Annabelle P Posted February 9, 2023 Posted February 9, 2023 (edited) So i have the bhunp body and the vagina is just acting very weird. the breasts and the butt work perfectly but the vagina is literally sticking outside of the stomach during some animations or just being in specific positions. Does anyone know what could be wrong? Spoiler Edited February 9, 2023 by Annabelle P
Dorabella Posted February 9, 2023 Posted February 9, 2023 I had the same problem and solved it by editing the XML . In practice, I reduced the values of NPC L Pussy02 NPC R Pussy02 . In addition, with Nifskope, I inserted the NPC L Pussy01 and NPC R Pussy01 nodes SMP Vagina stop work ??? How can i solve (solution 2 ) . Here, the process I performed, including editing the XML
Annabelle P Posted February 9, 2023 Author Posted February 9, 2023 5 minutes ago, ?????? 1627 said: I had the same problem and solved it by editing the XML . In practice, I reduced the values of NPC L Pussy02 NPC R Pussy02 . In addition, with Nifskope, I inserted the NPC L Pussy01 and NPC R Pussy01 nodes SMP Vagina stop work ??? How can i solve (solution 2 ) . Here, the process I performed, including editing the XML omg what a stupid problem this is. It requires all of this work? I have multiple bodies i'm working on for videos i'm creating. I can't do this for every sing one of them. I might just go back to uunp.
Annabelle P Posted February 9, 2023 Author Posted February 9, 2023 1 hour ago, ?????? 1627 said: Here, the process I performed, including editing the XML So in the notepad section... what do you mean by this? Spoiler Notepad ++ Open your SMP xml file. In the example case it is named 3BBB-Amazing . Below is the compilation . Are you talking about my opening the body I created in notepad and inserting the text you included? I have no idea what comes next on that part.
Dorabella Posted February 10, 2023 Posted February 10, 2023 1 hour ago, Annabelle P said: So in the notepad section... what do you mean by this? By opening the XML with Notepad++ (any text editor will do), you simply reduce the string values . e,g : If oyur XML have this or similar : Spoiler <generic-constraint bodyA="NPC L Pussy02" bodyB="NPC L Pussy01"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-0.05" y="-0.5" z="-0.5"/> <linearUpperLimit x="4" y="0.5" z="0.5"/> <angularLowerLimit x="0" y="0" z="0"/> <angularUpperLimit x="0" y="0" z="0"/> <linearStiffness x="200" y="200" z="200"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="999" y="999" z="999"/> <angularDamping x="999" y="999" z="999"/> <linearEquilibrium x="-4" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC R Pussy02" bodyB="NPC R Pussy01"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-4" y="-0.5" z="-0.5"/> <linearUpperLimit x="0.05" y="0.5" z="0.5"/> <angularLowerLimit x="0" y="0" z="0"/> <angularUpperLimit x="0" y="0" z="0"/> <linearStiffness x="200" y="200" z="200"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="999" y="999" z="999"/> <angularDamping x="999" y="999" z="999"/> <linearEquilibrium x="4" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> Simply lower the values highlighted in yellow . This should remove the problem Spoiler <generic-constraint bodyA="NPC L Pussy02" bodyB="NPC L Pussy01"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-0.05" y="-0.5" z="-0.5"/> <linearUpperLimit x="4" y="0.5" z="0.5"/> <angularLowerLimit x="0" y="0" z="0"/> <angularUpperLimit x="0" y="0" z="0"/> <linearStiffness x="20" y="20" z="20"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="99" y="99" z="99"/> <angularDamping x="99" y="99" z="99"/> <linearEquilibrium x="-4" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC R Pussy02" bodyB="NPC R Pussy01"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-4" y="-0.5" z="-0.5"/> <linearUpperLimit x="0.05" y="0.5" z="0.5"/> <angularLowerLimit x="0" y="0" z="0"/> <angularUpperLimit x="0" y="0" z="0"/> <linearStiffness x="20" y="20" z="20"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="99" y="99" z="99"/> <angularDamping x="99" y="99" z="99"/> <linearEquilibrium