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Kardia of Rhodes waffenrock not contorting to breasts


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Posted

Sorry for making two threads in a row especially when the first issue has not been resolved. But this is another thing that has been bugging me. First and foremost the load order, same as before:

 

Spoiler

# This file was automatically generated by Mod Organizer.
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
ccBGSSSE001-Fish.esm
ccQDRSSE001-SurvivalMode.esl
ccBGSSSE037-Curios.esl
ccBGSSSE025-AdvDSGS.esm
Unofficial Skyrim Special Edition Patch.esp
Heels Sound.esm
RealisticWaterTwo - Resources.esm
Spirit Witch Outfit SE.esl
SkyUI_SE.esp
RaceMenu.esp
RaceMenuPlugin.esp
XPMSE.esp
FNIS.esp
EnhancedLightsandFX.esp
ELFX - Exteriors.esp
SoundsofSkyrimComplete.esp
Eli_Breezehome.esp
Legendary Skyrim Crossbows.esp
ELFX - Weathers.esp
icepenguinworldmapclassic.esp
BlackSacramentArmor.esp
IntuitiveDragonRideControl.esp
ChampionofAzura.esp
RaceMenuHH.esp
LazyBodyEdit.esp
LazyCBP.esp
LazyHeels.esp
LazyItemEdit.esp
3BBB.esp
BD Armor and clothes replacer.esp
CBBE.esp
RaceMenuMorphsCBBE.esp
Kak'Thu Follower.esp
BDE_Armor.esp
[RyanReos] High Priestess.esp
[Odd] Demon Seducer.esp
PAN_NPCs.esp
Improved Eyes Skyrim.esp
iHUD.esp
SkyHUD.esp
HeelsFix.esp
[Odd] Hellraiser.esp
SimpleItemSpawner.esp
Spirit Witch Outfit SE (Accessories).esp
[Odd] Bewitching Heart Succubus.esp
Egil's Demon Hunter.esp
TBD - Nier2BOutfit.esp
[TheMilkDrinker] YoRHa 2B Attire.esp
TBD - NiseKardiaArmor.esp
JiangShi.esp
PeroPeroArmorPackSE.esp
[COCO] Scarlet Rose.esp
[COCO]Succubus.esp
[COCO]BattleAngels.esp
[COCO] 2B Wedding Outfit.esp
[COCO] RONIN.esp
[Ryan Reos] Dark Elf Blader.esp
[COCO]Goddess War.esp
[COCO] CaressofVenus.esp
[Odd] MilkMaid.esp
RichMerchantsSkyrim_x10.esp
DSerCombatGameplayOverhaul.esp
[COCO]Bikini Collection.esp
Unlimited Training.esp
DX Dark Knight Armor.esp
Eli_Breezehome [ADDON - ELFX-FX].esp
KSHairdosSMP.esp
Kardia of Rhodes.esp
3PCO.esp
Serana.esp
QOLR.esp
Unique Uniques.esp
BarenziahQuestMarkers.esp
Better Candlelight.esp
[Rektas] Dark Nun [SE].esp
[COCO] Pinup Cheongsam [SE].esp
Evil Lady [SE].esp
[Rektas] Diversion [SE].esp
Shadow Witch [SE].esp
[NINI] Egyptian Pharaoh.esp
[RektBird] 1001 Nights [SE].esp
XN_Red Packet [SE].esp
H2135HalloweenOutfit2019.esp
[COCO] Demon Shade [SE].esp
[COCO] Ahri Halloween [SE].esp
[COCO] Evelynn Halloween [SE].esp
[COCO] Ahri Uniforms v2 [SE].esp
[Rektas] Nocturnal Disciple [SE].esp
Cindersoul [SE].esp
Lewd Tennis [SE].esp
Ordinator - Perks of Skyrim.esp
Apocalypse - Magic of Skyrim.esp
Apocalypse - Ordinator Compatibility Patch.esp
Alternate Start - Live Another Life.esp
ELFXEnhancer.esp
SoS_ELFX+Enhancer+Weathers_Patch.esp
RealisticWaterTwo.esp
RealisticWaterTwo - Alt Volcanic Watercolor.esp

 

And the issue. I'm using an unofficial conversion of Kardia of Rhodes armor to 3BA  that I found on this site actually. And it builds fine in BodySlide. This is the waffenrock, it looks good and it contorts to the breasts from the preset:

 

Spoiler

kardia.png.4de432ff77168fd37a8410c2bc9774cf.png

 

But ingame when physics get applied it looks like this:

 

Spoiler

20221021210409_1.jpg.2b68fefee7509974191b232abc1bf425.jpg

 

I have a hunch that this is an issue with the model rather than any mods I have. I found another conversion on the Nexus and it's even worse. This one is better, but this thing is bugging me. I like the armor so much I'm desperate. Also I should note that I have set breasts in 3BA to sag a little and to have even more gravity like when laying down. I don't know how to edit the model too and what to look for and do. So if you can help I'd really appreciate it. Like the bra on COCO's Caress of Venus this waffenrock is not a body piece.

