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Hdt Breast Collision For Realy All Armors With 3 Adjustments Without "hdt Havok Object"


pclp2014

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I cant get it to work on NPCs and followers either, only works in my char, is there any reason for this?

 

Custom Race?

 

 

I have:

Lydia created with NPC Character Editor, she should use standard femalehead.nif in character assets folder, hdt working, collision dont.

Aela as Nidia race wich use Lady meshes, I have modified nidiahead.nif, hdt working, collision dont.

Lilith custom follower with her custom meshes (UNP), I have modified custom femalehead.nif in lilith meshes folder, hdt working, collision dont.

My char is Dovahteen Race, modified custom femalehead.nif and it works, both hdt and collision working.

For the rest of NPCs I have NPCoverhaul.esp wich modify npcs facegen, they should use standard femalehead.nif in character assets folder, but collision dont work.

I have checked custom Lydia facegen and it points the head to "femaleheadNord" wich correctly points in CK to standard femalehead.nif in characters assets folder.

 

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Hmm somehow I can't get it to work :/ I have attached it to the head nif.

 

1. Unequipall to NPC

2. Let them do the breast groping idle

3. No collision...? 

 

Edit: Nvm, just used xxsleepyxx's attached file in first page. Got it to work.

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I cant get it to work on NPCs and followers either, only works in my char, is there any reason for this?

 

Custom Race?

 

 

I have:

Lydia created with NPC Character Editor, she should use standard femalehead.nif in character assets folder, hdt working, collision dont.

Aela as Nidia race wich use Lady meshes, I have modified nidiahead.nif, hdt working, collision dont.

Lilith custom follower with her custom meshes (UNP), I have modified custom femalehead.nif in lilith meshes folder, hdt working, collision dont.

My char is Dovahteen Race, modified custom femalehead.nif and it works, both hdt and collision working.

For the rest of NPCs I have NPCoverhaul.esp wich modify npcs facegen, they should use standard femalehead.nif in character assets folder, but collision dont work.

I have checked custom Lydia facegen and it points the head to "femaleheadNord" wich correctly points in CK to standard femalehead.nif in characters assets folder.

 

 

You are compatible Skeleton installed for all Races?

http://www.loverslab.com/topic/25971-xp32-maximum-skeleton-extended/

 

NPC's, Lydia, Aela etc. are BBP/TBBP, too armors/clothes?

 

 

does this HAVE to be done to malehands.nif as well for it to work? I realized i don't have that file in my character assess file only femalehands_0/1

 

Then use the malebody.nif.

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Thank you for this!  I feel like I'm 90% there. 

 

3 quick questions:

 

- how do I prevent the breasts from getting stuck in the up position while her hands are resting on her chest?  They don't go down until her hands go back to her side.  If I remove the skeleton_female.hkx the breasts slingshot downward after her hands pass over them. 

 

- her hands slightly clip through the breast as they pass by.  I've seen video of others who don't have clipping using much larger breast size.

 

- lastly my character duel wields swords and sheaths them on her back.  One of her swords are clipping through her left butt cheek.  Any ideas?

 

Thank you!

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Thank you for this!  I feel like I'm 90% there. 

 

3 quick questions:

 

- how do I prevent the breasts from getting stuck in the up position while her hands are resting on her chest?  They don't go down until her hands go back to her side.  If I remove the skeleton_female.hkx the breasts slingshot downward after her hands pass over them. 

 

- her hands slightly clip through the breast as they pass by.  I've seen video of others who don't have clipping using much larger breast size.

 

- lastly my character duel wields swords and sheaths them on her back.  One of her swords are clipping through her left butt cheek.  Any ideas?

 

Thank you!

 

I think, there is no all-round solution for it.

 

The reason is the animation

It does not interest the animation if the breasts are large or small, high or low.

It is always the same animation sequence, without change of angle or distance.

 

If you decrease the radius of the breasts, or decrease the radius of the hands, is solved point 1,

but point 2 will be worse.

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Thank you for this!  I feel like I'm 90% there. 

 

3 quick questions:

 

- how do I prevent the breasts from getting stuck in the up position while her hands are resting on her chest?  They don't go down until her hands go back to her side.  If I remove the skeleton_female.hkx the breasts slingshot downward after her hands pass over them. 

 

- her hands slightly clip through the breast as they pass by.  I've seen video of others who don't have clipping using much larger breast size.

 

- lastly my character duel wields swords and sheaths them on her back.  One of her swords are clipping through her left butt cheek.  Any ideas?

 

Thank you!

 

I think, there is no all-round solution for it.

 

The reason is the animation

It does not interest the animation if the breasts are large or small, high or low.

