is this different to the 11-9? If so, where do i get it?

 

Anyway, i've placed the dll and xml from both of the above links into my plugins folder(first the pair from baidu, then the pair from mediafire) - and get CTDs in each case.  The 9-28 release worked perfectly, so i'm not sure where i'm going wrong here. Is there a new method of installing since 9-28, or is it still a simple matter of dumping the dll + xml files into your plugins folder?

 

Like I say, sorry if i'm missing something obvious, but i've followed the first post carefully - and can't get the newer releases or the hair physics to work.

 

Cheers...

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fix CTD at #989

 

and some suggestion:

It's too difficute to copy default bbp to your own xml.

You can rewrite shape in a copy of default bbp, and set collisionFilterInfo to 0, then binding both the two files.

Don't forget to disable breast collision in your own one(just set collisionFilterInfo to -1).

I think it's much easier than rename all the objects

 

btw, in latest version, every constraint has 6 motors. 3 for linear and 3 for angular.

 

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I don't know why it doesn't work. My max crashed everytime when I try to open it (3dsmax2012, with HCT 2013.1.0-r1).

If it only seem too light, try add mass or add linear damping(recommend, this how cloth work in real world)

 

It doesn't bcoz I haven't try to find the right settings.

If you said were right about inertia value from the the post, (x2) is the right value while previous version have only (x) for the value then I would do the same thing for the mass.. currently I am using 2 kg for each rigid and restitution value all 0,1. friction almost the same, some fixed/keyframed rigidbodies set with 0. For Damping value (linear/angular) already Max it from the beginning. What I did see is a changing on the velocity (2x to 4x than previous version) and somehow damper value work as it should be to nullify it without having crazy bounce from 

 

In other words, to have the same effect I got from previous version I have to

change mass from (2) kg to (2)kg which mean 8 kg --> haven't tried yet

change restitution value to ?? (finding it by trial and error)

 

I found that this one or two value is what define inertiaAndMassInv inside the xml but the bigger the mass, the lower it value would be. I'm gonna try it give info if I found something

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I don't know why it doesn't work. My max crashed everytime when I try to open it (3dsmax2012, with HCT 2013.1.0-r1).

If it only seem too light, try add mass or add linear damping(recommend, this how cloth work in real world)

 

It doesn't bcoz I haven't try to find the right settings.

If you said were right about inertia value from the the post, (x2) is the right value while previous version have only (x) for the value then I would do the same thing for the mass.. currently I am using 2 kg for each rigid and restitution value all 0,1. friction almost the same, some fixed/keyframed rigidbodies set with 0. For Damping value (linear/angular) already Max it from the beginning. What I did see is a changing on the velocity (2x to 4x than previous version) and somehow damper value work as it should be to nullify it without having crazy bounce from 

 

In other words, to have the same effect I got from previous version I have to

change mass from (2) kg to (2)kg which mean 8 kg --> haven't tried yet

change restitution value to ?? (finding it by trial and error)

 

I found that this one or two value is what define inertiaAndMassInv inside the xml but the bigger the mass, the lower it value would be. I'm gonna try it give info if I found something

 

 

Inertia tensor is defined as mr2, so it's effect by both mass and volume.Maybe it's not because of too light but cause by too small.

Maybe "Scale Inertia Tensor" will help :).The higher the angular velocity change slower.

for damping, 1.0 is not recommend. However you can set a value nearby 1.0 (0.99 etc, I use 0.8 in NPRChinaDress)

restitution only used when two object hit.

About inertiaAndMassInv , it's not mass, it's inverse mass(1/mass) and inverse inertia(1/inertia)

 

http://en.wikipedia.org/wiki/Inertia_tensor

 

and about #1075, it happened when I change the length unit from skyrim to realworld(meter) and fit the scaling on bones.

 

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Guest thunderiaz

@ HydrogensaysHDT

 

Which parameter controls breast collision in the xml and what are the values of on and off. I want to turn it on your default BBP XML. 