Posted (edited)

That outfit most likely uses SMP, so to get it to fit better, you need to reduce the collision margins. Reduce them too much however and the outfit may fall through, so there's a limit to how close you can get it. This is mainly dependant on how many vertices/polygons there is to collide with, usually trial and error is the way to get this adjusted.

 

<per-vertex-shape name="...">
    ...
    <margin>0.5</margin>
    ...
</per-vertex-shape>

 

Edited by traison
Posted

Yes it uses SMP physics, sorry I forgot to mention it. I tried as low as 0.001 and it was still the same.  Here's the waffenrock's xml with its default values:

 

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>0.1</margin>
        <penetration>0.1</penetration>
        <shared>private</shared>
        <tag>VirtualGround</tag>
        <can-collide-with-tag>ClothCollision</can-collide-with-tag>
    </per-triangle-shape>    

    <bone name="NPC Head [Head]"/>
    <bone name="NPC Neck [Neck]"/>
    <bone name="NPC L Hand [LHnd]"/>
    <bone name="NPC L Clavicle [LClv]"/>
    <bone name="NPC L Forearm [LLar]"/>
    <bone name="NPC L ForearmTwist1 [LLt1]"/>
    <bone name="NPC L ForearmTwist2 [LLt2]"/>
    <bone name="NPC L Foot [Lft ]"/>
    <bone name="NPC L Calf [LClf]"/>
    <bone name="NPC L Thigh [LThg]"/>
    <bone name="NPC L UpperArm [LUar]"/>
    <bone name="NPC L UpperarmTwist1 [LUt1]"/>
    <bone name="NPC L UpperarmTwist2 [LUt2]"/>
    <bone name="NPC Pelvis [Pelv]"/>
    <bone name="NPC R Hand [RHnd]"/>
    <bone name="NPC R Clavicle [RClv]"/>
    <bone name="NPC R Forearm [RLar]"/>
    <bone name="NPC R ForearmTwist1 [RLt1]"/>
    <bone name="NPC R ForearmTwist2 [RLt2]"/>
    <bone name="NPC R Foot [Rft ]"/>
    <bone name="NPC R Calf [RClf]"/>
    <bone name="NPC R Thigh [RThg]"/>
    <bone name="NPC R UpperArm [RUar]"/>
    <bone name="NPC R UpperarmTwist1 [RUt1]"/>
    <bone name="NPC R UpperarmTwist2 [RUt2]"/>
    <bone name="NPC Spine [Spn0]"/>
    <bone name="NPC Spine1 [Spn1]"/>
    <bone name="NPC Spine2 [Spn2]"/>
    <bone name="L Breast01"/>
    <bone name="R Breast01"/>
    <bone name="L Breast02"/>
    <bone name="R Breast02"/>
    <bone name="L Breast03"/>
    <bone name="R Breast03"/>    
    <bone name="ClothFront 1"/>
    <bone name="ClothFL 1"/>
    <bone name="ClothFR 1"/>    
    <bone name="ClothBL 1"/>
    <bone name="ClothBR 1"/>
    
    <bone-default>
        <mass>0.1</mass>
        <inertia x="5" y="5" z="5"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
        </centerOfMassTransform>
        <linearDamping>0.8</linearDamping>
        <angularDamping>0.8</angularDamping>
        <gravity-factor>1</gravity-factor>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0</restitution>
        <margin-multiplier>0.01</margin-multiplier>
    </bone-default>
    
