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Request thread for adding HDT Collision to Body / Armor


Shaydow

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Posted

I have started this thread to try to control the multitude of " how do I do it ", " I did it but it doesn't work " " I don't understand what I need " posts I keep seeing appear ALL over LL since ledo4ek released his collision effect XML in his thread found here : http://www.loverslab.com/topic/10270-conversions-for-manga-body/

 

Let's get to the points. This is a request thread, you can ask me, or someone else who knows how, to help you add the effect to the body \ armor types you are using. There are a few things you will need \ must know before asking me for help :

 

1: You will need the HDTPhysicsExtension SKSE plugin found @ http://pan.baidu.com/s/1GGgvB

 

2: You will need the Idle that allows for the visual of the effect ( no other idle moves in such a way as to show the effect that I know of. I'm certain animation creators will start to make more over time ) found @ http://www.loverslab.com/topic/21287-what-mod-is-this-vi/page-110?do=findComment&comment=570201 . Rename the mt_idle1 to mt_idle and replace the one you have in the data\meshes\actors\characters\animations\female folder.

 

3: the body or armor you want to attach it to MUST be at least bbp compatible, and you MUST have a compatible skeleton. TBBP is the best, so you can take advantage of the butt physics as well, but the armor \ body does not NEED to be, it just has to have at least the basic breast bones found in bbp to work.

 

4: the effect only works on ONE thing at a time. If you ask me to attach it to a body, then it will only work on that naked body, and not on when your wearing armor. The effect needs to be attached to EVERY SINGLE NIF YOU WANT THE EFFECT ON. 

 

5; as a part of 4, only ask for help with one thing at a time. Do NOT ask me to attach the effect to every armor you have in your data folder at once. You MAY request help with adding the effect to something else AFTER I have already helped you if you want. ONE THING AT A TIME!

 

6: Help will be given on a first come first serve basis. Help will be given when I not only have the free time to do it, but when I feel I want to spend my free time doing it. If 15 people asked before you and I only do 5 a day, either accept it will take a few days to help you or don't ask.

 

7: You must attach to your help request post the body \ armor you wish the collision effect attached to in this thread. For me to be able to help as fast as possible I will NOT be going to any other sites. I also expect you to know what folder you got the nifs from when you upload them and replace them with the ones I attach in a response to you. When you attach it, make sure it is in the same folder structure that you are getting it from. Do NOT attach the entire folder. The following is an Example of if you want " Cute Armor " to have the effect  and cute armor is in the armor folder :

 

Create a new folder someplace and name it data

inside it create a new folder named meshes

inside it create a new folder named armor

inside it create a new folder named Cute Armor

inside Cute Armor copy the Chest \ armor \ etc that you want the physics added to. Do NOT include other parts of the armor, such as boots \ gloves \ etc.

 

Zip \ rar \ etc the DATA folder you first made. Upload it here with a help request. Myself or maybe someone else will try to help you as soon as we can.

 

 

CLOSING : please try to keep all questions related to this to this thread as well. The multitude of questions I have seen all over LoversLab about this are clogging the forum.

 

Posted

One thing, I don't think all the HDTPhysicsExtensions releases have collision enabled.

When I was trying some of them the effect went away.

Am I correct?

Posted

One thing, I don't think all the HDT releases have collision enabled.

When I was trying some of them the effect went away.

Am I correct?

 

 

11-14 was the only one I am aware of past 10 - 6 that it wouldn't work on. Always download the newest release as per the link above ( for this reponse that would be 11-15 2149).

Posted

Thanks for the thread

 

Could somebody check out this pic?  Because I'm positive I've gotten it right.  I have the idle, hdt.xml in correct place and have used a truckload of different skeletons and versions of the dll.  No joy :(

 

tv0K3iV.jpg

 

Cheers in advance!

Posted

 

 

Thanks for the thread

 

Could somebody check out this pic?  Because I'm positive I've gotten it right.  I have the idle, hdt.xml in correct place and have used a truckload of different skeletons and versions of the dll.  No joy :(

 

tv0K3iV.jpg

 

Cheers in advance!

 

 

Did you add the data under the NiTriShape?

Posted

Thanks for the thread

 

Could somebody check out this pic?  Because I'm positive I've gotten it right.  I have the idle, hdt.xml in correct place and have used a truckload of different skeletons and versions of the dll.  No joy :(

 

tv0K3iV.jpg

 

Cheers in advance!