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Guys, there's a logical explanation about why when I started a new game the physics worked fine even while I opened the console *yummy* but after that it simply stopped working? I mean the jiggle is obiously there, no problemo, but when I go to the console the jiggle suddenly stop...IT'S NOT A BIG DEAL, I KNOW but I'm curious about what is happen here. I uninstalled ENB, nothing, proved different V-sync options ( from nvidia panel, skyrim,enb), nothing, restores my .inis, same shitte, wtf. I'm using the stable version posted in the first page.

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I've got an Idle with nice breathing/swaying animation on it but I'm not getting any jiggle. Before I set off on a wild goose chase; is it possible to adjust the xml values to increase the plugins sensitivity, and thus get the breathing animation to create jiggle, without significantly altering the other ranges of motion or motion duration? If it is possible any suggested values to try would be appreciated, if its not possible I appreciate people saving me from bashing my head against a wall trying to get something I can't have.

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Original sources : Momiji Miko by JackGa

attachicon.gifHDTPhysX Momiji Miko v02.7z

 

After so many fail, I conceded to only add physics to the sleeves.

Hakama.. still out of idea what kind of bone I should add to prevent the clip...

For the Haori (called jacket inside the game) ... Clip still happen if I use capsule/sphere as the rigidbody... Still thinking to apply flat box as rigid

 

If Anyone interested with How I setup inside 3dsMAX+HCT, Here is the file (in 3dsMAX 2012 format, if someone interested with 2010 or 2011 pls tell me)

attachicon.gifMIKO MOMIJI REDUX3x.7z

 

NOTE: Not working with the latest version so here a link for the archive that at least works (HDT xml for the breast not included)

http://www.loverslab.com/topic/19451-hdt-support-unof-rls-v9-28-minor-v11-8-see-minor-rls-links-for-info-xp32-hair-physics-upd-in-op/page-54?do=findComment&comment=564370

 

@canderes

 

Seems someone has already made it. It was from manga body mod in LL. It provide xml which define most structure that I was talking about. Well, I'm not into this boobs thing, as long as it not static then it's good. More prefer with things like clothes and hair

 

 

why i always get ctd if uses ver 11-02 ?

is it incompatible with specific mods ? btw do u have a bunch of figures collection somewhere ? :V

 

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Original sources : Momiji Miko by JackGa

attachicon.gifHDTPhysX Momiji Miko v02.7z

 

After so many fail, I conceded to only add physics to the sleeves.

Hakama.. still out of idea what kind of bone I should add to prevent the clip...

For the Haori (called jacket inside the game) ... Clip still happen if I use capsule/sphere as the rigidbody... Still thinking to apply flat box as rigid

 

If Anyone interested with How I setup inside 3dsMAX+HCT, Here is the file (in 3dsMAX 2012 format, if someone interested with 2010 or 2011 pls tell me)

attachicon.gifMIKO MOMIJI REDUX3x.7z

 

NOTE: Not working with the latest version so here a link for the archive that at least works (HDT xml for the breast not included)

http://www.loverslab.com/topic/19451-hdt-support-unof-rls-v9-28-minor-v11-8-see-minor-rls-links-for-info-xp32-hair-physics-upd-in-op/page-54?do=findComment&comment=564370

 

@canderes

 

Seems someone has already made it. It was from manga body mod in LL. It provide xml which define most structure that I was talking about. Well, I'm not into this boobs thing, as long as it not static then it's good. More prefer with things like clothes and hair

 

 

why i always get ctd if uses ver 11-02 ?

is it incompatible with specific mods ? btw do u have a bunch of figures collection somewhere ? :V

 

 

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Excuse my stupid question but I can't seem to find the problem here.  My game works great with hdt 9-28 but anything newer will crash on a new game or a game load.  I see people posting data from an skse log - where do I find this?  Is there something specific I need to allow the newer versions to work?  I have the 9-28 dll in the skse plugins folder as well as the 9-28 xml file.  Whenever I use a newer dll, whether half thread or not, I ctd when loading a save game or a new game.  I have tried UNPB TBBP as well as the Lady Body TBBP mesh and they both CTD.

