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BDO Violetta don't have 3BBP?? How can i Solve


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As the title says, BDO Violet, lacks the 3BBP Physics . How I solved the problem

 

First of all, you need original mod 

 

Violetta - COCOBody LE/SE

 

With Notepad++ , open the file hdtBDORVioletta.xml

 

at the line 37-38 , insert syntax

 

<!--    <bone name="NPC L Butt"/>
    <bone name="NPC R Butt"/> -->

 

at the line 48-53 , insert syntax

 

<!--    <bone name="R Breast01"/>
    <bone name="L Breast01"/>
    <bone name="R Breast02"/>
    <bone name="L Breast02"/>
    <bone name="R Breast03"/>
    <bone name="L Breast03"/>  -->

 

If filled out correctly, they will turn green 

 

At the end of the list of bones , insert the following , save and overwrite

 

Spoiler

     <bone name="L Breast00">
        <mass>0.000000</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="R Breast00">
        <mass>0.000000</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="L Breast01">
        <mass>5</mass>
        <inertia x="2" y="2" z="2"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1" />
            <origin x="0" y="0" z="0" />
        </centerOfMassTransform>
        <linearDamping>0.55</linearDamping>
        <angularDamping>0.3</angularDamping>
        <gravity-factor>0.5</gravity-factor>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.1</restitution>
    </bone>

    <bone name="R Breast01">
        <mass>5</mass>
        <inertia x="2" y="2" z="2"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1" />
            <origin x="0" y="0" z="0" />
        </centerOfMassTransform>
        <linearDamping>0.55</linearDamping>
        <angularDamping>0.3</angularDamping>
        <gravity-factor>0.5</gravity-factor>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.1</restitution>
    </bone>

    <bone name="L Breast02">
        <mass>1</mass>
        <inertia x="2" y="2" z="2"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1" />
            <origin x="0" y="0" z="0" />
        </centerOfMassTransform>
        <linearDamping>0.65</linearDamping>
        <angularDamping>0.3</angularDamping>
        <gravity-factor>0.3</gravity-factor>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.2</restitution>
    </bone>

    <bone name="R Breast02">
        <mass>1</mass>
        <inertia x="2" y="2" z="2"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1" />
            <origin x="0" y="0" z="0" />
        </centerOfMassTransform>
        <linearDamping>0.65</linearDamping>
        <angularDamping>0.3</angularDamping>
        <gravity-factor>0.3</gravity-factor>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.2</restitution>
    </bone>
    
    <bone name="L Breast03">
        <mass>0.2</mass>
        <inertia x="2" y="2" z="2"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1" />
            <origin x="0" y="0" z="0" />
        </centerOfMassTransform>
        <linearDamping>0.7</linearDamping>
        <angularDamping>0.3</angularDamping>
        <gravity-factor>0.2</gravity-factor>
        <friction>0.4</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.8</restitution>
    </bone>

    <bone name="R Breast03">
        <mass>0.2</mass>
        <inertia x="2" y="2" z="2"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1" />
            <origin x="0" y="0" z="0" />
        </centerOfMassTransform>
        <linearDamping>0.7</linearDamping>
        <angularDamping>0.3</angularDamping>
        <gravity-factor>0.2</gravity-factor>
        <friction>0.4</friction>
        <rollingFriction>0</rollingFriction>
        <restitution>0.8</restitution>
    </bone>
    


    <generic-constraint bodyA="L Breast01" bodyB="L Breast00">
    <frameInB>
      <basis x="0" y="0" z="0" w="1" />
      <origin x="0" y="0" z="0" />
    </frameInB>
    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-2" y="-0.2" z="-6" />
        <linearUpperLimit x="1" y="0.7" z="3" />
        <angularLowerLimit x="-0.05" y="0" z="-0.05" />
        <angularUpperLimit x="0.05" y="0" z="0.1" />
        <linearStiffness x="900" y="900" z="1200"/>
        <angularStiffness x="900" y="0" z="900"/>
        <linearDamping x="2" y="2" z="20" />
        <angularDamping x="2" y="2" z="2" />
        <linearEquilibrium x="0" y="0" z="-2.5" />
        <angularEquilibrium x="0" y="0" z="0" />
        <linearBounce x="0" y="0" z="0"/>
        <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>