 

As Foreveraloneguy said, it should be DATA\meshes\actors\character\character assets\hdt.xml

Posted

 

I saw it, I even responded to it. This thread is for those who can't seem to get it to work right \ don't use NifSkope \ have questions \ don't know what to do. 

 

This thread is me simply offering to do it for people who seem to be having trouble doing it, and hopefully clear up some responses in other threads on LL.

Posted

Oh I know, and its appreciated for sure.  Just figured this other solution was easier, but after looking, it looks like doing it manually is still better.

Posted

I manage to put collision to work on the body (CHSBHCv3) but still cannot make it work in any armor.

 

I put all HDT relate: the dll, default xml and hdt.xml in \Data\SKSE\Plugins and edit body nif and armor nif to that location.

 

The armor I tried - DPnTrielekMix, Devil Maid 2, Lady Templar.

 

Sample of armor nif I try, appreciate if anyone can point to what I have done wrong.

 

LTOutfit_0.nif

Posted

I manage to put collision to work on the body (CHSBHCv3) but still cannot make it work in any armor.

 

I put all HDT relate: the dll, default xml and hdt.xml in \Data\SKSE\Plugins and edit body nif and armor nif to that location.

 

The armor I tried - DPnTrielekMix, Devil Maid 2, Lady Templar.

 

Sample of armor nif I try, appreciate if anyone can point to what I have done wrong.

 

Data\SKSE\Plugins\hdt.xml, this is what is wrong.

 

hdt.xml has to go in the same folder the armor does, and the string has to point  to it there. So if that armor is in Ltarmor folder ( I don't know you didn't include the folders like I asked :/ ) in the armor folder, the string would be data\meshes\armor\Ltarmor\hdt.xml.

 

Remember to do it for _0 and _1.

Posted

Would adding HDT physics be possible for something like earrings?  Hoops dangling, or chains swinging, that sort of thing?

 

 

Hoops example: http://skyrim.nexusmods.com/mods/11130/

Chains example: http://skyrim.nexusmods.com/mods/35880/

 

You would have to make a new bone structure for it, since they only attach to one and that is the head. Then you would have to write a new xml to use those bones and attach it to the nif, like HDT did with the hair ( new bones, nwe xml ), or leo did with the collision for body ( new xml ).

Posted

 

Data\SKSE\Plugins\hdt.xml, this is what is wrong.

 

hdt.xml has to go in the same folder the armor does, and the string has to point  to it there. So if that armor is in Ltarmor folder ( I don't know you didn't include the folders like I asked :/ ) in the armor folder, the string would be data\meshes\armor\Ltarmor\hdt.xml.

 

Remember to do it for _0 and _1.

 

Thanks.  I think same setting can apply to both body and armor.  Maybe I'm wrong.

 

However, the new mod from alan81512 work for me then I don't think I'll need to do it manually anymore.

Posted

Ok, I edited the path on my earlier screenie to include "data" - made zero difference.  Is the NistringExtradata node sitting correctly in the hierachy?  Or does it need to be inside the Tri-shape node?  I'm thinking not?

Posted

Ok, I edited the path on my earlier screenie to include "data" - made zero difference.  Is the NistringExtradata node sitting correctly in the hierachy?  Or does it need to be inside the Tri-shape node?  I'm thinking not?

 

It's in the right spot. Are you 100% SURE that the hdt.xml is also in that folder?

Posted

 

Ok, I edited the path on my earlier screenie to include "data" - made zero difference.  Is the NistringExtradata node sitting correctly in the hierachy?  Or does it need to be inside the Tri-shape node?  I'm thinking not?

 

It's in the right spot. Are you 100% SURE that the hdt.xml is also in that folder?

 

 

100% :(

 

I'm wondering though, if it's the body (7base bombshell) and the collision isn't triggering because the animation isn't quite hitting the breasts.  I guess I could try something like UNPB or the manga body to test.

 

Thanks again too for the help by the way

Posted

 

I manage to put collision to work on the body (CHSBHCv3) but still cannot make it work in any armor.

 

I put all HDT relate: the dll, default xml and hdt.xml in \Data\SKSE\Plugins and edit body nif and armor nif to that location.

 

The armor I tried - DPnTrielekMix, Devil Maid 2, Lady Templar.

 

Sample of armor nif I try, appreciate if anyone can point to what I have done wrong.