x="4" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> In my XML, I eliminated the problem by setting the values to 0 . Spoiler <generic-constraint bodyA="NPC L Pussy02" bodyB="NPC L Pussy01"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-0.05" y="0" z="0"/> <linearUpperLimit x="10" y="0" z="0"/> <angularLowerLimit x="0" y="0" z="0"/> <angularUpperLimit x="0" y="0" z="0"/> <linearStiffness x="40" y="0" z="0"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="0" y="0" z="0"/> <angularDamping x="0" y="0" z="0"/> <linearEquilibrium x="-5" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC R Pussy02" bodyB="NPC R Pussy01"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-10" y="0" z="0"/> <linearUpperLimit x="0.05" y="0" z="0"/> <angularLowerLimit x="0" y="0" z="0"/> <angularUpperLimit x="0" y="0" z="0"/> <linearStiffness x="10" y="0" z="0"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="0" y="0" z="0"/> <angularDamping x="0" y="0" z="0"/> <linearEquilibrium x="5" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> 1 hour ago, Annabelle P said: Are you talking about my opening the body I created in notepad and inserting the text you included? I have no idea what comes next on that part. In Nifskope, import your femalebody or, if in use, the Virtual body . Extend 0NiNode to read the NiStringExtraData . This will tell you where the XML file is in use . For example : Spoiler Follow the indicated path , open the XML indicated by your nif, and edit it . This should fix the problem . You should, during the game, in any case, notice differences, either for the better or for the worse. This will indicate whether we are on the right track to eliminating the problem.
Annabelle P Posted February 10, 2023 Author Posted February 10, 2023 1 hour ago, ?????? 1627 said: By opening the XML with Notepad++ (any text editor will do), you simply reduce the string values . e,g : If oyur XML have this or similar : Hide contents <generic-constraint bodyA="NPC L Pussy02" bodyB="NPC L Pussy01"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-0.05" y="-0.5" z="-0.5"/> <linearUpperLimit x="4" y="0.5" z="0.5"/> <angularLowerLimit x="0" y="0" z="0"/> <angularUpperLimit x="0" y="0" z="0"/> <linearStiffness x="200" y="200" z="200"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="999" y="999" z="999"/> <angularDamping x="999" y="999" z="999"/> <linearEquilibrium x="-4" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC R Pussy02" bodyB="NPC R Pussy01"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-4" y="-0.5" z="-0.5"/> <linearUpperLimit x="0.05" y="0.5" z="0.5"/> <angularLowerLimit x="0" y="0" z="0"/> <angularUpperLimit x="0" y="0" z="0"/> <linearStiffness x="200" y="200" z="200"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="999" y="999" z="999"/> <angularDamping x="999" y="999" z="999"/> <linearEquilibrium x="4" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> Simply lower the values highlighted in yellow . This should remove the problem Hide contents <generic-constraint bodyA="NPC L Pussy02" bodyB="NPC L Pussy01"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-0.05" y="-0.5" z="-0.5"/> <linearUpperLimit x="4" y="0.5" z="0.5"/> <angularLowerLimit x="0" y="0" z="0"/> <angularUpperLimit x="0" y="0" z="0"/> <linearStiffness x="20" y="20" z="20"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="99" y="99" z="99"/> <angularDamping x="99" y="99" z="99"/> <linearEquilibrium x="-4" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC R Pussy02" bodyB="NPC R Pussy01"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-4" y="-0.5" z="-0.5"/> <linearUpperLimit x="0.05" y="0.5" z="0.5"/> <angularLowerLimit x="0" y="0" z="0"/> <angularUpperLimit x="0" y="0" z="0"/> <linearStiffness x="20" y="20" z="20"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="99" y="99" z="99"/> <angularDamping x="99" y="99" z="99"/> <linearEquilibrium x="4" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> In my XML, I eliminated the problem by setting the values to 0 . Reveal hidden contents <generic-constraint