AlyssaAwoo Posted March 9, 2025 Posted March 9, 2025 Hey y'all. 👋  I'm currently running into a pretty annoying bug with TWO - Total Werewolf Overhaul where the FemaleHeadWerewolf.nif is causing crashes in my game when a female werewolf is loaded into the world. The author states it has something to do with Faster SMP which supposedly broke something with SMP on headparts after a certain update, causing their headpart to crash people's games.  Now I'm wondering if it's somehow possible to simply remove SMP physics from this mesh (To be honest I have no idea what is even SMP-enabled on it) and get the mod working? I already tried to look into the skeleton.nif and FemaleHeadWerewolf.nif, but I don't know anything about this stuff. I found some topics here on LL suggesting to delete the .xml file, but if the head really has SMP physics (I don't see anything in the .xml) then it's sharing the file with the entire body. I also couldn't find a NiStringExtraData node in NifSkope, but maybe I didn't look in the right places.  I already tried replacing the head's mesh with the Howling mesh from Monster Facial Animation's head pack, but either SMP or the author's custom skeleton doesn't seem to like it and horribly disfigures the face and an eyeball with visual glitches when you get close.  I'm not entirely sure if this is the true reason why it makes people's games crash, just going by what the author states. But if it could be fixed then maybe a patch could be made or at least some instructions posted to get it working on the latest AE Skyrim. From what I read the author has unfortunately abandoned the mod.  I'd appreciate it!
traison Posted March 9, 2025 Posted March 9, 2025 (edited) As far as I know the headpart crash was related to physics hair and was fixed in a mod called smp npc crash fix or something along these lines. It may have been incorporated into FSMP, as the hair crash is very old. Never needed this myself, so dunno the details on that. Â There's several ways to attach a SMP physics preset to something. Â Any worn mesh: Start the game. Use prid console command to select a female werewolf. Reference id can probably be found from a crash log, or using xEdit/CK. inv Note down all items marked as worn. Close the game and start xEdit. Find the race record of the werewolf that's giving you trouble. Find the skin field and follow it to the naked armor ARMO record. Create a list of meshes, add meshes from each associated ARMA record to it. Inspect each item worn by the werewolf, and add their meshes to your list like you did with the naked armor. Open each mesh in NifSkope. Select the root node at the top, usually a NiNode. View the Num Extra Data List, if the count is > 0 then: View the Extra Data List. Open each NiStringExtraData referenced in the Extra Data List. If the name is "HDT Skinned Mesh Physics Object" then: Note down the node indexes of all entries in the Extra Data List. Decrement the Num Extra Data List value by one. Rebuild the Extra Data List, excluding the hdt node. Find the hdt node in the node tree and delete it. defaultBBP.xml: Start xEdit. Find the race record of the werewolf thats giving your trouble. Find the skin field and follow it to the naked armor ARMO record. Note down the mesh in the associated ARMA record. Open this mesh in NifSkope. Go through each BSTriShape and note down its name (value of the Name -field) in a list. Open the defaultBBP.xml file. Remove all map elements that have a shape attribute with a value matching one of the BSTriShape names you found previously. Edited March 9, 2025 by traison
AlyssaAwoo Posted March 9, 2025 Author Posted March 9, 2025 (edited) 37 minutes ago, traison said: As far as I know the headpart crash was related to physics hair and was fixed in a mod called smp npc crash fix or something along these lines. It may have been incorporated into FSMP, as the hair crash is very old. Never needed this myself, so dunno the details on that.  There's several ways to attach a SMP physics preset to something.  Any worn mesh: Start the game. Use prid console command to select a female werewolf. Reference id can probably be found from a crash log, or using xEdit/CK. inv Note down all items marked as worn. Close the game and start xEdit. Find the race record of the werewolf that's giving you trouble. Find the skin field and follow it to the naked armor ARMO record. Create a list of meshes, add meshes from each associated ARMA record to it. Inspect each item worn by the werewolf, and add their meshes to your list like you did with the naked armor. Open each mesh in NifSkope. Select the root node at the top, usually a NiNode. View the Num Extra Data List, if the count is > 0 then: View the Extra Data List. Open each NiStringExtraData referenced in the Extra Data List. If the name is "HDT Skinned Mesh Physics Object" then: Note down the node indexes of all entries in the Extra Data List. Decrement the Num Extra Data List value by one. Rebuild the Extra Data List, excluding the hdt node. Find the hdt node in the node tree and delete it. defaultBBP.xml: Start xEdit. Find the race record of the werewolf thats giving your trouble. Find the skin field and follow it to the naked armor ARMO record. Note down the mesh in the associated ARMA record. Open this mesh in NifSkope. Go through each BSTriShape and note down its name (value of the Name -field) in a list. Open the defaultBBP.xml file. Remove all map elements that have a shape attribute with a value matching one of the BSTriShape names you found previously.  Well the crashlog mentions this:   So I looked through the FemaleHeadWerewolf.nif file and did find actually a NiStringExtraData now, but all it contained was the FemaleHeadWerewolf.tri file, nothing about HDT or SMP. Deleting this - as expected, fixed nothing, although it also didn't break anything obvious.  The .xml of the mod looks like this and mentions nothing about a head, except for a head bone.  Spoiler <?xml version="1.0" encoding="utf-8"?> <system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">  <!