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


pclp2014

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Posted

With whom the trick with the femalehead.nif does not work, the following can try.

Most have already installed a "beauty" mod.

Most so also Nif is created: Data\meshes\actors\character\character assets\face parts\femalebrows.nif.

Femalebrows.nif is almost always part of Unique Faces (with ESP).

In Femalebrows.nif you can be entered anaolg to femalehead.nif (see here) "HDT Havok Path" as NiStringExtraData.

 

Femalebrows.nif is also component of the Skyrim - Meshes.bsa.

 

I attached the file, if it has not someone and do not want to unpack the bsa.

Simply copy in the above folder and enter the NiStringExtraData.

 

femalebrows.nif

Posted

only problem I've had so far with the femalehead.nif method is that the collisions crash after changing race or loading and saving presets using the racemenu plugin.

 

the hdt object method would be a better alternative in this case because you can practically equip/unequip the collision xml.

 

I don't have the creation kit, else i'd edit the havok object  to be automatically equipped and impossible to unequip when the esp is loaded, that would make it a better alternative, then should collisions crash after editing the body type only a save/reload would be required, atleast for player... NPC's are a different story. Though creating a generic always equipped (by pc +npcs) object should be easy enough, or not?

 

as it stands the havok object is available to be picked up from dead npc's which should be changed, it should just be equipped, like another static mesh and otherwise be left unseen ingame and not interfere with any editable slider-based meshes.

 

anyway, for those still having trouble with the concept of SKSE, dll + xml files and meshes here some facts about configuration:

 

  • skse_loader.exe runs from the 'root' skyrim directory so assume any nifskope data paths to start from the directory where skse_loader.exe is run, so, if your running the standard installation the path  your nifskope string's should start with DATA since that directory is the next level down from the root where skse_loader.exe is run.
  • body types and xml files work together and need to be compatible and this goes for armors for a particular body type. unp for unp armors, cbbe for cbbe etc etc, mixing armors and mesh types is going to cock things up.
  • it doesn't matter what you name the XML file as long as its properly linked to a mesh, but what is contained in the xml file must coincide with the bones in the mesh.

I'm not to worried about penis/belly collisions or sexlab, I just have the sexy idle anims enabled with 7b bombshell hdt including compatible bombshell bbp armors and bombshell bbp anims.

 

I suggest to use the sevenbase bombshell bbp version and not the tbbp version.

 

I've attached the femalehead.nif, hdt xml and body I use, these are 7b bombshell hdt + labia mesh I threw together myself in nifskope, these collisions work in the nude as well as with proper bombshell bbp armor's like the succubus and vampire cuirass from newmiller and they look awesome.

 

use the hands/feet nifs and walk/run anims from the bombshell bbp download on the nexus, as well as the latest groovtama hdt skeletons.

 

 

 

you'll have to get the textures yourself.

 

Posted

only problem I've had so far with the femalehead.nif method is that the collisions crash after changing race or loading and saving presets using the racemenu plugin.

 

the hdt object method would be a better alternative in this case because you can practically equip/unequip the collision xml.

 

I don't have the creation kit, else i'd edit the havok object  to be automatically equipped and impossible to unequip when the esp is loaded, that would make it a better alternative, then should collisions crash after editing the body type only a save/reload would be required, atleast for player... NPC's are a different story. Though creating a generic always equipped (by pc +npcs) object should be easy enough, or not?

 

as it stands the havok object is available to be picked up from dead npc's which should be changed, it should just be equipped, like another static mesh and otherwise be left unseen ingame and not interfere with any editable slider-based meshes.

 

anyway, for those still having trouble with the concept of SKSE, dll + xml files and meshes here some facts about configuration:

 

  • skse_loader.exe runs from the 'root' skyrim directory so assume any nifskope data paths to start from the directory where skse_loader.exe is run, so, if your running the standard installation the path  your nifskope string's should start with DATA since that directory is the next level down from the root where skse_loader.exe is run.
  • body types and xml files work together and need to be compatible and this goes for armors for a particular body type. unp for unp armors, cbbe for cbbe etc etc, mixing armors and mesh types is going to cock things up.
  • it doesn't matter what you name the XML file as long as its properly linked to a mesh, but what is contained in the xml file must coincide with the bones in the mesh.

I'm not to worried about penis/belly collisions or sexlab, I just have the sexy idle anims enabled with 7b bombshell hdt including compatible bombshell bbp armors and bombshell bbp anims.

 

I suggest to use the sevenbase bombshell bbp version and not the tbbp version.

