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ESP is not loaded


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Posted (edited)

Here I am with a problem. I am trying to create this hairstyle  
 

Spoiler

46415-1619549578-1919187320.jpg.57aa490129aeb328f8eeb228810a832c.jpg

 

 

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

Immagine.jpg.28b156878be374947622552ac1679bdf.jpg

 

 

Following the compilation of KSHairdo's, I compiled a new ESP

 

Spoiler

Immagine1.jpg.614bf9763082f3f7c08afc9b995fa41d.jpg

 

 

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

ScreenShot83.jpg.18052574fa14bc69ecb38b7ff29bb31a.jpg

 

 

 

EDIT

 

I managed to get the hairdo loaded, however, it does not load all the parts. the tufts on the face are missing

 

Spoiler

ScreenShot85.jpg.c0060daaef6c4c94b2dbf2eb61b4669b.jpg

 

 

EDIT

 

Done, I had forgotten to fill in some strings

 

Spoiler

ScreenShot86.jpg.00553f0b61fd27958ba6dd99ea2a0b42.jpg

 

Edited by ?????? 1627
Posted

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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