 

Also, This is awesome!

 

Edit:  Nevermind - I'm an idiot - I hid the dll added by racemenu in mod manager and all is well now.

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Excuse my stupid question but I can't seem to find the problem here.  My game works great with hdt 9-28 but anything newer will crash on a new game or a game load.  I see people posting data from an skse log - where do I find this?  Is there something specific I need to allow the newer versions to work?  I have the 9-28 dll in the skse plugins folder as well as the 9-28 xml file.  Whenever I use a newer dll, whether half thread or not, I ctd when loading a save game or a new game.  I have tried UNPB TBBP as well as the Lady Body TBBP mesh and they both CTD.

 

Also, This is awesome!

 

Edit:  Nevermind - I'm an idiot - I hid the dll added by racemenu in mod manager and all is well now.

 

 

Hi turbosundance,

 

As I am also unable to load anything past 9-28, I wonder if you can elaborate on how you fixed the issue?

 

You hid the DLL added by racemenu? Which DLL is that exactly? And what do you mean by "hid".

 

Cheers for any help - been getting nothing but CTDs in all after 9-28 and as you can appreciate it is kinda frustrating!

 

 

 

Edit - Okay, for anyone else not able to load since 9-28 - I solved it by emptying my plugins folder, and refilling it one DLL at a time. Now the newest release works, and it turns out a DLL called nioverride.dll was messing everything up. Not sure where that DLL came from or if it's important.....but there ya go.....hopefully this info helps someone else.....

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Inertia tensor is defined as mr2, so it's effect by both mass and volume.Maybe it's not because of too light but cause by too small.

Maybe "Scale Inertia Tensor" will help :).The higher the angular velocity change slower.

for damping, 1.0 is not recommend. However you can set a value nearby 1.0 (0.99 etc, I use 0.8 in NPRChinaDress)

restitution only used when two object hit.

About inertiaAndMassInv , it's not mass, it's inverse mass(1/mass) and inverse inertia(1/inertia)

 

http://en.wikipedia.org/wiki/Inertia_tensor

 

and about #1075, it happened when I change the length unit from skyrim to realworld(meter) and fit the scaling on bones.

 

OK, somehow I understand lot of it but at the same time it reach me that I have to make "precise" settings to make everything what I want. Just simple miss value will got error. What I'm talking about error is if a rigid body is too close to each other/touch each other surface, they will "shake"... even if No movement/momentum at all from whatsoever 

http://en.wikipedia.org/wiki/Physics_engine#Limitations

 

I dunno why but seems your previous version (when you said you were wrong about inertia thing) kill this "error".

 

With the latest version, I play a lot with all value (from zero to something and various combinations of it) Resulting that actually.. my settings for the previous version also the best one for this latest version BUT latest version will show me an unwanted effect from my un precise settings for the ragdoll. THE RIGID BODY SHAKE like what I said earlier. This not only happen when they too close, but also when to rigid bodies that constrained each other are moving...this things also happen to affect its child which making some unwanted force (remember I said about the velocity works 2x to 4x.. limiting the value for the velocity do no help).

-Mass, not sure but increasing to 8 from 2 doesn't help, in fact it made it looks like the tip of pony tail is tying with something "really heavy".  Have tried another number but also same

-Turning off Spring damper (motor) is out of the question, have it off and it going "wild"

-Damping value, whether I set 0,8 to 1.0 doesn't give much any differences.. disabling it does and not a good one

-Just turn on the inertia tensor scale and made little change for will give me good for nothing. Disable as usual save me from it.

