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BHUNP vagina sticking out


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Posted (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

2076888547_Skyrim2_9_20232_27_56PM.png.6f489e7a845ebecd7d7c9a7d03869680.png

 

Edited by Annabelle P
Posted
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.

Posted
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.

Posted
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

Immagine.jpg.3ab4cf14c329b578193951ee1b2508b0.jpg

 

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.

 

Posted
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

Immagine.jpg.3ab4cf14c329b578193951ee1b2508b0.jpg

 

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

97652077_Screenshot(17).png.a81260ccbe47ad70ccc1c59ddd168aaa.png

 

Here is the hdt file. I can't locate the lines that you highlighted.

 

Spoiler

 

Posted
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

Immagine.jpg.672269ed8eefe2b75dfff2ab93984a39.jpg

 

 

Virtual Body

 

Spoiler

Immagine1.jpg.d5f045a02b7afde59076a0ca043625ec.jpg

 

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 

 

Posted
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

Immagine.jpg.672269ed8eefe2b75dfff2ab93984a39.jpg

 

 

Virtual Body

 

  Reveal hidden contents

Immagine1.jpg.d5f045a02b7afde59076a0ca043625ec.jpg

 

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.

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. 

 

 

Posted
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 . 

Immagine.jpg

Immagine1.jpg

Immagine.jpg

Immagine.jpg

Immagine.jpg

Posted
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 . 

Immagine.jpg

Immagine1.jpg

Immagine.jpg

Immagine.jpg

Immagine.jpg

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.

Posted
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>

 

 

Posted
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

image.thumb.png.e7c56fb2c69591cf14af2db8e651929e.png

 

Posted

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

Immagine.jpg.c821508bb81cf5ff6d7c5e9129fc2477.jpg

 

Click on NiStringExtraData , click on txt . In the upper part, enter the text   HDT Skinned Mesh Physics Object

 

Spoiler

Immagine.jpg.0bc4c360dda2bf8fda612b7c5794e9e7.jpg

 

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

Immagine.jpg.cb9eeaa688bd5466b6ed64ccab2c1b7b.jpg

 

 

 

Posted
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

Immagine.jpg.c821508bb81cf5ff6d7c5e9129fc2477.jpg

 

Click on NiStringExtraData , click on txt . In the upper part, enter the text   HDT Skinned Mesh Physics Object

 

  Reveal hidden contents

Immagine.jpg.0bc4c360dda2bf8fda612b7c5794e9e7.jpg

 

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

Immagine.jpg.cb9eeaa688bd5466b6ed64ccab2c1b7b.jpg

 

 

 

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!

  • 2 weeks later...
Posted

@?????? 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

 

Posted
2 hours ago, ?????? 1627 said:

Your XML : There is something too much here . 

 

  Hide contents

Immagine.jpg.c445aea0f5c537e49a53f158ca094bf0.jpg

 

 

Immagine.jpg.5ffb8d4e57efa47d44302731a4795175.jpg

 

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.

Posted
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 .

 

Posted

These are the high values in the XML . 

 

Spoiler

Immagine.jpg.57d7481c87c83f16eda9f9b70f5a302c.jpg

 

 

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"/>

 

 

Posted (edited)
3 hours ago, ?????? 1627 said:

These are the high values in the XML . 

 

  Hide contents

Immagine.jpg.57d7481c87c83f16eda9f9b70f5a302c.jpg

 

 

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 by Annabelle P
Posted
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

 

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