--Inert Bones-->  <bone-default>   <mass>0</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>   <gravity-factor>0</gravity-factor>   <friction>0</friction>   <rollingFriction>0</rollingFriction>   <restitution>0</restitution>   <margin-multiplier>0.01</margin-multiplier>  </bone-default>  <bone name="NPC R Foot [Rft ]" />  <bone name="NPC L Foot [Lft ]" />  <bone name="NPC Head [Head]" />  <bone name="NPC L Clavicle [LClv]" />  <bone name="NPC R Clavicle [RClv]" />  <bone name="NPC L Forearm [LLar]" />  <bone name="NPC R Forearm [RLar]" />  <bone name="NPC L ForearmTwist1 [LLt1]" />  <bone name="NPC R ForearmTwist1 [RLt1]" />  <bone name="NPC L ForearmTwist2 [LLt2]" />  <bone name="NPC R ForearmTwist2 [RLt2]" />  <bone name="NPC L UpperArm [LUar]" />  <bone name="NPC R UpperArm [RUar]" />  <bone name="NPC L UpperarmTwist1 [LUt1]" />  <bone name="NPC R UpperarmTwist1 [RUt1]" />  <bone name="NPC L UpperarmTwist2 [LUt2]" />  <bone name="NPC R UpperarmTwist2 [RUt2]" />  <bone name="NPC Spine [Spn0]" />  <bone name="NPC Spine2 [Spn2]" />  <bone name="NPC Spine1 [Spn1]" />  <bone name="NPC L Hand [LHnd]" />  <bone name="NPC R Hand [RHnd]" />  <bone name="NPC Pelvis [Pelv]" />  <!--Breast Bones Female-->  <bone name="L Breast00 P1" />  <bone name="L Breast00 P2" />  <bone name="L Breast00 P3" />  <bone name="R Breast00 P1" />  <bone name="R Breast00 P2" />  <bone name="R Breast00 P3" />  <bone-default name="Breast01">   <mass>10</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>0.5</linearDamping>   <angularDamping>0.3</angularDamping>   <gravity-factor>0.05</gravity-factor>   <friction>0</friction>   <rollingFriction>0</rollingFriction>   <restitution>0.1</restitution>   <margin-multiplier>0.01</margin-multiplier>  </bone-default>  <bone name="L Breast01 P1" template="Breast01" />  <bone name="L Breast01 P2" template="Breast01" />  <bone name="L Breast01 P3" template="Breast01" />  <bone name="R Breast01 P1" template="Breast01" />  <bone name="R Breast01 P2" template="Breast01" />  <bone name="R Breast01 P3" template="Breast01" />  <bone-default name="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>0.7</linearDamping>   <angularDamping>0.3</angularDamping>   <gravity-factor>0.1</gravity-factor>   <friction>0</friction>   <rollingFriction>0</rollingFriction>   <restitution>0.2</restitution>   <margin-multiplier>0.1</margin-multiplier>  </bone-default>  <bone name="L Breast02 P1" template="Breast02" />  <bone name="L Breast02 P2" template="Breast02" />  <bone name="L Breast02 P3" template="Breast02" />  <bone name="R Breast02 P1" template="Breast02" />  <bone name="R Breast02 P2" template="Breast02" />  <bone name="R Breast02 P3" template="Breast02" />  <bone-default name="Breast03">   <mass>0.3</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>0.8</linearDamping>   <angularDamping>0.3</angularDamping>   <gravity-factor>0.15</gravity-factor>   <friction>0.4</friction>   <rollingFriction>0</rollingFriction>   <restitution>0.8</restitution>   <margin-multiplier>0.1</margin-multiplier>  </bone-default>  <bone name="L Breast03 P1" template="Breast03" />  <bone name="L Breast03 P2" template="Breast03" />  <bone name="L Breast03 P3" template="Breast03" />  <bone name="R Breast03 P1" template="Breast03" />  <bone name="R Breast03 P2" template="Breast03" />  <bone name="R Breast03 P3" template="Breast03" />  <!--Breast Bones Male-->  <!--<bone name="L Breast00 P1" />  <bone name="L Breast00 P2" />  <bone name="L Breast00 P3" />  <bone name="R Breast00 P1" />  <bone name="R Breast00 P2" />  <bone name="R Breast00 P3" />  <bone name="L Breast01 P1" />  <bone name="L Breast01 P2" />  <bone name="L Breast01 P3" />  <bone name="R Breast01 P1" />  <bone name="R Breast01 P2" />  <bone name="R Breast01 P3" />  <bone-default name="Breast02">   <mass>4</mass>   <inertia x="5" y="5" z="5" />   <centerOfMassTransform>    <basis x="2" y="0" z="0" w="1" />    <origin x="0" y="0" z="0" />   </centerOfMassTransform>   <linearDamping>0.95</linearDamping>   <angularDamping>0.8</angularDamping>   <gravity-factor>0</gravity-factor>   <friction>0.2</friction>   <rollingFriction>0.4</rollingFriction>   <restitution>0.2</restitution>  </bone-default>  <bone name="L Breast02 P1" template="Breast02" />  <bone name="L Breast02 P2" template="Breast02" />  <bone name="L Breast02 P3" template="Breast02" />  <bone name="R Breast02 P1" template="Breast02" />  <bone name="R Breast02 P2" template="Breast02" />  <bone name="R Breast02 P3" template="Breast02" />  <bone name="L Breast03 P1" template="Breast02" />  <bone name="L Breast03 P2" template="Breast02" />  <bone name="L Breast03 P3" template="Breast02" />  <bone name="R Breast03 P1" template="Breast02" />  <bone name="R Breast03 P2" template="Breast02" />  <bone name="R Breast03 P3" template="Breast02" />-->  <!--BBB Bones-->  <bone name="Belly"></bone>  <bone name="NPC Belly">   <mass>3</mass>   <inertia x="10" y="10" z="10" />   <centerOfMassTransform>    <basis x="0" y="0" z="0" w="1" />    <origin x="0" y="0" z="-1" />   </centerOfMassTransform>   <linearDamping>0.3</linearDamping>   <angularDamping>0.7</angularDamping>   <friction>0.6</friction>   <rollingFriction>0.3</rollingFriction>   <restitution>0.5</restitution>   <margin-multiplier>0.1</margin-multiplier>  </bone>  <bone name="NPC L PreButt" />  <bone name="NPC L Butt">   <mass>5</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>0.8</linearDamping>   <angularDamping>0.8</angularDamping>   <gravity-factor>0.15</gravity-factor>   <friction>0.6</friction>   <rollingFriction>0.8</rollingFriction>   <restitution>0.2</restitution>   <margin-multiplier>0.1</margin-multiplier>  </bone>  <bone name="NPC R PreButt" />  <bone name="NPC R Butt">   <mass>5</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>0.8</linearDamping>   <angularDamping>0.8</angularDamping>   <gravity-factor>0.15</gravity-factor>   <friction>0.6</friction>   <rollingFriction>0.8</rollingFriction>   <restitution>0.2</restitution>   <margin-multiplier>0.1</margin-multiplier>  </bone>  <bone name="NPC L Thigh [LThg]" />  <bone name="NPC L FrontThigh">   <mass>4</mass>   <inertia x="5" y="5" z="5" />   <centerOfMassTransform>    <basis x="2" y="0" z="0" w="1" />    <origin x="0" y="0" z="0" />   </centerOfMassTransform>   <linearDamping>0.95</linearDamping>   <angularDamping>0.8</angularDamping>   <gravity-factor>0</gravity-factor>   <friction>0.2</friction>   <rollingFriction>0.4</rollingFriction>   <restitution>0.2</restitution>  </bone>  <bone name="NPC L RearThigh">   <mass>5</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>0.7</linearDamping>   <angularDamping>0.8</angularDamping>   <gravity-factor>0.1</gravity-factor>   <friction>0.4</friction>   <rollingFriction>0.4</rollingFriction>   <margin-multiplier>0.5</margin-multiplier>   <restitution>0.3</restitution>  </bone>  <bone name="NPC R Thigh [RThg]" />  <bone name="NPC R FrontThigh">   <mass>4</mass>   <inertia x="5" y="5" z="5" />   <centerOfMassTransform>    <basis x="2" y="0" z="0" w="1" />    <origin x="0" y="0" z="0" />   </centerOfMassTransform>   <linearDamping>0.95</linearDamping>   <angularDamping>0.8</angularDamping>   <gravity-factor>0</gravity-factor>   <friction>0.2</friction>   <rollingFriction>0.4</rollingFriction>   <restitution>0.2</restitution>  </bone>  <bone name="NPC R RearThigh">   <mass>5</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>0.7</linearDamping>   <angularDamping>0.8</angularDamping>   <gravity-factor>0.1</gravity-factor>   <friction>0.4</friction>   <rollingFriction>0.4</rollingFriction>   <margin-multiplier>0.5</margin-multiplier>   <restitution>0.3</restitution>  </bone>  <bone name="NPC L Calf [LClf]" />  <bone name="NPC L RearCalf [LrClf]">   <mass>0.5</mass>   <inertia x="7" y="7" z="7" />   <centerOfMassTransform>    <basis x="2" y="0" z="0" w="1" />    <origin x="0" y="0" z="1" />   </centerOfMassTransform>   <linearDamping>0.8</linearDamping>   <angularDamping>0</angularDamping>   <gravity-factor>0</gravity-factor>   <friction>0.8</friction>   <rollingFriction>0</rollingFriction>   <restitution>1</restitution>  </bone>  <bone name="NPC R Calf [RClf]" />  <bone name="NPC R RearCalf [RrClf]">   <mass>0.5</mass>   <inertia x="7" y="7" z="7" />   <centerOfMassTransform>    <basis x="2" y="0" z="0" w="1" />    <origin x="0" y="0" z="1" />   </centerOfMassTransform>   <linearDamping>0.8</linearDamping>   <angularDamping>0</angularDamping>   <gravity-factor>0</gravity-factor>   <friction>0.8</friction>   <rollingFriction>0</rollingFriction>   <restitution>1</restitution>  </bone>  <!--Pussy Bones-->  <bone name="VaginaDeep"></bone>  <bone name="VaginaDeep1">   <mass>0.5</mass>   <inertia x="20" y="20" z="20" />   <centerOfMassTransform>    <basis x="0" y="0" z="0" w="1" />    <origin x="0" y="0" z="0" />   </centerOfMassTransform>   <linearDamping>0.1</linearDamping>   <angularDamping>1</angularDamping>   <friction>0.6</friction>   <gravity-factor>0</gravity-factor>   <rollingFriction>1</rollingFriction>   <restitution>0.5</restitution>   <margin-multiplier>0.2</margin-multiplier>  </bone>  <bone name="Clitoral"></bone>  <bone name="Clitoral1">   <mass>0.5</mass>   <inertia x="2.5" y="2.5" z="2.5" />   <centerOfMassTransform>    <basis x="0" y="0" z="0" w="1" />    <origin x="0" y="0" z="0" />   </centerOfMassTransform>   <linearDamping>0</linearDamping>   <angularDamping>1</angularDamping>   <friction>0.8</friction>   <rollingFriction>0</rollingFriction>   <restitution>0.5</restitution>   <margin-multiplier>0.2</margin-multiplier>  </bone>  <bone name="VaginaB"></bone>  <bone name="VaginaB1">   <mass>0.5</mass>   <inertia x="5" y="5" z="5" />   <centerOfMassTransform>    <basis x="0" y="0" z="0" w="1" />    <origin x="0" y="0" z="0" />   </centerOfMassTransform>   <linearDamping>0.1</linearDamping>   <angularDamping>1</angularDamping>   <friction>0.6</friction>   <gravity-factor>0</gravity-factor>   <rollingFriction>0</rollingFriction>   <restitution>0.2</restitution>   <margin-multiplier>0.1</margin-multiplier>  </bone>  <bone name="NPC L Pussy01"></bone>  <bone name="NPC L Pussy02">   <mass>0.5</mass>   <inertia x="5" y="5" z="5" />   <centerOfMassTransform>    <basis x="0" y="0" z="0" w="1" />    <origin x="0" y="0" z="0" />   </centerOfMassTransform>   <linearDamping>0</linearDamping>   <angularDamping>0</angularDamping>   <friction>0.2</friction>   <gravity-factor>0</gravity-factor>   <rollingFriction>0</rollingFriction>   <restitution>0.8</restitution>   <margin-multiplier>0.1</margin-multiplier>  </bone>  <bone name="NPC R Pussy01"></bone>  <bone name="NPC R Pussy02">   <mass>0.5</mass>   <inertia x="5" y="5" z="5" />   <centerOfMassTransform>    <basis x="0" y="0" z="0" w="1" />    <origin x="0" y="-0" z="0" />   </centerOfMassTransform>   <linearDamping>0</linearDamping>   <angularDamping>0</angularDamping>   <friction>0.2</friction>   <gravity-factor>0</gravity-factor>   <rollingFriction>0</rollingFriction>   <restitution>0.8</restitution>   <margin-multiplier>0.1</margin-multiplier>  </bone>  <!--Anus Bones-->  <bone name="NPC Anus Deep1"></bone>  <bone name="NPC Anus Deep2">   <mass>0.5</mass>   <inertia x="20" y="20" z="20" />   <centerOfMassTransform>    <basis x="0" y="0" z="0" w="1" />    <origin x="0" y="0" z="0" />   </centerOfMassTransform>   <linearDamping>0.1</linearDamping>   <angularDamping>1</angularDamping>   <friction>0.6</friction>   <gravity-factor>0</gravity-factor>   <rollingFriction>1</rollingFriction>   <restitution>0.5</restitution>   <margin-multiplier>0.2</margin-multiplier>  </bone>  <bone name="NPC RT Anus1"></bone>  <bone name="NPC RT Anus2">   <mass>0.5</mass>   <inertia x="5" y="5" z="5" />   <centerOfMassTransform>    <basis x="0" y="0" z="0" w="1" />    <origin x="0" y="0" z="0" />   </centerOfMassTransform>   <linearDamping>0</linearDamping>   <angularDamping>1</angularDamping>   <friction>0.8</friction>   <rollingFriction>0</rollingFriction>   <restitution>0.5</restitution>   <margin-multiplier>0.2</margin-multiplier>  </bone>  <bone name="NPC LT Anus1"></bone>  <bone name="NPC LT Anus2">   <mass>0.5</mass>   <inertia x="5" y="5" z="5" />   <centerOfMassTransform>    <basis x="0" y="0" z="0" w="1" />    <origin x="0" y="0" z="0" />   </centerOfMassTransform>   <linearDamping>0.1</linearDamping>   <angularDamping>1</angularDamping>   <friction>0.6</friction>   <gravity-factor>0</gravity-factor>   <rollingFriction>0</rollingFriction>   <restitution>0.2</restitution>   <margin-multiplier>0.1</margin-multiplier>  </bone>  <bone name="NPC LB Anus1"></bone>  <bone name="NPC LB Anus2">   <mass>0.5</mass>   <inertia x="5" y="5" z="5" />   <centerOfMassTransform>    <basis x="0" y="0" z="0" w="1" />    <origin x="0" y="0" z="0" />   </centerOfMassTransform>   <linearDamping>0</linearDamping>   <angularDamping>0</angularDamping>   <friction>0.2</friction>   <gravity-factor>0</gravity-factor>   <rollingFriction>0</rollingFriction>   <restitution>0.8</restitution>   <margin-multiplier>0.1</margin-multiplier>  </bone>  <bone name="NPC RB Anus1"></bone>  <bone name="NPC RB Anus2">   <mass>0.5</mass>   <inertia x="5" y="5" z="5" />   <centerOfMassTransform>    <basis x="0" y="0" z="0" w="1" />    <origin x="0" y="-0" z="0" />   </centerOfMassTransform>   <linearDamping>0</linearDamping>   <angularDamping>0</angularDamping>   <friction>0.2</friction>   <gravity-factor>0</gravity-factor>   <rollingFriction>0</rollingFriction>   <restitution>0.8</restitution>   <margin-multiplier>0.1</margin-multiplier>  </bone>  <!