Dorabella Posted September 27, 2022 Posted September 27, 2022 (edited) Here I am with a problem. I am trying to create this hairstyle Spoiler Yes I know, just install Tullius Haipack to get it but, I said to myself. why download, convert for Skyrim LE, a mod of about 2GB for a hairstyle??? Hence, the idea to compose it. Yes, I downloaded Tullius Hairpack, converted ONLY what I was interested in Mounted in OS , the various styles required Spoiler Following the compilation of KSHairdo's, I compiled a new ESP Spoiler I think it is compiled correctly but, I do not get it loaded with AddItemMenu . Which, of course, prevents me from seeing if the hairdo works as I expect it to. What's wrong with that? Something missing ?? For those who would like to have a look at it, I enclose the ESP Hina hairstyle.esp EDIT Found it, didn't think about Racemenu Hence another problem . Puts it bald Spoiler EDIT I managed to get the hairdo loaded, however, it does not load all the parts. the tufts on the face are missing Spoiler EDIT Done, I had forgotten to fill in some strings Spoiler Edited September 27, 2022 by ?????? 1627 1
Dorabella Posted September 29, 2022 Author Posted September 29, 2022 Other problem. Wanting to use combing in SMP , when I start the game , immediate CTD . Attempts made : 1) Reconstruction of the hairstyle with Tullius hair pack appropriately converted for LE ; 2) Reconstruction of the hairstyle with original KSHairdo's SMP appropriately converted for LE ; 3) Replacing the relevant XML file with KSHairdo's SMP ; 4) Recompilation file . 5) Replaced SMP string with HDT Havok Path and it works without problems . To try to find the source of the problem, I deactivated the entire file, activating one part at a time. The CTD is immediate by activating any of the bones, and without them acting as an identifier, it obviously cannot work and the SMP log detects errors in the constants Below is the original file for those who wish to inspect it , and nif Hairstyle It is without any modifications. SweetVillian.xml Hina SMP.nif Spoiler <?xml version="1.0" encoding="UTF-8"?> <system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd"> <per-triangle-shape name="VirtualGround"> <margin>0.2</margin> <penetration>0.75</penetration> <shared>private</shared> <tag>VirtualGroundHair</tag> <can-collide-with-tag>hair</can-collide-with-tag> </per-triangle-shape> <bone name="Angels Braid 1"/> <bone name="NPC Head [Head]"/> <bone name="NPC Neck [Neck]"/> <bone name="NPC L Clavicle [LClv]"/> <bone name="NPC L UpperArm [LUar]"/> <bone name="NPC L UpperarmTwist1 [LUt1]"/> <bone name="NPC L UpperarmTwist2 [LUt2]"/> <bone name="NPC L Forearm [LLar]"/> <bone name="NPC R Clavicle [RClv]"/> <bone name="NPC R UpperArm [RUar]"/> <bone name="NPC R UpperarmTwist1 [RUt1]"/> <bone name="NPC R UpperarmTwist2 [RUt2]"/> <bone name="NPC R Forearm [RLar]"/> <bone name="NPC Spine [Spn0]"/> <bone name="NPC Spine1 [Spn1]"/> <bone name="NPC Spine2 [Spn2]"/> <bone-default> <mass>0.3</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>0.5</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone-default> <generic-constraint-default> <frameInA> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInA> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="0" y="0" z="0"/> <linearUpperLimit x="0" y="0" z="0"/> <angularLowerLimit x="-0.2" y="-0.5" z="-0.5"/> <angularUpperLimit x="0.2" y="0.5" z="0.5"/> <linearStiffness x="0" y="0" z="0"/> <angularStiffness x="0" y="50" z="50"/> <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> <generic-constraint bodyA="Angels Braid 2" bodyB="Angels Braid 1"></generic-constraint> <generic-constraint bodyA="Angels Braid 3" bodyB="Angels Braid 2"></generic-constraint> <generic-constraint bodyA="Angels Braid 4" bodyB="Angels Braid 3"></generic-constraint> <generic-constraint bodyA="Angels Braid 5" bodyB="Angels Braid 4"></generic-constraint> <generic-constraint bodyA="Angels Braid 6" bodyB="Angels Braid 5"></generic-constraint> <per-vertex-shape name="KSSMP_SweetVillain"> <margin>0</margin> <shared>private</shared> <tag>hair</tag> <can-collide-with-tag>VirtualHeadHair</can-collide-with-tag> <can-collide-with-tag>VirtualHairCollision</can-collide-with-tag> <can-collide-with-tag>VirtualGroundHair</can-collide-with-tag> <can-collide-with-tag>VirtualHands</can-collide-with-tag> </per-vertex-shape> <per-vertex-shape name="KSSMP_SweetVillain_HL"> <margin>0</margin> <shared>private</shared> <tag>hair</tag> <can-collide-with-tag>VirtualHeadHair</can-collide-with-tag> <can-collide-with-tag>VirtualHairCollision</can-collide-with-tag> <can-collide-with-tag>VirtualGroundHair</can-collide-with-tag> <can-collide-with-tag>VirtualHands</can-collide-with-tag> </per-vertex-shape> <per-triangle-shape name="VirtualHead"> <margin>0.02</margin> <penetration>0.01</penetration> <shared>private</shared> <tag>VirtualHeadHair</tag> <can-collide-with-tag>hair</can-collide-with-tag> </per-triangle-shape> <per-triangle-shape name="VirtualHairCollision_1"> <margin>1.0</margin> <penetration>0.01</penetration> <shared>private</shared> <tag>VirtualHairCollision</tag> <can-collide-with-tag>hair</can-collide-with-tag> </per-triangle-shape> </system>
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