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Old HDT Support Thread.


Monsto Brukes

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Posted

 

I followed the instructions but it's not working. I use CBBE and TBBP and I get the breast bounce normally but it doesn't work like that gif of the idle where the hands move the breasts. (I use that idle and It doesn't move like the gif) Also the ass bouncing is weird.

 

u hv to use the older version of hdt the latest version dont work correctly, have a look at this below

 

http://www.loverslab.com/topic/22938-add-hdt-breast-collision-physics-to-all-your-armor-with-just-1-armor/

 

 

I have the newest hdt and breast collision is working perfectly for me.  of course the breasts in my game are not the size of a bus either

 

Posted

Am I missing something here?  My SKSE install doesn't include a "Plugins" folder.  Where do the files go...

 

inside data there should be a folder called skse, if not create it, inside the skse folder there should be a plugins folder if not create it - the DLL and XML files both go in the plugins folder

Posted

Can someone put together a complete test package of hair physics, breast collision, etc..

 

There are several different topics pointing to several versions of the hdt.xml. Are all the files the same? Do they work for all versions of hdtPhysicsExtensions.dll?

 

Parts are scattered about. I can't really help with reporting bugs and In fact doing so make actually hurt Hydo's progress because I don't know if all the parts I have should even go together.

 

+---Data
    +---meshes
    |   \---actors
    |       \---character
    |           +---animations
    |           |   \---female
    |           |           mt_idle.hkx
    |           |    
    |           \---character assets
    |               |   femalebody_0.nif
    |               |   femalebody_1.nif
    |               |   hdt.xml
    |               |
    |               \---hair
    |                   \---havok physx
    |                           AzarHairlinePonytail03.nif
    |                           AzarHairPonytail03.nif
    |                           AzarHairPonytail03.tri
    |                           AzarHairPonytail03front.xml
    |                           AzarHairPonytail03Tail.xml
    |                           
    \---SKSE
        \---Plugins
                hdtPhysicsExtensions.dll
                hdtPhysicsExtensionsDefaultBBP.xml

Posted

Can someone put together a complete test package of hair physics, breast collision, etc..

 

There are several different topics pointing to several versions of the hdt.xml. Are all the files the same? Do they work for all versions of hdtPhysicsExtensions.dll?

 

Parts are scattered about. I can't really help with reporting bugs and In fact doing so make actually hurt Hydo's progress because I don't know if all the parts I have should even go together.

 

let me try and help a bit, leaving the hair physics aside cause that's not something i've heavily tinkered with

 

the "breast collision" thing, probably you are talking about the xml that was originally in the mangabody thread, that specific xml keeps the 9.28 "defaultbbp" structure, while adding objects unique to that xml, cause in order to get the "breast collision" you need to work some weighting magic

 

the "boingy" xml is also based on the structure of the 9.28 "defaultbbp" xml that is, each breast had basically 2 "motors" that controlled the "bounce" (z) and "sway" (x) so you had an object structure like "motor - motor - shape - eachprebreastbone - shape - eachbreastbone"

 

while they can work with the newer dlls, the new xml structure that comes with those dlls has 6 "motors" aka "movements" so it's "weights" and "damping" values are very different. basically you still have one "bouncy" motor but 5 different "sway" (X axis) motors that give different visual effects

 

also the new xml file has way higher damping values, giving a "less bouncy" feel to it (it changes several other values but that probably is the major difference ingame)

 

since i haven't been tinkering with it for long i don't know exacly how big the change was from the 7.22 "bouncy" feel to the 9,28 one

Posted

I don't know if anyone else has had this problem, or if I can get an answer to it, but I have this strange glitch where the right breast is bigger than the left. In fact it seems to be bound to a different shape in the skeleton for some reason, because it sags more naturally.  Having one bigger than the other is driving me up the wall.

 

Anyone know a quick fix? I'm using UNPB with the XP32 Skeleton.

Posted

The 'boingy' .xml I posted, unfinished and imperfect though it is, produces something like the effects I'm after (still after) from about versions 9-28 to 11-6 or so. With 11-8, HydrogensaysHDT introduced a new formula for calculating inertia and mass that completely screws up the action. That's not a criticism, simply a mathematical fact we the unenlightened have to figure out & deal with as best we can.

