Poopo Posted June 9, 2025 Author Posted June 9, 2025 (edited) So um... I read this on the Nexus and I thought to change the Editor IDs on the .esp while changing the .nifs so that they're all the same name as the BSTriShape which is referenced in the .xml. The hairstyles kept disappearing again even after typing up showracemenu on the console a bunch of times so I went back to the .esp records and added a new record for the mothership hairstyle outright, deleting the old one. I also seemed to have added an Extra Part flag to the old mothership hairstyle for some reason and so with this new one, I've removed it. I found that the collision seems to be working... from what I can tell... but now there's a new problem in that any character who puts on this hairstyle immediately has her entire body, clothes and all (except the head, hands, hair, and feet), melt like goop into the underworld. I have to keep hitting smp reset just in case it goes out of bounds and crashes my game or something since I also have unpaused menus on. Terrible habit for debugging but here we are with laziness. This happens on a new game as well. Anyway, what I did was tweak with the .xml as well before this and added a bunch more tags that I saw in the Faster HDT-SMP and 3BA files, which are what I'm using. I'll try setting these to <shared> tags to private and undoing the extra tags I've added in and see if that does anything about this proto T-1000 problem once I get back later tonight. Edited June 9, 2025 by Poopo
Poopo Posted June 9, 2025 Author Posted June 9, 2025 (edited) Yeah. Seems we'll have to take five with this one. But it does seem like the ponytail collides with the body instead of clipping right through it so there's that. I'll think about what to do tomorrow or whenever. Just in case, I also just tested some KS Hairdo SMP hairstyles and such and the body remained intact so I think I can confirm that this seems to only be happening to the Azar Ponytail so far. Edited June 9, 2025 by Poopo Mention other hairstyles for control reference.
traison Posted June 9, 2025 Posted June 9, 2025 1 hour ago, Poopo said: The hairstyles kept disappearing again even after typing up showracemenu on the console a bunch of times.. Yeah I found its not always applying all changes. Like for instance, one time I got one of the HDPT's from my modified Azar plugin stuck and it showed under *some* other hairstyles. The process I ended up using was to showracemenu and fiddle with the hairs a bit, then quicksave/quickload and back into showracemenu to pick the hair I wanted. This usually got it all reset on the first attempt. 1 hour ago, Poopo said: I also seemed to have added an Extra Part flag to the old mothership hairstyle for some reason and so with this new one, I've removed it. These flags I fixed for my own dev branch of this. 1 hour ago, Poopo said: now there's a new problem in that any character who puts on this hairstyle immediately has her entire body, clothes and all That is most likely because of these: <bone name="NPC Head [Head]"/> <bone name="NPC Spine2 [Spn2]"/> <bone name="NPC L Clavicle [LClv]"/> <bone name="NPC L UpperArm [LUar]"/> <bone name="NPC R Clavicle [RClv]"/> <bone name="NPC R UpperArm [RUar]"/> They're defined as physics bones with unknown properties. There's no bone-default defined before them, and they have no properties of their own. They have no constraints keeping them attached to static bones, thus they fall. Quote I noticed the log had some SkinSingleGeometry thing listing all my current headparts by their EDID, that's what got me thinking about the EDID. So basically what you're saying is that the EDID was the only thing wrong here, when it comes to getting collisions of some kind? That seems odd. The SMP source code would probably reveal a reason.
Poopo Posted June 9, 2025 Author Posted June 9, 2025 (edited) 1 hour ago, traison said: The process I ended up using was to showracemenu and fiddle with the hairs a bit, then quicksave/quickload and back into showracemenu to pick the hair I wanted. This usually got it all reset on the first attempt. Ah, save and reload. I was wondering if that would fix it but I never bothered to try and just assumed the worst instead. A lesson learnt there. Cheers. 1 hour ago, traison said: So basically what you're saying is that the EDID was the only thing wrong here, when it comes to getting collisions of some kind? That seems odd. The SMP source code would probably reveal a reason. I'd think it proper odd too, all things considered. I mean, here we were racking our heads and all it took was apparently just this non-sequitur to introduce itself into the proverbial script. However, looking at some samples of the records of other hair SMP mods like KSHairdo or evg Modular SMP Hairstyles, it looks like they do the same thing: their EDID records are the exact same as stated in the .xml. Which also matches up with their respective .nif's BSTriShape/BSDynamicTriShape name, of course; I'm not interested right now to see what would happen if the .nif's block's name were different. 1 hour ago, traison said: [...] attached to static bones, thus they fall. Thanks to you with this, I thought I'd try mimicking the other .xmls of successful SMP hairstyle mods and so I simply added more bone definitions(? I'm assuming these are what they are. The <bone name="blablabla"/> ones) covering all the same ones the hairstyle mods do and now, no more Spontaneous Acute Gorham-Stout disease, yes ponytail physics, yes ponytail collision, the lioness has rejoined her cub, and all is right in the jungle. I'll share this here just in case actually there's all this or that wrong. My build's not exactly very clean, as you've already found out for yourself, traison, and I haven't yet come around to incorporating all of your suggested changes, I'm afraid I must admit. But all the same, I'm very grateful for your help. I'll give this a bit more testing just to make sure. Azar Ponytails HDT fixed-up.zip Edited June 9, 2025 by Poopo .xml edit to remove <weight-threshold> tags in the "bd" <per-triangle-shape> properties.
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