bodyA="NPC L Pussy02" bodyB="NPC L Pussy01"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-0.05" y="0" z="0"/> <linearUpperLimit x="10" y="0" z="0"/> <angularLowerLimit x="0" y="0" z="0"/> <angularUpperLimit x="0" y="0" z="0"/> <linearStiffness x="40" y="0" z="0"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="0" y="0" z="0"/> <angularDamping x="0" y="0" z="0"/> <linearEquilibrium x="-5" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC R Pussy02" bodyB="NPC R Pussy01"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-10" y="0" z="0"/> <linearUpperLimit x="0.05" y="0" z="0"/> <angularLowerLimit x="0" y="0" z="0"/> <angularUpperLimit x="0" y="0" z="0"/> <linearStiffness x="10" y="0" z="0"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="0" y="0" z="0"/> <angularDamping x="0" y="0" z="0"/> <linearEquilibrium x="5" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> In Nifskope, import your femalebody or, if in use, the Virtual body . Extend 0NiNode to read the NiStringExtraData . This will tell you where the XML file is in use . For example : Hide contents Follow the indicated path , open the XML indicated by your nif, and edit it . This should fix the problem . You should, during the game, in any case, notice differences, either for the better or for the worse. This will indicate whether we are on the right track to eliminating the problem. Mine is not showing the lines of text that yours is displaying. my file is different and says something "hdtvagina.xml" Idk if that's it or not but it says it in my file path along with like two others. Spoiler Here is the hdt file. I can't locate the lines that you highlighted. Spoiler hdtVagina.xml
Dorabella Posted February 10, 2023 Posted February 10, 2023 8 hours ago, Annabelle P said: Here is the hdt file. Do you use HDT and SMP at the same time? Do you use Virtual Body ? Havok object? As far as I know, HDT and SMP , together, do not get along very well Havok Object Spoiler Virtual Body Spoiler If , you use these things at the same time , you should make a choice : if you want to use SMP , open the femalebody in Nifskope, select the NiStringsExtraData ,right click and remove , or, more simply, do not use Havok Object HDT if you want to use HDT , open Havok Object in Nifskope, select the NiStringExtraData ,right click and remove , or, more simply, do not use Vurtual Body SMP If, you want collision on both Vagina and Anus, HDT does not have these properties, SMP does ( I removed HDT , precisely for that reason ) If , you do not want to make any changes, try reinstalling HDTPhysicsExtensions and XPMSE , launch FNIS
Annabelle P Posted February 11, 2023 Author Posted February 11, 2023 15 hours ago, ?????? 1627 said: Do you use HDT and SMP at the same time? Do you use Virtual Body ? Havok object? As far as I know, HDT and SMP , together, do not get along very well Havok Object Reveal hidden contents Virtual Body Reveal hidden contents If , you use these things at the same time , you should make a choice : if you want to use SMP , open the femalebody in Nifskope, select the NiStringsExtraData ,right click and remove , or, more simply, do not use Havok Object HDT if you want to use HDT , open Havok Object in Nifskope, select the NiStringExtraData ,right click and remove , or, more simply, do not use Vurtual Body SMP If, you want collision on both Vagina and Anus, HDT does not have these properties, SMP does ( I removed HDT , precisely for that reason ) If , you do not want to make any changes, try reinstalling HDTPhysicsExtensions and XPMSE , launch FNIS I use the baka Haeun bhunp hdt-smp mod. It has hdt-smp included. nothing else. included the link to what i'm talking about below. Spoiler https://www.patreon.com/posts/bhunp-uunp-next-31610356 I don't even know what virtual body is. Honestly I'm getting very confused with all of these terms. I'm beginning to think that HDT-SMP isn't really SMP. If there is some other way of downloading smp then I'm opened to that. I did what you said and tried unticking HDTPhysicsExtensions from XPMSE but nothing happened.