     <generic-constraint bodyA="L Breast02" bodyB="L Breast01">
    <frameInB>
      <basis x="0" y="0" z="0" w="1" />
      <origin x="0" y="0" z="0" />
    </frameInB>
     <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-2" y="-0.2" z="-5" />
        <linearUpperLimit x="1" y="1" z="3" />
        <angularLowerLimit x="-0.5" y="-0.02" z="-0.3" />
        <angularUpperLimit x="0.1" y="0.02" z="0.3" />
        <linearStiffness x="900" y="900" z="900"/>
        <angularStiffness x="900" y="900" z="1000"/>
        <linearDamping x="0.3" y="2" z="5" />
        <angularDamping x="2" y="2" z="100" />
        <linearEquilibrium x="0" y="0" z="-2.3" />
        <angularEquilibrium x="0" y="0" z="0" />
  </generic-constraint>
  
  <generic-constraint bodyA="L Breast03" bodyB="L Breast02">
   <frameInB>
      <basis x="0" y="0" z="0" w="1" />
      <origin x="0" y="0" z="0" />
    </frameInB>
     <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-1" y="-0.5" z="-2" />
        <linearUpperLimit x="1" y="1.2" z="2" />
        <angularLowerLimit x="-0.1" y="-0.02" z="-0.05" />
        <angularUpperLimit x="0.1" y="0.02" z="0.05" />
        <linearStiffness x="900" y="900" z="900"/>
        <angularStiffness x="900" y="900" z="900"/>
        <linearDamping x="2" y="2" z="2" />
        <angularDamping x="2" y="2" z="2" />
        <linearEquilibrium x="0" y="0" z="-0.5" />
        <angularEquilibrium x="0" y="0" z="0" />
  </generic-constraint>
  
  
  <generic-constraint bodyA="L Breast03" bodyB="L Breast01">
   <frameInB>
      <basis x="0" y="0" z="0" w="1" />
      <origin x="0" y="0" z="0" />
    </frameInB>
     <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-2" y="-0.2" z="-3" />
        <linearUpperLimit x="2" y="2" z="3" />
        <angularLowerLimit x="-0.1" y="-0.05" z="-0.1" />
        <angularUpperLimit x="0.2" y="0.05" z="0.05" />
        <linearStiffness x="900" y="900" z="900"/>
        <angularStiffness x="900" y="900" z="900"/>
        <linearDamping x="2" y="2" z="2" />
        <angularDamping x="2" y="2" z="2" />
        <linearEquilibrium x="0" y="0" z="-0.8" />
        <angularEquilibrium x="0" y="0" z="0" />
  </generic-constraint>
  

  
  <generic-constraint bodyA="R Breast01" bodyB="R Breast00">
    <frameInB>
      <basis x="0" y="0" z="0" w="1" />
      <origin x="0" y="0" z="0" />
    </frameInB>
    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-1" y="-0.2" z="-6" />
        <linearUpperLimit x="2" y="0.7" z="3" />
        <angularLowerLimit x="-0.05" y="0" z="-0.1" />
        <angularUpperLimit x="0.05" y="0" z="0.05" />
        <linearStiffness x="900" y="900" z="1200"/>
        <angularStiffness x="900" y="0" z="900"/>
        <linearDamping x="2" y="2" z="20" />
        <angularDamping x="2" y="2" z="2" />
        <linearEquilibrium x="0" y="0" z="-2.5" />
        <angularEquilibrium x="0" y="0" z="0" />
        <linearBounce x="0" y="0" z="0"/>
        <angularBounce x="0" y="0" z="0"/>
  </generic-constraint>

 

  <generic-constraint bodyA="R Breast02" bodyB="R Breast01">
    <frameInB>
      <basis x="0" y="0" z="0" w="1" />
      <origin x="0" y="0" z="0" />
    </frameInB>
     <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-1" y="-0.2" z="-5" />
        <linearUpperLimit x="2" y="1" z="3" />
        <angularLowerLimit x="-0.5" y="-0.02" z="-0.3" />
        <angularUpperLimit x="0.1" y="0.02" z="0.3" />
        <linearStiffness x="900" y="900" z="900"/>
        <angularStiffness x="900" y="900" z="1000"/>
        <linearDamping x="0.3" y="2" z="5" />
        <angularDamping x="2" y="2" z="100" />
        <linearEquilibrium x="0" y="0" z="-2.3" />
        <angularEquilibrium x="0" y="0" z="0" />
  </generic-constraint>
    
    
  