--Tail Bones-->  <bone-default name="Tail">   <mass>1.5</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>0.9</linearDamping>   <angularDamping>0.7</angularDamping>   <gravity-factor>0.15</gravity-factor>   <friction>0.6</friction>   <rollingFriction>0</rollingFriction>   <restitution>0.1</restitution>   <margin-multiplier>0.2</margin-multiplier>  </bone-default>  <bone name="TailBone01" />  <bone name="TailBone02" />  <bone name="TailBone03" template="Tail" />  <bone name="TailBone04" template="Tail" />  <bone name="TailBone05" template="Tail" />  <!--ABC Bones-->  <bone name="WWD 1" />  <bone name="WWD 2" />  <bone name="WWLB 1">   <mass>2</mass>   <inertia x="5" y="5" z="5" />   <centerOfMassTransform>    <basis x="0" y="0" z="0" w="1" />    <origin x="0" y="0" z="0" />   </centerOfMassTransform>   <linearDamping>0.5</linearDamping>   <angularDamping>0.2</angularDamping>   <gravity-factor>1</gravity-factor>   <friction>0</friction>   <rollingFriction>0</rollingFriction>   <restitution>0.1</restitution>   <margin-multiplier>0.01</margin-multiplier>  </bone>  <bone name="WWRB 1">   <mass>2</mass>   <inertia x="5" y="5" z="5" />   <centerOfMassTransform>    <basis x="0" y="0" z="0" w="1" />    <origin x="0" y="0" z="0" />   </centerOfMassTransform>   <linearDamping>0.5</linearDamping>   <angularDamping>0.2</angularDamping>   <gravity-factor>1</gravity-factor>   <friction>0</friction>   <rollingFriction>0</rollingFriction>   <restitution>0.1</restitution>   <margin-multiplier>0.01</margin-multiplier>  </bone>  <bone name="WWD 3" />  <bone name="WWD 4" />  <bone name="WWLK 1" />  <bone name="WWRK 1" />  <bone name="WWD 5" />  <bone name="WWD 6" />  <bone name="WWD 7" />  <bone name="WWD 8" />  <bone name="WWD 9" />  <!--Breast Constraints Female-->  <constraint-group>   <generic-constraint-default name="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="-4" />    <linearUpperLimit x="1" y="0.5" z="2" />    <angularLowerLimit x="-0.05" y="0" z="-0.05" />    <angularUpperLimit x="0.05" y="0" z="0" />    <linearStiffness x="600" y="600" z="800" />    <angularStiffness x="600" y="0" z="600" />    <linearDamping x="2" y="2" z="13" />    <angularDamping x="2" y="2" z="2" />    <linearEquilibrium x="0" y="0" z="0" />    <angularEquilibrium x="0" y="0" z="0" />    <linearBounce x="0" y="0" z="0" />    <angularBounce x="0" y="0" z="0" />   </generic-constraint-default>   <generic-constraint bodyA="L Breast01 P1" bodyB="L Breast00 P1" template="Breast01"></generic-constraint>   <generic-constraint bodyA="L Breast01 P2" bodyB="L Breast00 P2" template="Breast01"></generic-constraint>   <generic-constraint bodyA="L Breast01 P3" bodyB="L Breast00 P3" template="Breast01"></generic-constraint>   <generic-constraint bodyA="R Breast01 P1" bodyB="R Breast00 P1" template="Breast01"></generic-constraint>   <generic-constraint bodyA="R Breast01 P2" bodyB="R Breast00 P2" template="Breast01"></generic-constraint>   <generic-constraint bodyA="R Breast01 P3" bodyB="R Breast00 P3" template="Breast01"></generic-constraint>   <generic-constraint-default name="Breast02">    <frameInB>     <basis x="0" y="0" z="0" w="1" />     <origin x="0" y="0" z="0" />    </frameInB>    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>    <linearLowerLimit x="0" y="-0.2" z="-3" />    <linearUpperLimit x="0" y="1" z="0.8" />    <angularLowerLimit x="-0.5" y="-0.02" z="-0.3" />    <angularUpperLimit x="0.1" y="0.02" z="0.1" />    <linearStiffness x="600" y="600" z="600" />    <angularStiffness x="600" y="600" z="600" />    <linearDamping x="2" y="2" z="9" />    <angularDamping x="2" y="2" z="5" />    <linearEquilibrium x="0" y="0" z="-1.2" />    <angularEquilibrium x="0" y="0" z="0" />    <linearBounce x="0" y="0" z="0" />    <angularBounce x="0" y="0" z="0" />   </generic-constraint-default>   <generic-constraint bodyA="L Breast02 P1" bodyB="L Breast01 P1" template="Breast02"></generic-constraint>   <generic-constraint bodyA="L Breast02 P2" bodyB="L Breast01 P2" template="Breast02"></generic-constraint>   <generic-constraint bodyA="L Breast02 P3" bodyB="L Breast01 P3" template="Breast02"></generic-constraint>   <generic-constraint bodyA="R Breast02 P1" bodyB="R Breast01 P1" template="Breast02"></generic-constraint>   <generic-constraint bodyA="R Breast02 P2" bodyB="R Breast01 P2" template="Breast02"></generic-constraint>   <generic-constraint bodyA="R Breast02 P3" bodyB="R Breast01 P3" template="Breast02"></generic-constraint>   <generic-constraint-default name="Breast03">    <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="-10" z="-10" />    <linearUpperLimit x="10" y="10" z="10" />    <angularLowerLimit x="-0.1" y="-0.02" z="-0.1" />    <angularUpperLimit x="0.1" y="0.02" z="0.05" />    <linearStiffness x="600" y="600" z="600" />    <angularStiffness x="600" y="600" z="600" />    <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" />    <linearBounce x="0" y="0" z="0" />    <angularBounce x="0" y="0" z="0" />   </generic-constraint-default>   <generic-constraint bodyA="L Breast03 P1" bodyB="L Breast02 P1" template="Breast03"></generic-constraint>   <generic-constraint bodyA="L Breast03 P2" bodyB="L Breast02 P2" template="Breast03"></generic-constraint>   <generic-constraint bodyA="L Breast03 P3" bodyB="L Breast02 P3" template="Breast03"></generic-constraint>   <generic-constraint bodyA="R Breast03 P1" bodyB="R Breast02 P1" template="Breast03"></generic-constraint>   <generic-constraint bodyA="R Breast03 P2" bodyB="R Breast02 P2" template="Breast03"></generic-constraint>   <generic-constraint bodyA="R Breast03 P3" bodyB="R Breast02 P3" template="Breast03"></generic-constraint>   <generic-constraint-default name="Breast03-01">    <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="-1.3" />    <linearUpperLimit x="1" y="0.5" z="1.3" />    <angularLowerLimit x="-0.1" y="-0.02" z="-0.1" />    <angularUpperLimit x="0.1" y="0.02" z="0.05" />    <linearStiffness x="600" y="600" z="600" />    <angularStiffness x="600" y="600" z="600" />    <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" />    <linearBounce x="0" y="0" z="0" />    <angularBounce x="0" y="0" z="0" />   </generic-constraint-default>   <generic-constraint bodyA="L Breast03 P1" bodyB="L Breast01 P1" template="Breast03-01"></generic-constraint>   <generic-constraint bodyA="L Breast03 P2" bodyB="L Breast01 P2" template="Breast03-01"></generic-constraint>   <generic-constraint bodyA="L Breast03 P3" bodyB="L Breast01 P3" template="Breast03-01"></generic-constraint>   <generic-constraint bodyA="R Breast03 P1" bodyB="R Breast01 P1" template="Breast03-01"></generic-constraint>   <generic-constraint bodyA="R Breast03 P2" bodyB="R Breast01 P2" template="Breast03-01"></generic-constraint>   <generic-constraint bodyA="R Breast03 P3" bodyB="R Breast01 P3" template="Breast03-01"></generic-constraint>  </constraint-group>  <!