Dorabella Posted February 11, 2023 Posted February 11, 2023 7 hours ago, Annabelle P said: included the link to what i'm talking about below. I used it too, but did not have your problem. I went back to CBBE because, almost all the clothes I have are in CBBE 7 hours ago, Annabelle P said: I don't even know what virtual body is. Honestly I'm getting very confused with all of these terms. I'm beginning to think that HDT-SMP isn't really SMP. Virtual body, found in Skyrim Data\CalienteTools\BodySlide\ShapeData\BHUNP 3BB Collision Armor . This part, uses SMP, while your body (femalebody) uses HDT Given the problem that is generated, it seems that the two types of collision conflict with each other . If installed, you can try SMP You can try body remodelling in Bodyslide . At this point, make a choice: HDT or SMP If my memory serves me correctly, SMP is activated with Havok Object , obtainable with AddItemMenu . Since your Femalebody, already has the string HDT (Havok Path), you don't need anything else . If, you want to try SMP , then, after modelling the body, open with Nifskope , the Femalebody_0 and femalebody_1 , extend 0Ninode, right click on the string and convert to NiExtraData . Repeat the step and convert to NiStringExtraData . In the part above the string, click on txt and enter the string HDT Skinned Mesh Physics Object In the lower part, click on txt and enter the string skse\plugins\hdtSkinnedMeshConfigs\BHUNP\BaseShape.xml As this step is already applied, it avoids the use of Havok Objects. 8 hours ago, Annabelle P said: I did what you said and tried unticking HDTPhysicsExtensions from XPMSE but nothing happened. If I am not mistaken, the same mod says that HDTPhysicsExtentions contained, is obsolete .
Annabelle P Posted February 12, 2023 Author Posted February 12, 2023 18 hours ago, ?????? 1627 said: I used it too, but did not have your problem. I went back to CBBE because, almost all the clothes I have are in CBBE Virtual body, found in Skyrim Data\CalienteTools\BodySlide\ShapeData\BHUNP 3BB Collision Armor . This part, uses SMP, while your body (femalebody) uses HDT Given the problem that is generated, it seems that the two types of collision conflict with each other . If installed, you can try SMP You can try body remodelling in Bodyslide . At this point, make a choice: HDT or SMP If my memory serves me correctly, SMP is activated with Havok Object , obtainable with AddItemMenu . Since your Femalebody, already has the string HDT (Havok Path), you don't need anything else . If, you want to try SMP , then, after modelling the body, open with Nifskope , the Femalebody_0 and femalebody_1 , extend 0Ninode, right click on the string and convert to NiExtraData . Repeat the step and convert to NiStringExtraData . In the part above the string, click on txt and enter the string HDT Skinned Mesh Physics Object In the lower part, click on txt and enter the string skse\plugins\hdtSkinnedMeshConfigs\BHUNP\BaseShape.xml As this step is already applied, it avoids the use of Havok Objects. If I am not mistaken, the same mod says that HDTPhysicsExtentions contained, is obsolete . Okay so we have some progress... I did exactly what you said and now I don't have the weird stretchy vagina. However, the vagina is not animated at all. It doesn't respond to contact. The rest of the body is moving perfectly. The breasts and buttocks are moving like id expect. Just no animated vagina.
Dorabella Posted February 12, 2023 Posted February 12, 2023 5 hours ago, Annabelle P said: I did exactly what you said and now I don't have the weird stretchy vagina. Predictable. With Notepad++ open the XML and edit the strings as below . The choice of programme is not random. Showing the strings in different colours (blue, red, green) makes it easier to detect compilation errors. Any other text editor with similar properties is also fine Or, if you prefer, pass me your XML that I activate the vagina ? Spoiler <bone name="NPC L Pussy02"> <mass>0.10000</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</linearDamping> <angularDamping>0</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC L Pussy01"> <mass>0.00000</mass> <inertia x="0" y="0" z="0"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0</linearDamping> <angularDamping>0</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC R Pussy02"> <mass>0.10000</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</linearDamping> <angularDamping>0</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC R Pussy01"> <mass>0.00000</mass> <inertia x="0" y="0" z="0"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0</linearDamping> <angularDamping>0</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <generic-constraint bodyA="NPC L Pussy02" bodyB="NPC L Pussy01"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-0.05" y="0" z="0"/> <linearUpperLimit x="8" y="0" z="0"/> <angularLowerLimit x="0" y="0" z="0"/> <angularUpperLimit x="0" y="0" z="0"/> <linearStiffness x="0" y="0" z="0"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="0" y="0" z="0"/> <angularDamping x="0" y="0" z="0"/> <linearEquilibrium x="-8" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC R Pussy02" bodyB="NPC R Pussy01"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-8" y="0" z="0"/> <linearUpperLimit x="0.05" y="0" z="0"/> <angularLowerLimit x="0" y="0" z="0"/> <angularUpperLimit x="0" y="0" z="0"/> <linearStiffness x="0" y="0" z="0"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="0" y="0" z="0"/> <angularDamping x="0" y="0" z="0"/> <linearEquilibrium x="8" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint>