 

Data\SKSE\Plugins\hdt.xml, this is what is wrong.

 

hdt.xml has to go in the same folder the armor does, and the string has to point  to it there. So if that armor is in Ltarmor folder ( I don't know you didn't include the folders like I asked :/ ) in the armor folder, the string would be data\meshes\armor\Ltarmor\hdt.xml.

 

Remember to do it for _0 and _1.

 

 

I don't think that's correct. As long as the bone names and parameters are the same, you can drop the xml in a directory under data\meshes and just keep pointing at that file. No reason to have 100 copies of the same file all over your drive. Now, if you have bone names in an armor that are different and/or unique, then yes, you'd definitely need a unique copy of the xml with those bone names. Same if you change the parameters on the bones for a specific armor in the xml. But where the xml is doesn't seem to matter. I have one in data\meshes\actors\characters\character assets and shared that across all the bodies I modified. Seems to be working fine.

 

But that said, if you know of a specific reason beyond "random guy on LL said" that the xml needs to be located with the specific body/armor it's used with, I'd like to be corrected in my mistaken thinking. And somewhere, I screwed up the testing, so I'll get to do all that again.

Posted

 

But that said, if you know of a specific reason beyond "random guy on LL said" that the xml needs to be located with the specific body/armor it's used with, I'd like to be corrected in my mistaken thinking. And somewhere, I screwed up the testing, so I'll get to do all that again.

 

 

 

 

The reason being I tested it, and if I don''t have the xml in the same folder as the nif I am attaching it to, it doesn't work. 

Posted

 

 

But that said, if you know of a specific reason beyond "random guy on LL said" that the xml needs to be located with the specific body/armor it's used with, I'd like to be corrected in my mistaken thinking. And somewhere, I screwed up the testing, so I'll get to do all that again.

 

 

 

 

The reason being I tested it, and if I don''t have the xml in the same folder as the nif I am attaching it to, it doesn't work. 

 

 

Interesting. Your testing and mine don't agree. However, people in the main physics thread are getting the same results as I did. And I don't think putting a copy of the xml in with the armor body will hurt, but good lord, it's gonna be a giant pain in the ass to change anything when you have to copy that file out to a bunch of directories.

Posted

 

Interesting. Your testing and mine don't agree. However, people in the main physics thread are getting the same results as I did. And I don't think putting a copy of the xml in with the armor body will hurt, but good lord, it's gonna be a giant pain in the ass to change anything when you have to copy that file out to a bunch of directories.

 

 

I've also seen other people mention they had to have the xml in the same folder as well. It seems to be one of those " some do  some don't " things Skyrim is famous for.

 

 

As for every armor, I just followed the great idea found in another thread and attached it to a piece of armor that always is equipped. In my case I used my Torchbug Pets mod and added it to the Torchbug. Since I always have that little bugger equipped, no matter what armor I am wearing, the effect is a constant. I would imagine it can be done for a ring, amulet, etc as well, though I haven't tried it yet.

Posted

you should link to the Support Thread op for the all the stuff that's in that thread that you obviously don't want (mainly install and support) in this thread.

 

Then state here that you need the latest for this to work.

 

I'll also remove the instruction entry for this from the 2nd post and instead link it here.

 

[edit] since pms aren't working at the moment, i'll also say that I have every intention of making a site specificaly for HDT Physics Extension . . . I'm having a delay with a service providor.

Posted

 

 

 

But that said, if you know of a specific reason beyond "random guy on LL said" that the xml needs to be located with the specific body/armor it's used with, I'd like to be corrected in my mistaken thinking. And somewhere, I screwed up the testing, so I'll get to do all that again.

 

 

 

 

The reason being I tested it, and if I don''t have the xml in the same folder as the nif I am attaching it to, it doesn't work. 

 

 

Interesting. Your testing and mine don't agree. However, people in the main physics thread are getting the same results as I did. And I don't think putting a copy of the xml in with the armor body will hurt, but good lord, it's gonna be a giant pain in the ass to change anything when you have to copy that file out to a bunch of directories.

 

 

I'd say this is a false positive since putting multiple copies of the file in each armor folder will of course work so  long as the path in nifskope is where any xml happens to be located. That doesn't prove that putting a copy in every armor folder is necessary.

 

I'm fairly confident that it isn't needed,  I have a single copy in my plugins folder and it's working fine for all armors and bodies I've linked it to. Not tried it with armors that have body meshes included yet though.

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