--Breast Constraints Male-->  <!--<constraint-group>   <generic-constraint-default name="Breast02">    <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="-1" />    <linearUpperLimit x="4" y="1" z="1" />    <angularLowerLimit x="-0" y="-0" z="-0.0" />    <angularUpperLimit x="0" y="0" z="0.0" />    <linearStiffness x="800" y="800" z="800" />    <angularStiffness x="1000" y="100" z="10000" />    <linearDamping x="10" y="10" z="10" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" y="-1" z="-1" />    <angularEquilibrium x="0" y="0" z="0" />    <linearBounce x="1.2" y="1.2" z="1.2" />    <angularBounce x="0" y="0" z="0" />   </generic-constraint-default>   <generic-constraint bodyA="L Breast02 P1" bodyB="L Breast01 P1" template="Breast02"></generic-constraint>   <generic-constraint bodyA="L Breast02 P2" bodyB="L Breast01 P2" template="Breast02"></generic-constraint>   <generic-constraint bodyA="L Breast02 P3" bodyB="L Breast01 P3" template="Breast02"></generic-constraint>   <generic-constraint bodyA="R Breast02 P1" bodyB="R Breast01 P1" template="Breast02"></generic-constraint>   <generic-constraint bodyA="R Breast02 P2" bodyB="R Breast01 P2" template="Breast02"></generic-constraint>   <generic-constraint bodyA="R Breast02 P3" bodyB="R Breast01 P3" template="Breast02"></generic-constraint>   <generic-constraint-default name="Breast03">    <frameInB>     <basis x="0" y="0" z="0" w="1" />     <origin x="0" y="0" z="0" />    </frameInB>    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>    <linearLowerLimit x="0" y="0" z="0" />    <linearUpperLimit x="0" y="0" z="0" />    <angularLowerLimit x="-0" y="-0" z="-0.0" />    <angularUpperLimit x="0" y="0" z="0.0" />    <linearStiffness x="800" y="800" z="800" />    <angularStiffness x="1000" y="100" z="10000" />    <linearDamping x="10" y="10" z="10" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" y="-1" z="-1" />    <angularEquilibrium x="0" y="0" z="0" />    <linearBounce x="1.2" y="1.2" z="1.2" />    <angularBounce x="0" y="0" z="0" />   </generic-constraint-default>   <generic-constraint bodyA="L Breast03 P1" bodyB="L Breast02 P1" template="Breast03"></generic-constraint>   <generic-constraint bodyA="L Breast03 P2" bodyB="L Breast02 P2" template="Breast03"></generic-constraint>   <generic-constraint bodyA="L Breast03 P3" bodyB="L Breast02 P3" template="Breast03"></generic-constraint>   <generic-constraint bodyA="R Breast03 P1" bodyB="R Breast02 P1" template="Breast03"></generic-constraint>   <generic-constraint bodyA="R Breast03 P2" bodyB="R Breast02 P2" template="Breast03"></generic-constraint>   <generic-constraint bodyA="R Breast03 P3" bodyB="R Breast02 P3" template="Breast03"></generic-constraint>  </constraint-group>-->  <!--BBB Constraints-->  <constraint-group>   <generic-constraint bodyA="NPC Belly" bodyB="Belly">    <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="8" y="0" z="0" />    <angularLowerLimit x="-0" y="-0" z="-0.0" />    <angularUpperLimit x="0" y="0" z="0.0" />    <linearStiffness x="800" y="800" z="800" />    <angularStiffness x="1000" y="100" z="10000" />    <linearDamping x="10" y="10" z="10" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" y="-1" z="-1" />    <angularEquilibrium x="0" y="0" z="0" />    <linearBounce x="1.2" y="1.2" z="1.2" />    <angularBounce x="0" y="0" z="0" />   </generic-constraint>   <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="-2" y="-2" z="-2" />    <linearUpperLimit x="10" y="10" z="10" />    <angularLowerLimit x="-0.3" y="0" z="-0.3" />    <angularUpperLimit x="0.3" y="0" z="0.3" />    <linearStiffness x="500" y="500" z="500" />    <angularStiffness x="500" y="500" z="500" />    <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="0.2" y="0.2" z="0.2" />   </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="-2" y="-2" z="-2" />    <linearUpperLimit x="10" y="10" z="10" />    <angularLowerLimit x="-0.3" y="0" z="-0.3" />    <angularUpperLimit x="0.3" y="0" z="0.3" />    <linearStiffness x="500" y="500" z="500" />    <angularStiffness x="500" y="500" z="500" />    <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 L FrontThigh" bodyB="NPC L Thigh [LThg]">    <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="8" y="0" z="0" />    <angularLowerLimit x="-0" y="-0" z="-0.0" />    <angularUpperLimit x="0" y="0" z="0.0" />    <linearStiffness x="800" y="800" z="800" />    <angularStiffness x="1000" y="100" z="10000" />    <linearDamping x="10" y="10" z="10" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" y="-1" z="-1" />    <angularEquilibrium x="0" y="0" z="0" />    <linearBounce x="1.2" y="1.2" z="1.2" />    <angularBounce x="0" y="0" z="0" />   </generic-constraint>   <generic-constraint bodyA="NPC R FrontThigh" bodyB="NPC R Thigh [RThg]">    <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="8" y="0" z="0" />    <angularLowerLimit x="-0" y="-0" z="-0.0" />    <angularUpperLimit x="0" y="0" z="0.0" />    <linearStiffness x="800" y="800" z="800" />    <angularStiffness x="1000" y="100" z="10000" />    <linearDamping x="10" y="10" z="10" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" y="-1" z="-1" />    <angularEquilibrium x="0" y="0" z="0" />    <linearBounce x="1.2" y="1.2" z="1.2" />    <angularBounce x="0" y="0" z="0" />   </generic-constraint>   <generic-constraint bodyA="NPC L RearThigh" bodyB="NPC L Thigh [LThg]">    <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" z="-8" />    <linearUpperLimit x="4" y="0" z="8" />    <angularLowerLimit x="-0" y="-0" z="-0.0" />    <angularUpperLimit x="0" y="0" z="0.0" />    <linearStiffness x="1600" y="0" z="1200" />    <angularStiffness x="0" y="0" z="0" />    <linearDamping x="10" y="10" z="10" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0.1" y="0.1" z="0.1" />    <angularEquilibrium x="0" y="0" z="0" />    <linearBounce x="1" y="1" z="1" />    <angularBounce x="0" y="0" z="0" />   </generic-constraint>   <generic-constraint bodyA="NPC R RearThigh" bodyB="NPC R Thigh [RThg]">    <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" z="-8" />    <linearUpperLimit x="4" y="0" z="8" />    <angularLowerLimit x="-0" y="-0" z="-0.0" />    <angularUpperLimit x="0" y="0" z="0.0" />    <linearStiffness x="1600" y="0" z="1200" />    <angularStiffness x="0" y="0" z="0" />    <linearDamping x="10" y="10" z="10" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0.1" y="0.1" z="0.1" />    <angularEquilibrium