Annabelle P Posted February 14, 2023 Author Posted February 14, 2023 On 2/12/2023 at 4:08 AM, ?????? 1627 said: Predictable. With Notepad++ open the XML and edit the strings as below . The choice of programme is not random. Showing the strings in different colours (blue, red, green) makes it easier to detect compilation errors. Any other text editor with similar properties is also fine Or, if you prefer, pass me your XML that I activate the vagina ? Reveal hidden contents <bone name="NPC L Pussy02"> <mass>0.10000</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</linearDamping> <angularDamping>0</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC L Pussy01"> <mass>0.00000</mass> <inertia x="0" y="0" z="0"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0</linearDamping> <angularDamping>0</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC R Pussy02"> <mass>0.10000</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</linearDamping> <angularDamping>0</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC R Pussy01"> <mass>0.00000</mass> <inertia x="0" y="0" z="0"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0</linearDamping> <angularDamping>0</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <generic-constraint bodyA="NPC L Pussy02" bodyB="NPC L Pussy01"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-0.05" y="0" z="0"/> <linearUpperLimit x="8" y="0" z="0"/> <angularLowerLimit x="0" y="0" z="0"/> <angularUpperLimit x="0" y="0" z="0"/> <linearStiffness x="0" y="0" z="0"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="0" y="0" z="0"/> <angularDamping x="0" y="0" z="0"/> <linearEquilibrium x="-8" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC R Pussy02" bodyB="NPC R Pussy01"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-8" y="0" z="0"/> <linearUpperLimit x="0.05" y="0" z="0"/> <angularLowerLimit x="0" y="0" z="0"/> <angularUpperLimit x="0" y="0" z="0"/> <linearStiffness x="0" y="0" z="0"/> <angularStiffness x="0" y="0" z="0"/> <linearDamping x="0" y="0" z="0"/> <angularDamping x="0" y="0" z="0"/> <linearEquilibrium x="8" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> Your a very kind person. Thank you for your patients and helping me out. I really appreciate that I really do. So this may sound stupid but what XML file is it exactly that I'm looking for. the HDT Skinned Mesh Physics Object string you told me to rename has no file directory. I don't know where it's even finding the file to make these physics work. Spoiler
Dorabella Posted February 14, 2023 Posted February 14, 2023 Correct the string, it must be NiStringExtraData You forgot one step of the conversion . The string is not compiled correctly. When you extend 0NiNode, you must read the path to the XML Spoiler Click on NiStringExtraData , click on txt . In the upper part, enter the text HDT Skinned Mesh Physics Object Spoiler At the bottom, enter the text skse\plugins\hdtSkinnedMeshConfigs\BHUNP\BaseShape.xml If you are using BHUNP Baka Factory, the path should look like this . Check first that the path is correct Spoiler
Annabelle P Posted February 15, 2023 Author Posted February 15, 2023 23 hours ago, ?????? 1627 said: Correct the string, it must be NiStringExtraData You forgot one step of the conversion . The string is not compiled correctly. When you extend 0NiNode, you must read the path to the XML Reveal hidden contents Click on NiStringExtraData , click on txt . In the upper part, enter the text HDT Skinned Mesh Physics Object Reveal hidden contents At the bottom, enter the text skse\plugins\hdtSkinnedMeshConfigs\BHUNP\BaseShape.xml If you are using BHUNP Baka Factory, the path should look like this . Check first that the path is correct Reveal hidden contents Thank you so much! This worked. The vagina is functioning perfectly and I didn't even have to edit the code. The problem is solved! Your a life saver! 1
Annabelle P Posted February 23, 2023 Author Posted February 23, 2023 @?????? 1627 I have a tiny problem. I didn't notice this before but after doing some testing to see if this really is the problem, I found that I'm getting a weird twitching issue with the breasts and buttocks after editing the Base xml. I don't know what I edited to cause this but it's annoying to look at. The characters body won't stop twitching during scense that I'm trying to film. Here is my xml file incase you would like to check it out. I now that it only started doing this after I edited the file with the code you gave me. But the vagina is completely functional. Spoiler BaseShape.xml
Dorabella Posted February 24, 2023 Posted February 24, 2023 Your XML : There is something too much here . Spoiler
Annabelle P Posted February 24, 2023 Author Posted February 24, 2023 2 hours ago, ?????? 1627 said: Your XML : There is something too much here . Hide contents Okay, I removed that but I'm still getting twitching breasts and buttocks. They literally just twitch periodically. I wonder if I added anything else.