    <bone-default>
        <margin-multiplier>0.01</margin-multiplier>
    </bone-default>        
    <bone name="ClothFront 2"/>
    <bone name="ClothFront 3"/>
    <bone name="ClothFront 4"/>
    <bone name="ClothFront 5"/>
    <bone name="ClothFront 6"/>            
    <bone name="ClothFL 2"/>
    <bone name="ClothFL 3"/>
    <bone name="ClothFL 4"/>
    <bone name="ClothFL 5"/>
    <bone name="ClothFL 6"/>
    <bone name="ClothFL 7"/>
    <bone name="ClothFL 8"/>    
    <bone name="ClothFR 2"/>
    <bone name="ClothFR 3"/>
    <bone name="ClothFR 4"/>    
    <bone name="ClothFR 5"/>
    <bone name="ClothFR 6"/>
    <bone name="ClothFR 7"/>
    <bone name="ClothFR 8"/>    
    <bone name="ClothBL 2"/>
    <bone name="ClothBL 3"/>
    <bone name="ClothBR 2"/>
    <bone name="ClothBR 3"/>                            
    
    <generic-constraint-default>
        <frameInB>
            <basis x="0" y="0" z="0" w="1" />
            <origin x="0" y="0" z="0" />
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-0.1" y="-0.1" z="-0.1" />
        <linearUpperLimit x="0.1" y="0.1" z="0.1" />
        <angularLowerLimit x="-0.05" y="0.05" z="-0.05" />
        <angularUpperLimit x="0.05" y="0.5" z="0.05" />
        <linearStiffness x="1" y="1" z="1" />
        <angularStiffness x="1" y="1" z="1" />
        <linearDamping x="1" y="1" z="1" />
        <angularDamping x="8" y="8" z="8" />
        <linearEquilibrium x="0" y="0" z="0" />
        <angularEquilibrium x="0" y="0" z="0" />
    </generic-constraint-default>
    <constraint-group>
        <generic-constraint bodyA="ClothFront 2" bodyB="ClothFront 1"/>                
        <generic-constraint bodyA="ClothFront 3" bodyB="ClothFront 2"/>            
        <generic-constraint bodyA="ClothFront 4" bodyB="ClothFront 3"/>        
    </constraint-group>
    
    <generic-constraint-default>
        <frameInB>
            <basis x="0" y="0" z="0" w="1" />
            <origin x="0" y="0" z="0" />
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-0.1" y="-0.1" z="-0.1" />
        <linearUpperLimit x="0.1" y="0.1" z="0.1" />
        <angularLowerLimit x="-0.06" y="-0.05" z="-0.05" />
        <angularUpperLimit x="0.06" y="0.5" z="0.05" />
        <linearStiffness x="1" y="1" z="1" />
        <angularStiffness x="1" y="1" z="1" />
        <linearDamping x="1" y="1" z="1" />
        <angularDamping x="8" y="8" z="8" />
        <linearEquilibrium x="0" y="0" z="0" />
        <angularEquilibrium x="0" y="0" z="0" />
    </generic-constraint-default>
    <constraint-group>    
        <generic-constraint bodyA="ClothFL 2" bodyB="ClothFL 1"/>
        <generic-constraint bodyA="ClothFL 3" bodyB="ClothFL 2"/>
        <generic-constraint bodyA="ClothFL 4" bodyB="ClothFL 3"/>    
        <generic-constraint bodyA="ClothFL 5" bodyB="ClothFL 4"/>
    </constraint-group>
    <constraint-group>    
        <generic-constraint bodyA="ClothFR 2" bodyB="ClothFR 1"/>
        <generic-constraint bodyA="ClothFR 3" bodyB="ClothFR 2"/>
        <generic-constraint bodyA="ClothFR 4" bodyB="ClothFR 3"/>    
        <generic-constraint bodyA="ClothFR 5" bodyB="ClothFR 4"/>
    </constraint-group>
    
    <generic-constraint-default>
        <frameInB>
            <basis x="0" y="0" z="0" w="1" />
            <origin x="0" y="0" z="0" />
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-0.1" y="-0.1" z="-0.1" />
        <linearUpperLimit x="0.1" y="0.1" z="0.1" />
        <angularLowerLimit x="-0.02" y="-0.05" z="-0.5" />
        <angularUpperLimit x="0.02" y="0.25" z="0.5" />
        <linearStiffness x="1" y="1" z="1" />
        <angularStiffness x="1" y="1" z="1" />
        <linearDamping x="1" y="1" z="1" />
        <angularDamping x="8" y="8" z="8" />
        <linearEquilibrium x="0" y="0" z="0" />
        <angularEquilibrium x="0" y="0" z="0" />
    </generic-constraint-default>
    <constraint-group>        
        <generic-constraint bodyA="ClothFront 5" bodyB="ClothFront 4"/>
        <generic-constraint bodyA="ClothFront 6" bodyB="ClothFront 5"/>
    </constraint-group>
    <constraint-group>    
        <generic-constraint bodyA="ClothFL 6" bodyB="ClothFL 5"/>
        <generic-constraint bodyA="ClothFL 7" bodyB="ClothFL 6"/>
        <generic-constraint bodyA="ClothFL 8" bodyB="ClothFL 7"/>    
    </constraint-group>
    <constraint-group>    
        <generic-constraint bodyA="ClothFR 6" bodyB="ClothFR 5"/>
        <generic-constraint bodyA="ClothFR 7" bodyB="ClothFR 6"/>
        <generic-constraint bodyA="ClothFR 8" bodyB="ClothFR 7"/>        
    </constraint-group>    
    