x="0" y="0" z="0" />    <linearBounce x="1" y="1" z="1" />    <angularBounce x="0" y="0" z="0" />   </generic-constraint>   <generic-constraint bodyA="NPC L RearCalf [LrClf]" bodyB="NPC L Calf [LClf]">    <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" z="-0" />    <linearUpperLimit x="4" y="0" z="0" />    <angularLowerLimit x="-0" y="-0" z="-0.0" />    <angularUpperLimit x="0" y="0" z="0.0" />    <linearStiffness x="200" y="200" z="200" />    <angularStiffness x="500" y="100" z="5000" />    <linearDamping x="1" y="0" z="2" />    <angularDamping x="0" y="0" z="1" />    <linearEquilibrium x="0" y="0" z="0" />    <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 RearCalf [RrClf]" bodyB="NPC R Calf [RClf]">    <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" z="-0" />    <linearUpperLimit x="4" y="0" z="0" />    <angularLowerLimit x="-0" y="-0" z="-0.0" />    <angularUpperLimit x="0" y="0" z="0.0" />    <linearStiffness x="200" y="200" z="200" />    <angularStiffness x="500" y="100" z="5000" />    <linearDamping x="1" y="0" z="2" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" y="0" z="1" />    <angularEquilibrium x="0" y="0" z="0" />    <linearBounce x="0" y="0" z="0" />    <angularBounce x="0" y="0" z="0" />   </generic-constraint>  </constraint-group>  <!--Pussy Constraints-->  <constraint-group>   <generic-constraint bodyA="VaginaDeep1" bodyB="VaginaDeep">    <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="-4" z="-6" />    <linearUpperLimit x="4" y="4" z="6" />    <angularLowerLimit x="0" y="0" z="0" />    <angularUpperLimit x="0" y="0" z="0" />    <linearStiffness x="50" y="50" z="50" />    <angularStiffness x="0" y="0" z="0" />    <linearDamping x="20" y="20" z="20" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" y="0" z="0" />    <angularEquilibrium x="0" y="0" z="0" />   </generic-constraint>   <generic-constraint bodyA="Clitoral1" bodyB="Clitoral">    <frameInB>     <basis x="0" y="0" z="0" w="1" />     <origin x="0" y="0" z="0" />    </frameInB>    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>    <linearLowerLimit x="0" y="-6" z="0" />    <linearUpperLimit x="0" y="0" z="0" />    <angularLowerLimit x="0" y="0" z="0" />    <angularUpperLimit x="0" y="0" z="0" />    <linearStiffness x="50" y="50" z="50" />    <angularStiffness x="0" y="0" z="0" />    <linearDamping x="20" y="20" z="20" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" y="0" z="0" />    <angularEquilibrium x="0" y="0" z="0" />   </generic-constraint>   <generic-constraint bodyA="VaginaB1" bodyB="VaginaB">    <frameInB>     <basis x="0" y="0" z="0" w="1" />     <origin x="0" y="0" z="0" />    </frameInB>    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>    <linearLowerLimit x="0" y="0" z="0" />    <linearUpperLimit x="0" y="6" z="0" />    <angularLowerLimit x="0" y="0" z="0" />    <angularUpperLimit x="0" y="0" z="0" />    <linearStiffness x="50" y="50" z="50" />    <angularStiffness x="0" y="0" z="0" />    <linearDamping x="20" y="20" z="20" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" y="0" z="0" />    <angularEquilibrium x="0" y="0" z="0" />   </generic-constraint>   <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" y="0" z="0" />    <linearUpperLimit x="6" y="0" z="0" />    <angularLowerLimit x="0" y="0" z="0" />    <angularUpperLimit x="0" y="0" z="0" />    <linearStiffness x="50" y="50" z="50" />    <angularStiffness x="0" y="0" z="0" />    <linearDamping x="20" y="20" z="20" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" 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="-6" y="0" z="0" />    <linearUpperLimit x="0" y="0" z="0" />    <angularLowerLimit x="0" y="0" z="0" />    <angularUpperLimit x="0" y="0" z="0" />    <linearStiffness x="50" y="50" z="50" />    <angularStiffness x="0" y="0" z="0" />    <linearDamping x="20" y="20" z="20" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" y="0" z="0" />    <angularEquilibrium x="0" y="0" z="0" />   </generic-constraint>  </constraint-group>  <!--Anus Constraints-->  <constraint-group>   <generic-constraint bodyA="NPC Anus Deep2" bodyB="NPC Anus Deep1">    <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="-4" z="-6" />    <linearUpperLimit x="4" y="4" z="6" />    <angularLowerLimit x="0" y="0" z="0" />    <angularUpperLimit x="0" y="0" z="0" />    <linearStiffness x="50" y="50" z="50" />    <angularStiffness x="0" y="0" z="0" />    <linearDamping x="20" y="20" z="20" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" y="0" z="0" />    <angularEquilibrium x="0" y="0" z="0" />   </generic-constraint>   <generic-constraint bodyA="NPC RT Anus2" bodyB="NPC RT Anus1">    <frameInB>     <basis x="0" y="0" z="0" w="1" />     <origin x="0" y="0" z="0" />    </frameInB>    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>    <linearLowerLimit x="0" y="-6" z="0" />    <linearUpperLimit x="0" y="0" z="0" />    <angularLowerLimit x="0" y="0" z="0" />    <angularUpperLimit x="0" y="0" z="0" />    <linearStiffness x="50" y="50" z="50" />    <angularStiffness x="0" y="0" z="0" />    <linearDamping x="20" y="20" z="20" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" y="0" z="0" />    <angularEquilibrium x="0" y="0" z="0" />   </generic-constraint>   <generic-constraint bodyA="NPC LT Anus2" bodyB="NPC LT Anus1">    <frameInB>     <basis x="0" y="0" z="0" w="1" />     <origin x="0" y="0" z="0" />    </frameInB>    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>    <linearLowerLimit x="0" y="0" z="0" />    <linearUpperLimit x="0" y="6" z="0" />    <angularLowerLimit x="0" y="0" z="0" />    <angularUpperLimit x="0" y="0" z="0" />    <linearStiffness x="50" y="50" z="50" />    <angularStiffness x="0" y="0" z="0" />    <linearDamping x="20" y="20" z="20" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" y="0" z="0" />    <angularEquilibrium x="0" y="0" z="0" />   </generic-constraint>   <generic-constraint bodyA="NPC LB Anus2" bodyB="NPC LB Anus1">    <frameInB>     <basis x="0" y="0" z="0" w="1" />     <origin x="0" y="0" z="0" />    </frameInB>    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>    <linearLowerLimit x="0" y="0" z="0" />    <linearUpperLimit x="6" y="0" z="0" />    <angularLowerLimit x="0" y="0" z="0" />    <angularUpperLimit x="0" y="0" z="0" />    <linearStiffness x="50" y="50" z="50" />    <angularStiffness x="0" y="0" z="0" />    <linearDamping x="20" y="20" z="20" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" y="0" z="0" />    <angularEquilibrium x="0" y="0" z="0" />   </generic-constraint>   <generic-constraint bodyA="NPC RB Anus2" bodyB="NPC RB Anus1">    <frameInB>     <basis x="0" y="0" z="0" w="1" />     <origin x="0" y="0" z="0" />    </frameInB>    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>    <linearLowerLimit x="-6" y="0" z="0" />    <linearUpperLimit x="0" y="0" z="0" />    <angularLowerLimit x="0" y="0" z="0" />    <angularUpperLimit x="0" y="0" z="0" />    <linearStiffness x="50" y="50" z="50" />    <angularStiffness x="0" y="0" z="0" />    <linearDamping x="20" y="20" z="20" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" y="0" z="0" />    <angularEquilibrium x="0" y="0" z="0" />   </generic-constraint>  </constraint-group>  <!