Dorabella Posted February 24, 2023 Posted February 24, 2023 9 hours ago, Annabelle P said: Okay, I removed that but I'm still getting twitching breasts and buttocks. They literally just twitch periodically. I wonder if I added anything else. screens or , a video , to see the problem .
Annabelle P Posted February 24, 2023 Author Posted February 24, 2023 4 hours ago, ?????? 1627 said: screens or , a video , to see the problem . Okay, here is a short clip. Spoiler Skyrim 2023-02-23 23-29-43.mp4
Dorabella Posted February 24, 2023 Posted February 24, 2023 These are the high values in the XML . Spoiler Those highlighted above are the constants in your XML . You can use the ones below to overwrite and eliminate the butt problem . For the ass it is easy, as it is just a series of constants, another thing for the tits, which are different and finding the right ones might take a few tries Spoiler <generic-constraint bodyA="NPC L Butt" bodyB="NPC L PreButt"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-3" y="-3" z="-3"/> <linearUpperLimit x="3" y="3" z="3"/> <angularLowerLimit x="-0.6" y="-0.2" z="-0.6"/> <angularUpperLimit x="0.6" y="0.2" z="0.6"/> <linearStiffness x="50" y="50" z="50"/> <angularStiffness x="50" y="50" z="50"/> <linearDamping x="0.99" y="0.99" z="0.99"/> <angularDamping x="0.99" y="0.99" z="0.99"/> <linearEquilibrium x="0" y="0" z="-1"/> <angularEquilibrium x="0" y="0" z="0"/> <linearBounce x="0.5" y="0.5" z="0.5"/> <angularBounce x="0.5" y="0.5" z="0.5"/> </generic-constraint> <generic-constraint bodyA="NPC R Butt" bodyB="NPC R PreButt"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-3" y="-3" z="-3"/> <linearUpperLimit x="3" y="3" z="3"/> <angularLowerLimit x="-0.6" y="-0.2" z="-0.6"/> <angularUpperLimit x="0.6" y="0.2" z="0.6"/> <linearStiffness x="50" y="50" z="50"/> <angularStiffness x="50" y="50" z="50"/> <linearDamping x="0.99" y="0.99" z="0.99"/> <angularDamping x="0.99" y="0.99" z="0.99"/> <linearEquilibrium x="0" y="0" z="-1"/> <angularEquilibrium x="0" y="0" z="0"/> <linearBounce x="0.5" y="0.5" z="0.5"/> <angularBounce x="0.5" y="0.5" z="0.5"/> </generic-constraint> In SKSE Plugins, read the SMP log (hdtSkinnedMeshPhysics) should give you the error on the lines 391 and 480 telling you that there is no constant . One correction is enough to solve Line 391 <generic-constraint bodyA="L Breast04" bodyB="L Breast00"> change L Breast00 to L Breast03 Line 480 <generic-constraint bodyA="L Breast04" bodyB="R Breast00"> change R Breast00 to R Breast03 Line 341 342 361 362 381 425 426 447 448 469 reduce values For example : Line 341 342 set values <linearStiffness x="100" y="100" z="200"/> reduce to <linearStiffness x="10" y="10" z="20"/> <angularStiffness x="90" y="90" z="90"/> reduce to <angularStiffness x="9" y="9" z="9"/>
Annabelle P Posted February 24, 2023 Author Posted February 24, 2023 (edited) 3 hours ago, ?????? 