It is always the same animation sequence, without change of angle or distance.

 

If you decrease the radius of the breasts, or decrease the radius of the hands, is solved point 1,

but point 2 will be worse.

 

Aww. That makes sad (but not sad as in, sad sad. Just petty sad lol). I'm a UNP Blessed user and having the boobs rise up even at weight 0 is really startling for me lol. But whatever, it's not like I'm going to watch them cuddle their watermelons every time.

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Aww. That makes sad (but not sad as in, sad sad. Just petty sad lol). I'm a UNP Blessed user and having the boobs rise up even at weight 0 is really startling for me lol. But whatever, it's not like I'm going to watch them cuddle their watermelons every time.

 

 

If you decrease the radius of the breasts, or decrease the radius of the hands

 

 

I mean the radius parameter in the xml, not racemenu or bodyslide.

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Aww. That makes sad (but not sad as in, sad sad. Just petty sad lol). I'm a UNP Blessed user and having the boobs rise up even at weight 0 is really startling for me lol. But whatever, it's not like I'm going to watch them cuddle their watermelons every time.

 

 

If you decrease the radius of the breasts, or decrease the radius of the hands

 

 

I mean the radius parameter in the xml, not racemenu or bodyslide.

 

Oh thanks. Just a noob-ish question. Is it global? I mean, affecting all breasts no matter the size?

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Aww. That makes sad (but not sad as in, sad sad. Just petty sad lol). I'm a UNP Blessed user and having the boobs rise up even at weight 0 is really startling for me lol. But whatever, it's not like I'm going to watch them cuddle their watermelons every time.

 

 

If you decrease the radius of the breasts, or decrease the radius of the hands

 

 

I mean the radius parameter in the xml, not racemenu or bodyslide.

 

Oh thanks. Just a noob-ish question. Is it global? I mean, affecting all breasts no matter the size?

 

 

Yes it is.

Therefore, the editing is (decrease) of the hand-radius better.

 

The radius defines the imaginary scope (not the viewable) of the breast.

So at what point the collision happened.

 

Radius 12 would probably already be from belly button.  :D

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Thank you for the responses and advice! Can you please clarify where/how to adjust the radius in the xml?

 

Either you use Notepad ++, as I for HDT All in One - the first version, or you use "Just For Fun":

 http://www.loverslab.com/topic/25491-hdthavokmodifier-just-for-fun-jff-v4/

 

Alternatively, you can also upload the XML here and I or someone else looks at it in itself.

 

 

 

You are compatible Skeleton installed for all Races?

http://www.loverslab.com/topic/25971-xp32-maximum-skeleton-extended/

 

NPC's, Lydia, Aela etc. are BBP/TBBP, too armors/clothes?

 

 

TBBP skeleton, TBBP body meshes and TBBP/BBP armor meshes, yes. Previously I had collisions with HDT Havok Object.

 

 

Then it should work but is actually.

It was only changed the mesh, in the HDT Havok Path was placed.

Can you upload your log file by HDT?

 

Just rename it to txt, then does the upload.

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Thanks again. I have Just For Fun installed now.

 

Just to confirm by editing the xml I understand I will see a change in the idle animation. How does it work in simple terms? Is it changing the path of the hand as it passes by the chest? Or is it creating some sort of virtual barrier around the chest that the hand bumps into? Am I even close?

 

Secondly, can you send me a screenshot of what field I'm updating in JFF to do this?

 

Thanks again! I greatly appreciate the help and guidance!

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Then it should work but is actually.

It was only changed the mesh, in the HDT Havok Path was placed.

Can you upload your log file by HDT?

 

Just rename it to txt, then does the upload.

 

 

Do I have to keep HDT Havok Object.esp active?

 

hdtPhysicsExtensions.txt:

 

 

[02/11/14 00:00:02]INFO: Queue OK

[02/11/14 00:00:02]INFO: System run with 8 threads

[02/11/14 00:00:02]INFO: Havok simulated world created.

[02/11/14 00:00:02]INFO: SKSEPlugin_Load

[02/11/14 00:01:08]INFO: Suspending ... Mist Menu

[02/11/14 00:01:43]INFO: Resuming... Fader Menu

[02/11/14 00:01:43]INFO: Suspending ... HUD Menu

[02/11/14 00:01:43]INFO: Resuming... Fader Menu

[02/11/14 00:01:43]INFO: Suspending ... Loading Menu

[02/11/14 00:02:01]INFO: Physics system loaded : skse\plugins\hdtPhysicsExtensionsDefaultBBP.xml

[02/11/14 00:02:01]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03front.xml

[02/11/14 00:02:01]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03Tail.xml

[02/11/14 00:02:04]INFO: Resuming... Mist Menu

[02/11/14 00:02:04]INFO: Cell changed...

