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[Help]HDT HH for Tera boots CBBE


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Posted

Hi, i want to add the hdt high heels script to Tera Boots CBBE using the instructions for modders in HDT HH nexus link http://www.nexusmods.com/skyrim/mods/36213/?

There is this part about axis that i don't get

 

 

Something important:
The magnitude of the effect is how hight the actor should be lifted. If the Z-Coordinate of the bone NPC L® Calf of you shoes is unequal to the typical value(about 33.51), the magnitude should be equal to the height of the part of shoes below the xoy plane. If the Z-Coordinate of the bone NPC L® Calf of you shoes is equal to the typical value, you should add the difference to the magnitude. For example:
The Z-Coordinate of the bone NPC L® Calf of you shoes is 35.51 and the lower part of the shoes is 8, then magnitude=8+(35.51-33.51)=10

 

 

Where am i supposed to find wheather or not the Tera boots have the z-coordinate value for bone NPC L® Calf=with the typical value of 33.51?At Nifscope?

What is the 'xoy plane'?

Anyway,in the example that the author quotes above,in the equation,he takes the value of 33.51 as a constant and the values of 8 and 35.51 as variables for each shoes,In my case where do i see these values for each Tera boot i want to edit?

Lastly, in his word text file that is the download page,in the effect item window,he puts as magnitude the value of 8,though in the example the equation sais to put the value of 10.Why is that?

 

 

LmeATnX.jpg

 

 

Posted

First of all - this.

Second, do you realise that you need to modify meshes to use them with HDT? Standard highheels will not do.

About the script, the easiest way is to get something with those scripts attached already. Then you open both esp's(the one with scripts attached and the one that contains the items you want to highheel) with tes5edit. Then you just copy the spell record(triggers the HDT sys) and "VMAD - Virtual Machine Adapter" part from the already highheeled item to the item you want to heghheel.

 

edit: if you use those XP32's meshes already, they come with a .esp that adds all the necessary changes.

edit2: the magnitude is an amout of elevation being applied. So you can always just set it to something close and then test it ingame, preferably indoors(flat floor). Then adjust magnitude if it's too much/not enough.

Posted

The meshes by XP32 is for UNP bodies,i am interested for CBBE.In what way/why do i need to modify/edit meshes?HydrogensaysHDT doen't mention anything about mesh editing before applying the script!

Posted

You need to modify the mesh in order to get real high heel, not shortened calves.

Example: Untitled_1.jpg

It could be necessary to remodel the mesh, or you are lucky and you can do the changes just with nifskope(right click on mesh --> transform --> edit --> change z-coordinate).

I never counted out the magnitude, I started with the standard value and changed incremental/decremental till it was fine(not sunken into the ground, not hovering in air).

Posted

Danger! Some strange explanations ahead!

 

PeterForFun the only thing HDT HHS does is lift your character up by the amount set by the magnitude. If you have regular heels that cut the character's legs, and use HHS on those, the character will just float above the surface. So you need a different mesh(you can see this in nifscope with those meshes i linked, they go under the horizontal plane). You can't just move a regular mesh down a little, because this will create a gap between the upper part of the moved mesh and the remaining body. What is required, is modifying(scaling) the mesh so the upper part will be left intact to connect with the body without gap or seam as it was intended by the author, while the lower part of the heels needs to get longer. Ideally, by the length of the heel the mesh has. This will compensate the length of the leg, that was cut to place a regular heel.

 

Well, a lot of text here, and i'm not sure i explained something with it. Sorry for my English.

 

Wast1980 wow, quite a good pic you've got here. That makes things much easier to understand.

Posted

Now i get it.Thanks Uriel for the noob-friendly explanation.I think i 'm going to pass since i can't handle 3dsmax at all!

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