--Tail Constraints-->  <constraint-group>   <generic-constraint-default name="Tail">    <frameInB>     <basis x="0" y="0" z="0" w="1" />     <origin x="0" y="0" z="0" />    </frameInB>    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>    <linearLowerLimit x="0" y="0" z="0" />    <linearUpperLimit x="0" y="0" z="0" />    <angularLowerLimit x="-0.3" y="-0.4" z="0" />    <angularUpperLimit x="0.1" y="0.4" z="0" />    <linearStiffness x="0" y="0" z="0" />    <angularStiffness x="50" y="50" z="50" />    <linearDamping x="0" y="0" z="0" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" y="0" z="0" />    <angularEquilibrium x="-10" y="0" z="0" />    <linearBounce x="0" y="0" z="0" />    <angularBounce x="0" y="0" z="0" />   </generic-constraint-default>   <generic-constraint bodyA="TailBone03" bodyB="TailBone02" template="Tail"></generic-constraint>   <generic-constraint bodyA="TailBone04" bodyB="TailBone03" template="Tail"></generic-constraint>   <generic-constraint bodyA="TailBone05" bodyB="TailBone04" template="Tail"></generic-constraint>  </constraint-group>  <!--ABC Constraints-->  <constraint-group>   <generic-constraint bodyA="WWLB 1" bodyB="WWD 2">    <frameInB>     <basis x="0" y="0" z="0" w="1" />     <origin x="0" y="0" z="0" />    </frameInB>    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>    <linearLowerLimit x="0" y="0" z="0" />    <linearUpperLimit x="0" y="0" z="0" />    <angularLowerLimit x="0" y="-0.2" z="-0.5" />    <angularUpperLimit x="0.3" y="0.2" z="0.5" />    <linearStiffness x="100" y="100" z="100" />    <angularStiffness x="75" y="75" z="75" />    <linearDamping x="3" y="3" z="4" />    <angularDamping x="3" y="3" z="4" />    <linearEquilibrium x="0" y="0" z="0" />    <angularEquilibrium x="0" y="0" z="0" />    <linearBounce x="0" y="0" z="0" />    <angularBounce x="0.1" y="0.1" z="0.1" />   </generic-constraint>   <generic-constraint bodyA="WWRB 1" bodyB="WWD 2">    <frameInB>     <basis x="0" y="0" z="0" w="1" />     <origin x="0" y="0" z="0" />    </frameInB>    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>    <linearLowerLimit x="0" y="0" z="0" />    <linearUpperLimit x="0" y="0" z="0" />    <angularLowerLimit x="-0.3" y="-0.2" z="-0.5" />    <angularUpperLimit x="0" y="0.2" z="0.5" />    <linearStiffness x="100" y="100" z="100" />    <angularStiffness x="75" y="75" z="75" />    <linearDamping x="0" y="0" z="0" />    <angularDamping x="0" y="0" z="0" />    <linearEquilibrium x="0" y="0" z="0" />    <angularEquilibrium x="0" y="0" z="0" />    <linearBounce x="0" y="0" z="0" />    <angularBounce x="0.1" y="0.1" z="0.1" />   </generic-constraint>  </constraint-group>  <!--Collision Meshes-->  <per-triangle-shape name="Collision Ground">   <margin>1</margin>   <prenetration>1</prenetration>   <tag>ground</tag>  </per-triangle-shape>  <per-triangle-shape name="Collision Body">   <margin>0.01</margin>   <penetration>0.4</penetration>   <shared>public</shared>   <tag>body</tag>   <no-collide-with-tag>body</no-collide-with-tag>   <no-collide-with-tag>breastsupper</no-collide-with-tag>   <no-collide-with-tag>breastslower</no-collide-with-tag>   <no-collide-with-tag>pussy</no-collide-with-tag>   <no-collide-with-tag>anus</no-collide-with-tag>   <no-collide-with-tag>MaleBody</no-collide-with-tag>   <no-collide-with-tag>MaleArms</no-collide-with-tag>   <no-collide-with-tag>MaleBelly</no-collide-with-tag>   <no-collide-with-tag>MaleBreasts</no-collide-with-tag>   <no-collide-with-tag>MaleButt</no-collide-with-tag>   <!--<no-collide-with-tag>MaleHands</no-collide-with-tag>-->   <no-collide-with-tag>MaleLegs</no-collide-with-tag>   <no-collide-with-tag>3BCA_A</no-collide-with-tag>   <no-collide-with-tag>3BCA_L</no-collide-with-tag>   <no-collide-with-tag>3BCA_B</no-collide-with-tag>   <no-collide-with-tag>3BCA_Belly</no-collide-with-tag>   <no-collide-with-tag>VirtualArms</no-collide-with-tag>   <no-collide-with-tag>VirtualButt</no-collide-with-tag>   <no-collide-with-tag>VirtualLegs</no-collide-with-tag>   <no-collide-with-tag>VirtualBreasts</no-collide-with-tag>   <no-collide-with-tag>VirtualLegs</no-collide-with-tag>   <no-collide-with-tag>VirtualBelly</no-collide-with-tag>  </per-triangle-shape>  <per-triangle-shape name="Collision Breasts Upper">   <margin>0.01</margin>   <penetration>0.4</penetration>   <shared>public</shared>   <tag>breastsupper</tag>   <no-collide-with-tag>body</no-collide-with-tag>   <no-collide-with-tag>pussy</no-collide-with-tag>   <no-collide-with-tag>anus</no-collide-with-tag>   <no-collide-with-tag>MaleBody</no-collide-with-tag>   <no-collide-with-tag>MaleArms</no-collide-with-tag>   <no-collide-with-tag>MaleBelly</no-collide-with-tag>   <no-collide-with-tag>MaleBreasts</no-collide-with-tag>   <no-collide-with-tag>MaleButt</no-collide-with-tag>   <!--<no-collide-with-tag>MaleHands</no-collide-with-tag>-->   <no-collide-with-tag>MaleLegs</no-collide-with-tag>   <no-collide-with-tag>3BCA_A</no-collide-with-tag>   <no-collide-with-tag>3BCA_L</no-collide-with-tag>   <no-collide-with-tag>3BCA_B</no-collide-with-tag>   <no-collide-with-tag>3BCA_Belly</no-collide-with-tag>   <no-collide-with-tag>VirtualArms</no-collide-with-tag>   <no-collide-with-tag>VirtualButt</no-collide-with-tag>   <no-collide-with-tag>VirtualLegs</no-collide-with-tag>   <no-collide-with-tag>VirtualBreasts</no-collide-with-tag>   <no-collide-with-tag>VirtualLegs</no-collide-with-tag>   <no-collide-with-tag>VirtualBelly</no-collide-with-tag>  </per-triangle-shape>  <per-triangle-shape name="Collision Breasts Lower">   <margin>0.01</margin>   <penetration>0.4</penetration>   <shared>public</shared>   <tag>breastslower</tag>   <no-collide-with-tag>body</no-collide-with-tag>   <no-collide-with-tag>pussy</no-collide-with-tag>   <no-collide-with-tag>anus</no-collide-with-tag>   <no-collide-with-tag>MaleBody</no-collide-with-tag>   <no-collide-with-tag>MaleArms</no-collide-with-tag>   <no-collide-with-tag>MaleBelly</no-collide-with-tag>   <no-collide-with-tag>MaleBreasts</no-collide-with-tag>   <no-collide-with-tag>MaleButt</no-collide-with-tag>   <!