-Restitution, the only things that have same effect from previous version

-Frictions, changing this doesn't help. It help only If I change mass to match it. So, same as previous version 

 

One thing that I haven't tried is changing the rigid volume and shape but it will go to "infinite" options since I never have a single tutorial to simulate hair bone with ragdolls from HCT

 

In other words, I would still prefer the previous version.. even if that is not how the real "physics" things works but it gave us lot of easier to see the result in game without making precise calculation/settings..I give up on matching with latest version ( for simulate hair) since I my self is not physics engineer or something. Just happen to be a person that have leisure times. 

 

I hope to see the solutions.. Even if not.. still grateful for all of this work

 

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Well, I have tried the 11-11 version with XP32 skeleton and Demonhunter's version 3 sevenbase TBBP. I realize not everyone can get this to work, but to me this is the definitive edition of HDT physics.

 

Not only can we now modify the motors to increase the range and intensity of the shake, the sway AND the bounce, but FINALLY we have a version of physics where the motion does not stop or diminish!! My toon is walking around with her funbags rolling around on her ribs while slightly bobbing, each independently of the other and with separate rotations. When I run, it gets even better, as the animation seed is the original TBBP run animation. The breasts bounce forcefully and sway as the the torso twists during the run, and there is also some rolling at the nipple area. Never do these animations lessen or disappear while I am walking and running in a straight line. Obviously if I turn or climb stairs or a hill, even more movement ensues!

 

For ass lovers out there if you have a nice meaty butt on your toon there is some nice motion. Also, when attaching physics to the body files directly, even though the idle animation plays nicely, the boobs 'hit' each other while walking and running....greatly reducing the movement. I love the idea of collision and deformation of softbodies, but if I have to sacrifice beautiful motion I'd rather leave it in the archives.

 

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from the change log at the bottom of the racemenu page:

Version 2.1.5

  • Fixes NiOverride hook that would otherwise crash with hdtPhysicsExtension installed

 

 

 

Thank you - I was unaware of this and it caused me quite a bit of annoyance.

 

Much appreciated!

 

 

Also: thanks to everyone involved with the mods in this thread. They are awesome.

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Hey, all, I could use some assistance.

 

I really love xp32's HDTPhysX-Havok Ponytail hair.  But, I play as a male character, so I really want to give it to my primary follower, Vilja.  I tried for hours yesterday, but was unsuccessful.  If anyone knows how to achieve this, I'd really appreciate it.

 

Here is what I have attempted so far.  I should start by saying that I have moderate skill with TES modding, but absolutely zero knowledge of 3d modeling.  I should also mention that I got the original hairstyle mod to work perfectly on a newly created female character, so everything is installed correctly.

 

So, to begin, I converted xp32's hair mod into an ESM via TES5Edit and created an add-on plug-in to change Vilja's hairstyle to the HDT ponytail.

It worked (kinda) - Vilja had the hair and it bounced around, but it had the classic facetint bug you get from changing NPC's:

 

post-174555-0-15542600-1384231443_thumb.jpg

 

 

 

So, I did the classic workaround and exported the facegendata. This fixes her face tint, but destroys the hair, sending it off into oblivion:

 

post-174555-0-50116100-1384231456_thumb.jpg

 

I should also note that, during the export process, the Creation Kit gave me a warning/error about the .tri file not containing any morphs. I ignored it and let it export.

 

Now, I assumed this is due to losing the necessary havok information. Again, I have no 3d modeling knowledge, but I saw Vioxsis's tutorial a ways back, and it seemed to be pretty easy to follow, so I gave it a shot. I downloaded Nifskope, and I added the two havok path's to the newly created facegen .nif (Data\meshes\actors\character\facegendata\facegeom\EMCompViljaSkyrim.esp\00000d67.nif):

post-174555-0-34385500-1384231467_thumb.png

post-174555-0-28662800-1384231475_thumb.png

 

 

 

However, the hair-to-infinity problem still persists.  So, now I'm out of ideas, and I'd love to hear you guys' thoughts on this.  Thanks in advance.

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