[02/11/14 00:02:04]INFO: Add character 00000014

[02/11/14 00:02:04]INFO: Physics system loaded : skse\plugins\hdtPhysicsExtensionsDefaultBBP.xml

[02/11/14 00:02:04]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03front.xml

[02/11/14 00:02:04]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03Tail.xml

[02/11/14 00:02:04]WARNING: Physics delta time > 0.2, lose time

[02/11/14 00:02:06]INFO: Suspending ... Cursor Menu

[02/11/14 00:02:17]INFO: Physics system loaded : Data\meshes\clothes\NPRChinaDress\hdtNPRChinaDress.xml

[02/11/14 00:02:17]INFO: Physics system loaded : Data\meshes\clothes\NPRChinaDress\hdtCBBE.xml

[02/11/14 00:02:53]ERROR: Couldn't find hkpPhysicsSystem in hkx file "DATA\MESHES\actors\character\character assets\hair\havok physx\Witcher10.xml"

[02/11/14 00:02:53]WARNING: Invalid havok serialize file : DATA\MESHES\actors\character\character assets\hair\havok physx\Witcher10.xml

[02/11/14 00:02:58]INFO: Resuming... Mist Menu

[02/11/14 00:02:58]WARNING: Physics delta time > 0.2, lose time

[02/11/14 00:02:58]INFO: Cell changed...

[02/11/14 00:02:58]INFO: Add character 8801afb0

[02/11/14 00:02:58]INFO: Add character 00000014

[02/11/14 00:02:58]INFO: Add character 0001a675

[02/11/14 00:02:58]INFO: Add character 0001a684

[02/11/14 00:02:58]INFO: Add character 0001a685

[02/11/14 00:02:58]INFO: Add character 0001a6d8

[02/11/14 00:02:58]INFO: Add character 88059102

[02/11/14 00:02:58]INFO: Physics system loaded : skse\plugins\hdtPhysicsExtensionsDefaultBBP.xml

[02/11/14 00:04:08]WARNING: Physics delta time > 0.2, lose time

[02/11/14 00:04:11]WARNING: Physics delta time > 0.2, lose time

[02/11/14 00:04:11]WARNING: Physics delta time > 0.2, lose time

[02/11/14 00:04:12]INFO: Suspending ... Cursor Menu

[02/11/14 00:04:25]INFO: Physics system loaded : skse\plugins\hdtPhysicsExtensionsDefaultBBP.xml

[02/11/14 00:04:25]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03front.xml

[02/11/14 00:04:25]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03Tail.xml

[02/11/14 00:04:57]INFO: Resuming... Mist Menu

[02/11/14 00:04:57]WARNING: Physics delta time > 0.2, lose time

[02/11/14 00:04:57]INFO: Cell changed...

[02/11/14 00:04:57]INFO: Add character 00000014

[02/11/14 00:04:57]INFO: Add character 00013483

[02/11/14 00:04:57]INFO: Add character 0001a697

[02/11/14 00:04:57]INFO: Add character 00035534

[02/11/14 00:04:57]INFO: Add character d90012d8

[02/11/14 00:04:57]INFO: Add character da040000

[02/11/14 00:04:57]INFO: Physics system loaded : skse\plugins\hdtPhysicsExtensionsDefaultBBP.xml

[02/11/14 00:04:57]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03front.xml

[02/11/14 00:04:57]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03Tail.xml

[02/11/14 00:04:57]WARNING: Physics delta time > 0.2, lose time

[02/11/14 00:05:07]INFO: Cell changed...

[02/11/14 00:05:07]INFO: Add character 00000014

[02/11/14 00:05:09]INFO: Add character d90012d8

[02/11/14 00:05:10]INFO: Add character 0001a697

[02/11/14 00:05:11]INFO: Add character da040000

[02/11/14 00:05:11]INFO: Add character 00013483

[02/11/14 00:05:12]INFO: Cell changed...

[02/11/14 00:05:12]INFO: Add character 00013484

[02/11/14 00:05:12]INFO: Add character 0001348b

[02/11/14 00:05:12]INFO: Add character 00000014

[02/11/14 00:05:18]INFO: Add character d90012d8

[02/11/14 00:05:19]INFO: Suspending ... Cursor Menu

 

 

 

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So, let me get this.

 

I got the HDT All-In_one thingy already, which includes the Havok object. Instead, should I download the latest HDT release, and then mod the head meshes to include the HDT links, and everything should work?