 

More recently, Hydro has introduced additional spring 'motors' which further complicate things. Every time I've experimented with the newer setup, I've given up & reverted to the previous. Without detailed instructions from on high, an .xml-only swap meet and information exchange would probably be very useful. Or maybe two threads, one for 'Boobs & Butt,' the other for 'Hair & Clothes.' I have no particular interest in the 2nd, at least not until I achieve the jiggle of my dreams...

 

One other complication: none of the walk animations I've seen, fetching though some are, actually reflect how people walk. In real life the entire body moves up & down. The feet don't swivel from the hips, the hips & the rest of the body swivel from the feet. The result? By the time you've got a half-decent bounce happening on the flat, you get a ridiculous amount of jiggle going up or down stairs & ramps.

 

Just tossing out some points for consideration, now that HDT Physics has gone semi-ballistic & folks are flocking in from all over. Can a TV mini-series be far behind?  :P

Posted

xp32: I have a request.  I never did figure out how to successfully get the ponytail hair onto an npc/follower (AND correct the face tint bug) as mentioned here.  I think I have a solution of sorts, but lack the prerequisite knowledge/skill to pull it off. I want to create a wig object (functionally a hat/helmet) that uses your ponytail, which I can give to my follower for her to equip.  Now, I actually kind of got it working with the Creation Kit, but it doesn't completely remove the character's original hair - the "Longhair" part remains, just like it does for vanilla open-faced helmets. After some googling, I think the solution might be to assign a biped object value of 131 in the dismemberment section of the .nif(s) (like vanilla hoods, which completely hide your original hair), but as I am a total noob with nifskope, I couldn't figure out how to do this (that node wasn't already in the .nif, since it's hair, not armor?)

 

Anyway, if you have the ability, would you be able to include an equippable wig version of the hair in a future version of your havok ponytail ESP? Would greatly appreciate it. TIA.

Posted

I wonder how much HDT freezing is related to performance. I tested 9-28 based customized files (corwin+jerbs) and had to set WaitBusyRenderer=true, which affects to my fps quite a lot. HDT also stops working after a while :I which made me revert back to good 'n' old 7-22.

Too bad to hear that modifying latest files is complicated, as it seems those wont require changing that ENB value?

Posted

I wonder how much HDT freezing is related to performance. I tested 9-28 based customized files (corwin+jerbs) and had to set WaitBusyRenderer=true, which affects to my fps quite a lot. HDT also stops working after a while :I which made me revert back to good 'n' old 7-22.

 

Too bad to hear that modifying latest files is complicated, as it seems those wont require changing that ENB value?

 

I've had physics weirdness—my PC materializing in mid-air or offshore on startup—and the occasional CTD when I changed some 'don't touch me' variable, but very few freezes and no stoppages. Tits & asses going berserk, yes. Going inert, no.

 

I'm running 32-bit Win XP with a 2gb Asus/ATI 7870, but I haven't noticed a big performance hit with WaitBusyRender enabled. Haven't found I need to enable it, since for some weird reason enabling Vsync does the trick for me. I also (repeatedly, endlessly) recommend trying ENBoost to anyone & everyone who hasn't yet.

 

As for good old 7-22, the biggest problems for me are lack of adjustability, the neverending boobie jiggle, and the relentless left-to-right symmetry. In the size ranges that interest me (trim little butt, huge boobs), a symmetrical butt jiggle is believable. 2X breasts, not so believable. In real life, tits that big would sway, wobble & bounce semi-independently.

 

And yes, it certainly is complicated. That's why (IMO) diving in & tossing semi-random numbers at the .xml file & seeing what happens is probably the best way to find what you're after. Pending word from on high, that is...

Posted

 

I wonder how much HDT freezing is related to performance. I tested 9-28 based customized files (corwin+jerbs) and had to set WaitBusyRenderer=true, which affects to my fps quite a lot. HDT also stops working after a while :I which made me revert back to good 'n' old 7-22.

 

Too bad to hear that modifying latest files is complicated, as it seems those wont require changing that ENB value?

 

I've had physics weirdness—my PC materializing in mid-air or offshore on startup—and the occasional CTD when I changed some 'don't touch me' variable, but very few freezes and no stoppages. Tits & asses going berserk, yes. Going inert, no.

 

I'm running 32-bit Win XP with a 2gb Asus/ATI 7870, but I haven't noticed a big performance hit with WaitBusyRender enabled. Haven't found I need to enable it, since for some weird reason enabling Vsync does the trick for me. I also (repeatedly, endlessly) recommend trying ENBoost to anyone & everyone who hasn't yet.