  <generic-constraint bodyA="R Breast03" bodyB="R Breast02">
    <frameInB>
      <basis x="0" y="0" z="0" w="1" />
      <origin x="0" y="0" z="0" />
    </frameInB>
     <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
        <linearLowerLimit x="-1" y="-0.5" z="-2" />
        <linearUpperLimit x="1" y="1.2" z="2" />
        <angularLowerLimit x="-0.1" y="-0.02" z="-0.05" />
        <angularUpperLimit x="0.1" y="0.02" z="0.05" />
        <linearStiffness x="900" y="900" z="900"/>
        <angularStiffness x="900" y="900" z="900"/>
        <linearDamping x="2" y="2" z="2" />
        <angularDamping x="2" y="2" z="2" />
        <linearEquilibrium x="0" y="0" z="-0.5" />
        <angularEquilibrium x="0" y="0" z="0" />
  </generic-constraint>
  
  
  <generic-constraint bodyA="R Breast03" bodyB="R Breast01">
    <frameInB>
      <basis x="0" y="0" z="0" w="1" />
      <origin x="0" y="0" z="0" />
    </frameInB>
     <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
       <linearLowerLimit x="-2" y="-0.2" z="-3" />
        <linearUpperLimit x="2" y="2" z="3" />
        <angularLowerLimit x="-0.1" y="-0.05" z="-0.05" />
        <angularUpperLimit x="0.2" y="0.05" z="0.1" />
        <linearStiffness x="900" y="900" z="900"/>
        <angularStiffness x="900" y="900" z="900"/>
        <linearDamping x="2" y="2" z="2" />
        <angularDamping x="2" y="2" z="2" />
        <linearEquilibrium x="0" y="0" z="-0.8" />
        <angularEquilibrium x="0" y="0" z="0" />
  </generic-constraint>
 
  

    
        <bone name="NPC L PreButt">
        <mass>0.000000</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 PreButt">
        <mass>0.000000</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 L Butt">
        <mass>1</mass>
        <inertia x="500" y="500" z="500"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="-1" y="0" z="3"/>
        </centerOfMassTransform>
        <linearDamping>0.7</linearDamping>
        <angularDamping>0.5</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <gravity-factor>1</gravity-factor>
        <restitution>0</restitution>
    </bone>
    
    <bone name="NPC R Butt">
        <mass>1</mass>
        <inertia x="500" y="500" z="500"/>
        <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="1" y="0" z="3"/>
        </centerOfMassTransform>
        <linearDamping>0.7</linearDamping>
        <angularDamping>0.5</angularDamping>
        <friction>0</friction>
        <rollingFriction>0</rollingFriction>
        <gravity-factor>1</gravity-factor>
        <restitution>0</restitution>
    </bone>

    <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="-4" y="-1" z="-9"/>
        <linearUpperLimit x="4" y="0.3" z="9"/>
        <angularLowerLimit x="-0.5" y="-0.1" z="-0.3"/>
        <angularUpperLimit x="0.5" y="0.1" z="0.5"/>
        <linearStiffness x="450" y="450" z="450"/>
        <angularStiffness x="1000" y="1000" z="1000"/>
        <linearDamping x="0.1" y="0.1" z="0.1"/>
        <angularDamping x="10" y="10" z="10"/>
        <linearEquilibrium x="0" y="0" z="-4"/>
        <angularEquilibrium x="0" y="0" z="0"/>
        <linearBounce x="0" y="0" z="0"/>
        <angularBounce x="0" y="0" z="0"/>
    </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="-4" y="-1" z="-9"/>
        <linearUpperLimit x="4" y="0.3" z="9"/>
        <angularLowerLimit x="-0.5" y="-0.1" z="-0.5"/>
        <angularUpperLimit x="0.5" y="0.1" z="0.3"/>
        <linearStiffness x="450" y="450" z="450"/>
        <angularStiffness x="1000" y="1000" z="1000"/>
        <linearDamping x="0.1" y="0.1" z="0.1"/>
        <angularDamping x="10" y="10" z="10"/>
        <linearEquilibrium x="0" y="0" z="-4"/>
        <angularEquilibrium x="0" y="0" z="0"/>
        <linearBounce x="0" y="0" z="0"/>
        <angularBounce x="0" y="0" z="0"/>
    </generic-constraint>  

 

Breasts and butt jiggle , is active

 

https://streamable.com/vot5tt

 

hdtBDORVioletta.rar  extrat , copy/drop into Skyrim data\Meshes\BDO Violetta

Edited by Dorabella
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