 

Also, why use hand meshes for males and head for females? isd there any problem using the male head?

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I must be missing something.  I have made the changes to the male hands and the female head.  (This was all working before btw).  And now I remove the HDT Havok Object esp.  I uninstalled the All-in-one mod and replaced it with the 10-24.  But the game crashes after I select "new" game.  When I include the HDT Havok Object, it works fine.  

 

*EDIT*  Doen't appear to be an esp dependency because TES5Edit doesn't have problems loading everything without the object esp.

 

 

*EDIT*  Now it works and I changed nothing!  Gah!

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What must I do if I'm using a custom race?

 

I'd believe it's the same process. If your race uses custom head meshes, you gotta edit that one and it should work. If it doesn't, then editing the vanilla one should carry the effects regardless.

 

In any case, unless your custom race makes a completely different head (I mean, that isn't even human) I'd assume it uses the vanilla .nif files. Usually all the facial features are added over the default head, for all humanoid races.

 

Just check the mod files if you use MO and if not, search for any femalehead.nif file in your Skyrim Data folder. If you can't find any, then you're using the default heads that are packed in Skyrim - Meshes.bsa file.

 

You can either unpack it, search the meshes and edit them yourself, or use the following ones that I edited already.

 

HDT-Ready head meshes.zip

 

The female meshes link to hdt.xml and the male meshes to hdtm.xml. if you use hdtPhysicsExtensionsDefaultBBP.xml file inestead, you can either edit the path in the female meshes, or rename that file to hdt.xml, it should work either way.

 

I edited Khajit and Argonian heads too, even though I'm not even sure if they do support HDT, lol.

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Thanks again. I have Just For Fun installed now.

 

Just to confirm by editing the xml I understand I will see a change in the idle animation. How does it work in simple terms? Is it changing the path of the hand as it passes by the chest? Or is it creating some sort of virtual barrier around the chest that the hand bumps into? Am I even close?

 

Secondly, can you send me a screenshot of what field I'm updating in JFF to do this?

 

Thanks again! I greatly appreciate the help and guidance!

 

Here is image:http://www.loverslab.com/topic/26505-how-to-adjustfix-breast-shape-in-xml-with-jff/?do=findComment&comment=669397

In this thread are some useful information about HDT and JFF.

 

 

 

Is this supposed to work on non-BBP/TBBP armors?

 

No. The requirements are BBP or TBBP.

 

 

 

 

 

Then it should work but is actually.

It was only changed the mesh, in the HDT Havok Path was placed.

Can you upload your log file by HDT?

 

Just rename it to txt, then does the upload.

 

 

Do I have to keep HDT Havok Object.esp active?

 

hdtPhysicsExtensions.txt:

 

 

[02/11/14 00:00:02]INFO: Queue OK

[02/11/14 00:00:02]INFO: System run with 8 threads

[02/11/14 00:00:02]INFO: Havok simulated world created.

[02/11/14 00:00:02]INFO: SKSEPlugin_Load

[02/11/14 00:01:08]INFO: Suspending ... Mist Menu

[02/11/14 00:01:43]INFO: Resuming... Fader Menu

[02/11/14 00:01:43]INFO: Suspending ... HUD Menu

[02/11/14 00:01:43]INFO: Resuming... Fader Menu

[02/11/14 00:01:43]INFO: Suspending ... Loading Menu

[02/11/14 00:02:01]INFO: Physics system loaded : skse\plugins\hdtPhysicsExtensionsDefaultBBP.xml

[02/11/14 00:02:01]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03front.xml

[02/11/14 00:02:01]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03Tail.xml

[02/11/14 00:02:04]INFO: Resuming... Mist Menu

[02/11/14 00:02:04]INFO: Cell changed...

[02/11/14 00:02:04]INFO: Add character 00000014

[02/11/14 00:02:04]INFO: Physics system loaded : skse\plugins\hdtPhysicsExtensionsDefaultBBP.xml

[02/11/14 00:02:04]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03front.xml

[02/11/14 00:02:04]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03Tail.xml

[02/11/14 00:02:04]WARNING: Physics delta time > 0.2, lose time

[02/11/14 00:02:06]INFO: Suspending ... Cursor Menu

[02/11/14 00:02:17]INFO: Physics system loaded : Data\meshes\clothes\NPRChinaDress\hdtNPRChinaDress.xml

[02/11/14 00:02:17]INFO: Physics system loaded : Data\meshes\clothes\NPRChinaDress\hdtCBBE.xml

[02/11/14 00:02:53]ERROR: Couldn't find hkpPhysicsSystem in hkx file "DATA\MESHES\actors\character\character assets\hair\havok physx\Witcher10.xml"

[02/11/14 00:02:53]WARNING: Invalid havok serialize file : DATA\MESHES\actors\character\character assets\hair\havok physx\Witcher10.xml

[02/11/14 00:02:58]INFO: Resuming... Mist Menu

[02/11/14 00:02:58]WARNING: Physics delta time > 0.2, lose time

[02/11/14 00:02:58]INFO: Cell changed...