 

As for good old 7-22, the biggest problems for me are lack of adjustability, the neverending boobie jiggle, and the relentless left-to-right symmetry. In the size ranges that interest me (trim little butt, huge boobs), a symmetrical butt jiggle is believable. 2X breasts, not so believable. In real life, tits that big would sway, wobble & bounce semi-independently.

 

And yes, it certainly is complicated. That's why (IMO) diving in & tossing semi-random numbers at the .xml file & seeing what happens is probably the best way to find what you're after. Pending word from on high, that is...

 

 

 

I'm having good luck with setting @ WaitBusyRender=false. Breast/butt physics seem to work better with it disabled, jiggle's more pronounced 9-28. Currently using Phinix (full) enb, with v-sync enabled, ati- r9 280.  Running at around 50fps outdoor, but still having trouble loading/moving in outdoor cells with SL framework enabled, lota crashing and screen-freeze with/without other mods... but that's another matter. 

 

With WaitBusyRender=true framerates dropped from 50 to low 40s, so almost a 20% hit with enabled.

Posted

I'm sure i'm just being daft but i can't seem to get this to work , I've drop the files in the right folders. Was there something that needs to be edited to get it to work?

Posted

.. you have correct skeleton and correct TBBP mesh installed? Do you get giggle without the HDT files? HDT allows mesh to react via pc movement, without animation files. So, basically it will work with any animations, where there is movement. I use Zercron's CBBE++ mesh, but to test you can use UNP-K mesh, as it has really nice mesh weighting, shows fleshy movement really well. 

Posted

I think I figured out the spazzing or jittering problem on the newer versions (11-11 and up). I seems to me that every time you load it will load at the last position the havoked bones were at, so if you activate a door as you're running up to it the bones will not be centered at the rest state, and thus when you load the new cell the old location of the bones will be treated as the new center or rest point.

I have an alternate sneak animation that causes the breasts to slant to one side. Going through a door while sneaking will cause the breasts to be set to that slanted angle as the base at rest position when you stand up they are shifted to one side. On versions 11-14 and less this can be fixed by opening any menu (favorites, quest log inventory) in version 11-16 it wont reset it but will reload it to the old position.

 

by the way this all happens without using any collision file.

 

Not sure if this helps but my system specs are as follows:

3960x at 4.0, RIVE, 32 gigs Gskill 1600 cas 7, EVGA TItan.

Posted

One other thing I've noticed, or (more likely) imagined: if you make big mysterious 'why the heck not?' changes to the .xml, deleting 'hdtPhysicsExtensions.log' before you test your alterations in-game seems to reduce the weirdness somewhat. Since the log is rebuilt every time you fire up Skyrim, it can't do any harm and may even do some good.

 

Also: some skeleton_female.hkx files I've tested produce cross-eyed boobs and other unwanted effects. For me, even the reliable ones completely deaden the action I want to see. As with everything else, your results will vary depending on this, that & the other. But if you haven't tried going without, consider giving it a shot. You might also consider weeding out your 'Animations' directory since HDT's wondrous mod is now taking care of business.

Posted

let me try and help a bit, leaving the hair physics aside cause that's not something i've heavily tinkered with

 

the "breast collision" thing, probably you are talking about the xml that was originally in the mangabody thread, that specific xml keeps the 9.28 "defaultbbp" structure, while adding objects unique to that xml, cause in order to get the "breast collision" you need to work some weighting magic

 

the "boingy" xml is also based on the structure of the 9.28 "defaultbbp" xml that is, each breast had basically 2 "motors" that controlled the "bounce" (z) and "sway" (x) so you had an object structure like "motor - motor - shape - eachprebreastbone - shape - eachbreastbone"

 

while they can work with the newer dlls, the new xml structure that comes with those dlls has 6 "motors" aka "movements" so it's "weights" and "damping" values are very different. basically you still have one "bouncy" motor but 5 different "sway" (X axis) motors that give different visual effects

 

also the new xml file has way higher damping values, giving a "less bouncy" feel to it (it changes several other values but that probably is the major difference ingame)

 

since i haven't been tinkering with it for long i don't know exacly how big the change was from the 7.22 "bouncy" feel to the 9,28 one

Thanks for the synopsys.

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