Vortex Lord Posted October 23, 2022 Posted October 23, 2022 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 But ingame when physics get applied it looks like this: Spoiler 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.
traison Posted October 24, 2022 Posted October 24, 2022 (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 October 24, 2022 by traison
Vortex Lord Posted October 24, 2022 Author Posted October 24, 2022 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>
traison Posted October 25, 2022 Posted October 25, 2022 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>
traison Posted October 25, 2022 Posted October 25, 2022 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.
Vortex Lord Posted October 25, 2022 Author Posted October 25, 2022 This was my result at 10.0. So I guess the correct xml is referenced: Spoiler And at 0.000000001: Spoiler It won't budge.
traison Posted October 25, 2022 Posted October 25, 2022 (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 October 25, 2022 by traison
Vortex Lord Posted October 25, 2022 Author Posted October 25, 2022 The front is still fused to nonexistent breasts. I'm using CBBE 3BBB Body Amazing as the basis in BodySlide.
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