    <generic-constraint-default>
        <frameInB>
            <basis x="0" y="0" z="0" w="1" />
            <origin x="0" y="0" z="0" />
        </frameInB>
        <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-0.1" y="-0.1" z="-0.1" />
        <linearUpperLimit x="0.1" y="0.1" z="0.1" />
        <angularLowerLimit x="-0.05" y="-1" z="-0.1" />
        <angularUpperLimit x="0.05" y="0.05" z="0.1" />
        <linearStiffness x="1" y="1" z="1" />
        <angularStiffness x="1" y="1" z="1" />
        <linearDamping x="1" y="1" z="1" />
        <angularDamping x="8" y="8" z="8" />
        <linearEquilibrium x="0" y="0" z="0" />
        <angularEquilibrium x="0" y="0" z="0" />
    </generic-constraint-default>    
    <constraint-group>
        <generic-constraint bodyA="ClothBL 2" bodyB="ClothBL 1"/>
        <generic-constraint bodyA="ClothBL 3" bodyB="ClothBL 2"/>    
    </constraint-group>    
        <constraint-group>
        <generic-constraint bodyA="ClothBR 2" bodyB="ClothBR 1"/>
        <generic-constraint bodyA="ClothBR 3" bodyB="ClothBR 2"/>        
    </constraint-group>    
    
    <per-vertex-shape name="ClothCollision">
        <margin>0.1</margin>
        <penetration>0.1</penetration>
        <shared>private</shared>
        <tag>ClothCollision</tag>
        <can-collide-with-tag>BodyCollision</can-collide-with-tag>    
        <no-collide-with-tag>ClothCollision</no-collide-with-tag>        
    </per-vertex-shape>                    
            
    <per-triangle-shape name="BodyCollision">
        <margin>0.5</margin>
        <penetration>0.1</penetration>
        <shared>private</shared>
        <tag>BodyCollision</tag>    
        <can-collide-with-tag>ClothCollision</can-collide-with-tag>            
    </per-triangle-shape>        
    
</system>

 

Posted

While I think the marging multiplier should work, at least according to my own documentation it does; I would keep those at 1 for now, and instead adjust these margins at the bottom of the preset:

<per-triangle-shape name="BodyCollision">
    <margin>0.1</margin>
    ...
</per-triangle-shape>

 

Posted

Then go the opposite way, set the margin to 10.0 and make sure it gets way worse. If nothing changes again, then you're editing the wrong xml file and need to check the nif for the actual path.

Posted (edited)

Edit: I assume you have also set the margin to 0.1 in the BodyCollision per-triangle-shape element.

 

My next guess then would be that the virtual collision mesh doesn't quite fit the body you have. Have you made sure it reacts to changes made in BodySlide? It's not ignoring a slider? Something like this is quite common on the CBBE 3BA side of the tracks right now, as there seems to be way more variations of bodies than there is labels for them (meaning not every 3BAv2 is the same).

 

You could also try disabling virtual mesh collisions:

<per-vertex-shape name="ClothCollision">
    <margin>0.1</margin>
    <penetration>0.1</penetration>
    <shared>public</shared>
    <tag>ClothCollision</tag>
    <!--
    <can-collide-with-tag>BodyCollision</can-collide-with-tag>    
    <no-collide-with-tag>ClothCollision</no-collide-with-tag>        
    -->
</per-vertex-shape>                    

<!--
<per-triangle-shape name="BodyCollision">
    <margin>0.5</margin>
    <penetration>0.1</penetration>
    <shared>private</shared>
    <tag>BodyCollision</tag>    
    <can-collide-with-tag>ClothCollision</can-collide-with-tag>            
</per-triangle-shape>
-->

 

This should, depending on the rest of your SMP setup, allow the clothes to collide with your actual body. You'd need a per-triangle-shape or per-vertex-shape definition for your actual body somewhere else, with the correct set of collision tag filters.

Edited by traison

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