1627 said: These are the high values in the XML . Hide contents Those highlighted above are the constants in your XML . You can use the ones below to overwrite and eliminate the butt problem . For the ass it is easy, as it is just a series of constants, another thing for the tits, which are different and finding the right ones might take a few tries Hide contents <generic-constraint bodyA="NPC L Butt" bodyB="NPC L PreButt"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-3" y="-3" z="-3"/> <linearUpperLimit x="3" y="3" z="3"/> <angularLowerLimit x="-0.6" y="-0.2" z="-0.6"/> <angularUpperLimit x="0.6" y="0.2" z="0.6"/> <linearStiffness x="50" y="50" z="50"/> <angularStiffness x="50" y="50" z="50"/> <linearDamping x="0.99" y="0.99" z="0.99"/> <angularDamping x="0.99" y="0.99" z="0.99"/> <linearEquilibrium x="0" y="0" z="-1"/> <angularEquilibrium x="0" y="0" z="0"/> <linearBounce x="0.5" y="0.5" z="0.5"/> <angularBounce x="0.5" y="0.5" z="0.5"/> </generic-constraint> <generic-constraint bodyA="NPC R Butt" bodyB="NPC R PreButt"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-3" y="-3" z="-3"/> <linearUpperLimit x="3" y="3" z="3"/> <angularLowerLimit x="-0.6" y="-0.2" z="-0.6"/> <angularUpperLimit x="0.6" y="0.2" z="0.6"/> <linearStiffness x="50" y="50" z="50"/> <angularStiffness x="50" y="50" z="50"/> <linearDamping x="0.99" y="0.99" z="0.99"/> <angularDamping x="0.99" y="0.99" z="0.99"/> <linearEquilibrium x="0" y="0" z="-1"/> <angularEquilibrium x="0" y="0" z="0"/> <linearBounce x="0.5" y="0.5" z="0.5"/> <angularBounce x="0.5" y="0.5" z="0.5"/> </generic-constraint> In SKSE Plugins, read the SMP log (hdtSkinnedMeshPhysics) should give you the error on the lines 391 and 480 telling you that there is no constant . One correction is enough to solve Line 391 <generic-constraint bodyA="L Breast04" bodyB="L Breast00"> change L Breast00 to L Breast03 Line 480 <generic-constraint bodyA="L Breast04" bodyB="R Breast00"> change R Breast00 to R Breast03 Line 341 342 361 362 381 425 426 447 448 469 reduce values For example : Line 341 342 set values <linearStiffness x="100" y="100" z="200"/> reduce to <linearStiffness x="10" y="10" z="20"/> <angularStiffness x="90" y="90" z="90"/> reduce to <angularStiffness x="9" y="9" z="9"/> Okay, I didt this but I'm still getting the same twitch from before. I don't understand why this mod is so buggy. I'm on the verge of losing it. I am using BHUNP BBP right now. When I switch to 3BBP the body has no physics what so ever. I'm starting to think I should just revert to UUNP Special. Atleast I didn't have any problems with that. Edited February 25, 2023 by Annabelle P
Dorabella Posted February 25, 2023 Posted February 25, 2023 1 hour ago, Annabelle P said: I should just revert to UUNP Special. Atleast I didn't have any problems with that. Because in HDT 1 hour ago, Annabelle P said: Okay, I didn't this but I'm still getting the same twitch from before. I don't understand why this mod is so buggy try with this . BaseShape.xml
Annabelle P Posted February 25, 2023 Author Posted February 25, 2023 (edited) 1 hour ago, ?????? 1627 said: Because in HDT try with this . BaseShape.xmlFetching info... Spoiler Skyrim 2023-02-24 19-57-07.mp4 Here is the result. Edited February 25, 2023 by Annabelle P
Dorabella Posted February 25, 2023 Posted February 25, 2023 BaseShape.xml The belly should have stopped dancing . Little by little, we fix it .
Annabelle P Posted February 25, 2023 Author Posted February 25, 2023 15 hours ago, ?????? 1627 said: BaseShape.xmlFetching info... The belly should have stopped dancing . Little by little, we fix it . I notice it looks a little better they aren't bugging as hard as they were but still are. Spoiler Skyrim 2023-02-25 14-48-41.mp4
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now