--<no-collide-with-tag>MaleHands</no-collide-with-tag>-->   <no-collide-with-tag>MaleLegs</no-collide-with-tag>   <no-collide-with-tag>3BCA_A</no-collide-with-tag>   <no-collide-with-tag>3BCA_L</no-collide-with-tag>   <no-collide-with-tag>3BCA_B</no-collide-with-tag>   <no-collide-with-tag>3BCA_Belly</no-collide-with-tag>   <no-collide-with-tag>VirtualArms</no-collide-with-tag>   <no-collide-with-tag>VirtualButt</no-collide-with-tag>   <no-collide-with-tag>VirtualLegs</no-collide-with-tag>   <no-collide-with-tag>VirtualBreasts</no-collide-with-tag>   <no-collide-with-tag>VirtualLegs</no-collide-with-tag>   <no-collide-with-tag>VirtualBelly</no-collide-with-tag>  </per-triangle-shape>  <per-triangle-shape name="Collision Vagina">   <margin>0.1</margin>   <penetration>0.3</penetration>   <shared>public</shared>   <tag>pussy</tag>   <no-collide-with-tag>body</no-collide-with-tag>   <no-collide-with-tag>pussy</no-collide-with-tag>   <no-collide-with-tag>anus</no-collide-with-tag>  </per-triangle-shape>  <per-triangle-shape name="Collision Anus">   <margin>0.1</margin>   <penetration>0.3</penetration>   <shared>public</shared>   <tag>anus</tag>   <no-collide-with-tag>body</no-collide-with-tag>   <no-collide-with-tag>pussy</no-collide-with-tag>   <no-collide-with-tag>anus</no-collide-with-tag>  </per-triangle-shape>  <per-triangle-shape name="Collision Tongue">   <margin>0.5</margin>   <penetration>1</penetration>   <shared>public</shared>   <tag>tongue</tag>  </per-triangle-shape>  <per-vertex-shape name="Collision Hands">   <margin>0.01</margin>   <penetration>0.4</penetration>   <shared>public</shared>   <tag>hands</tag>  </per-vertex-shape> </system>  and my defaultBBP.xml like this:  Spoiler <?xml version="1.0" encoding="utf-8"?> <default-bbps>    <map shape="MaleBody" file="SKSE\Plugins\hdtSkinnedMeshConfigs\MaleBody.xml"/>    <map shape="MaleHead" file="SKSE\Plugins\hdtSkinnedMeshConfigs\HeadMale.xml"/>    <map shape="MaleHands" file="SKSE\Plugins\hdtSkinnedMeshConfigs\MaleHands.xml"/>    <map shape="MaleGenitals" file="SKSE\Plugins\hdtSkinnedMeshConfigs\MaleGenitals.xml"/>    <map shape="penis" file="SKSE\Plugins\hdtSkinnedMeshConfigs\penis.xml"/>    <map shape="Boner" file="SKSE\Plugins\hdtSkinnedMeshConfigs\Boner.xml"/>    <map shape="ElinTail" file="SKSE\Plugins\hdtSkinnedMeshConfigs\tailSMP.xml"/>    <map shape="ElinEar" file="SKSE\Plugins\hdtSkinnedMeshConfigs\earSMP.xml"/> </default-bbps>  Inside NifSkope:  Spoiler  So I can't really find anything relevant with SMP or HDT anywhere, unless I'm missing something. Deleting the FemaleHeadWerewolf (which leaves female werewolves headless) does fix the crash, so it has to do with this .nif for sure.  (I can't even find anything related to SMP or HDT in the human female body which should have SMP physics from 3BBB SMP, so.. am I doing something wrong?) Edited March 9, 2025 by AlyssaAwoo
traison Posted March 9, 2025 Posted March 9, 2025 tri files are used for morphs, so most likely these werewolves do not blink their eyes or open their mouth anymore. Â You're inspecting the wrong thing. The form id is 0x23105ACF.
AlyssaAwoo Posted March 9, 2025 Author Posted March 9, 2025 (edited) 1 hour ago, traison said: tri files are used for morphs, so most likely these werewolves do not blink their eyes or open their mouth anymore.  You're inspecting the wrong thing. The form id is 0x23105ACF. Alright, I took a closer look and found something.  FemaleHeadWerewolf.nif does not contain an .xml in NiStringExtraData  FemaleBodyWerewolf_1.nif does contain an .xml in NiStringExtraData called HDTWerewolfFemale.xml  So either the head gets it's SMP from the body, OR the head has no SMP physics and the issue is unrelated to SMP. Edited March 9, 2025 by AlyssaAwoo
traison Posted March 9, 2025 Posted March 9, 2025 There's a reason why I said you should inspect the inventory of the werewolf that's crashing the game. Â Any glove, hat, shoe, ring and/or butterly effect that is "worn" by an actor can have a physics preset that applies to any node of the skeleton. Your hat can change the way your tits flop around, your shoes can disable hair physics, and the ring can double the margins on collisions. This whole situation gets even more fun when we now run with hybrid systems: smp + cbpc and these must not cross over at any point.
AlyssaAwoo Posted March 9, 2025 Author Posted March 9, 2025 16 minutes ago, traison said: There's a reason why I said you should inspect the inventory of the werewolf that's crashing the game. Â Any glove, hat, shoe, ring and/or butterly effect that is "worn" by an actor can have a physics preset that applies to any node of the skeleton. Your hat can change the way your tits flop around, your shoes can disable hair physics, and the ring can double the margins on collisions. This whole situation gets even more fun when we now run with hybrid systems: smp + cbpc and these must not cross over at any point. Right, sorry. I just checked and the inv command didn't return anything. Did with another NPC though, so it works.
AlyssaAwoo Posted March 10, 2025 Author Posted March 10, 2025 Right so, I think I found the actual reason why Total Werewolf Overhaul crashes people's games. It requires Monster Facial Animation to give werewolves expressions, however if you put this MonsterLipSync1.esp file from the mod above the .esp files of Total Werewolf Overhaul your game is gonna crash, even if it'd make sense to put the requirement above the mod. Move them into this order and it may fix the issue as it did for me. Â
traison Posted March 10, 2025 Posted March 10, 2025 If I had to guess why that crash occurs, it could be because the tri files do not match the head mesh.
AlyssaAwoo Posted March 10, 2025 Author Posted March 10, 2025 (edited) 2 hours ago, traison said: If I had to guess why that crash occurs, it could be because the tri files do not match the head mesh. Forget it, Monster Facial Animation's .esp changes all mesh paths back to vanilla, TWO's meshes under a custom path are completely ignored and the problematic headpart is never used in the first place.  I did however now just take the FemaleBodyWerewolf_1.nif and MaleBodyWerewolf_1.nif, removed the _1 and replaced Monster Facial Animations body mesh manually. The head, feet and hand meshes went along with it and now it works..? Maybe..? Edited March 10, 2025 by AlyssaAwoo
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