[02/11/14 00:02:58]INFO: Add character 8801afb0

[02/11/14 00:02:58]INFO: Add character 00000014

[02/11/14 00:02:58]INFO: Add character 0001a675

[02/11/14 00:02:58]INFO: Add character 0001a684

[02/11/14 00:02:58]INFO: Add character 0001a685

[02/11/14 00:02:58]INFO: Add character 0001a6d8

[02/11/14 00:02:58]INFO: Add character 88059102

[02/11/14 00:02:58]INFO: Physics system loaded : skse\plugins\hdtPhysicsExtensionsDefaultBBP.xml

[02/11/14 00:04:08]WARNING: Physics delta time > 0.2, lose time

[02/11/14 00:04:11]WARNING: Physics delta time > 0.2, lose time

[02/11/14 00:04:11]WARNING: Physics delta time > 0.2, lose time

[02/11/14 00:04:12]INFO: Suspending ... Cursor Menu

[02/11/14 00:04:25]INFO: Physics system loaded : skse\plugins\hdtPhysicsExtensionsDefaultBBP.xml

[02/11/14 00:04:25]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03front.xml

[02/11/14 00:04:25]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03Tail.xml

[02/11/14 00:04:57]INFO: Resuming... Mist Menu

[02/11/14 00:04:57]WARNING: Physics delta time > 0.2, lose time

[02/11/14 00:04:57]INFO: Cell changed...

[02/11/14 00:04:57]INFO: Add character 00000014

[02/11/14 00:04:57]INFO: Add character 00013483

[02/11/14 00:04:57]INFO: Add character 0001a697

[02/11/14 00:04:57]INFO: Add character 00035534

[02/11/14 00:04:57]INFO: Add character d90012d8

[02/11/14 00:04:57]INFO: Add character da040000

[02/11/14 00:04:57]INFO: Physics system loaded : skse\plugins\hdtPhysicsExtensionsDefaultBBP.xml

[02/11/14 00:04:57]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03front.xml

[02/11/14 00:04:57]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03Tail.xml

[02/11/14 00:04:57]WARNING: Physics delta time > 0.2, lose time

[02/11/14 00:05:07]INFO: Cell changed...

[02/11/14 00:05:07]INFO: Add character 00000014

[02/11/14 00:05:09]INFO: Add character d90012d8

[02/11/14 00:05:10]INFO: Add character 0001a697

[02/11/14 00:05:11]INFO: Add character da040000

[02/11/14 00:05:11]INFO: Add character 00013483

[02/11/14 00:05:12]INFO: Cell changed...

[02/11/14 00:05:12]INFO: Add character 00013484

[02/11/14 00:05:12]INFO: Add character 0001348b

[02/11/14 00:05:12]INFO: Add character 00000014

[02/11/14 00:05:18]INFO: Add character d90012d8

[02/11/14 00:05:19]INFO: Suspending ... Cursor Menu

 

 

 

 

 

The HDT Havok Object.esp must be disabled.

 

What hdtPhysicsExtensionDefaultBBP.xml you use - link?

Works only for Breast Collision not, or does not work the Breast Physics?

Link to comment

So, let me get this.

 

I got the HDT All-In_one thingy already, which includes the Havok object. Instead, should I download the latest HDT release, and then mod the head meshes to include the HDT links, and everything should work?

 

Also, why use hand meshes for males and head for females? isd there any problem using the male head?

 

No, you do not need other HDT version.

Who actually wrote this nonsense?

 

You have a hdtPhysicsExtensionsDefaultBBP.xml where already is physics and collision exists.

 

You have to disable only the HDT Havok Object.esp.

And set the path to hdtPhysicsExtensionsDefaultBBP.xml in femalehead.nif - before it was in Havok Object.nif

 

Why not male.head? Because most players do not have the file - is default in bsa.

See also Edit in OP for hdtm.xml.

Link to comment

Well, I didn't have either heads anywhere, so I had to extract them from the default .bsa file anyways. So I picked the male heads as well. I'm simply asking if there's any inconvenience on using the male heads over the hands.

 

I got some SexLab presets where characters keep their gloves and boots on sex scenes, for example rape situations.

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