 

I've attached the femalehead.nif, hdt xml and body I use, these are 7b bombshell hdt + labia mesh I through together myself in nifskope, these collision works in the nude as well as with proper bombshell bbp armor's like the succubus and vampire cuirass from newmiller and they look awesome.

 

use the hands/feet nifs and walk/run anims from the bombshell bbp download on the nexus, as well as the latest groovtama hdt skeletons.

 

 

 

you'll have to get the textures yourself.

 

HDT Havok object works only "conditionally". The reasons I had described.

I was so busy for several days in CK and I have 6 versions of it now.

 

No version works to 100% as "automatically equipped" for all NPC.

The only method I can think of is with scripts.

Upon entering the cell, scan all nearby NPC and if not available, then equip HDT Havok Object.

Similarly Schlongs of Skyrim.

 

The simplest solution would be if in the default.xml a parameter would be added such as: Collision Extensions = true / false.

And the DLL would handle this parameter as HDT Havok Path to the same default.xml.

Posted

 

only problem I've had so far with the femalehead.nif method is that the collisions crash after changing race or loading and saving presets using the racemenu plugin.

 

the hdt object method would be a better alternative in this case because you can practically equip/unequip the collision xml.

 

I don't have the creation kit, else i'd edit the havok object  to be automatically equipped and impossible to unequip when the esp is loaded, that would make it a better alternative, then should collisions crash after editing the body type only a save/reload would be required, atleast for player... NPC's are a different story. Though creating a generic always equipped (by pc +npcs) object should be easy enough, or not?

 

as it stands the havok object is available to be picked up from dead npc's which should be changed, it should just be equipped, like another static mesh and otherwise be left unseen ingame and not interfere with any editable slider-based meshes.

 

anyway, for those still having trouble with the concept of SKSE, dll + xml files and meshes here some facts about configuration:

 

  • skse_loader.exe runs from the 'root' skyrim directory so assume any nifskope data paths to start from the directory where skse_loader.exe is run, so, if your running the standard installation the path  your nifskope string's should start with DATA since that directory is the next level down from the root where skse_loader.exe is run.
  • body types and xml files work together and need to be compatible and this goes for armors for a particular body type. unp for unp armors, cbbe for cbbe etc etc, mixing armors and mesh types is going to cock things up.
  • it doesn't matter what you name the XML file as long as its properly linked to a mesh, but what is contained in the xml file must coincide with the bones in the mesh.

I'm not to worried about penis/belly collisions or sexlab, I just have the sexy idle anims enabled with 7b bombshell hdt including compatible bombshell bbp armors and bombshell bbp anims.

 

I suggest to use the sevenbase bombshell bbp version and not the tbbp version.

 

I've attached the femalehead.nif, hdt xml and body I use, these are 7b bombshell hdt + labia mesh I through together myself in nifskope, these collision works in the nude as well as with proper bombshell bbp armor's like the succubus and vampire cuirass from newmiller and they look awesome.

 

use the hands/feet nifs and walk/run anims from the bombshell bbp download on the nexus, as well as the latest groovtama hdt skeletons.

 

 

 

you'll have to get the textures yourself.

 

HDT Havok object works only "conditionally". The reasons I had described.

I was so busy for several days in CK and I have 6 versions of it now.

 

No version works to 100% as "automatically equipped" for all NPC.

The only method I can think of is with scripts.

Upon entering the cell, scan all nearby NPC and if not available, then equip HDT Havok Object.

Similarly Schlongs of Skyrim.

 

The simplest solution would be if in the default.xml a parameter would be added such as: Collision Extensions = true / false.

And the DLL would handle this parameter as HDT Havok Path to the same default.xml.

 

 

Scripts would be the best I think, along with an MCM driven xml link.

 

it should be possible to edit the xml in an MCM menu, like is done with other skse driven plugins.

 

would be nice to control collision effects with some sliders.

 

there should be no need to hard wire XML into meshes if the havok object is developed far enough to be a scripted object which is always equipped and can be controlled with an MCM menu which writes/reads the xml and allows users to tweak their HDT body collision...

 

but yeah that's all easier said than done.

 

let me have the new hdt objects if possible, i'd like to test them out :)

Posted

Collision works great for everyone, vanilla races and custom races however I am having a problem with the breasts of my character, they jiggle uncontrolably and when they stop the nipples seem to be pulling the breast away.

 

I noticed this happens on characters that had been pregnant before (breast node modification) resetting the nodes did not help or uninsalling pregnacy mods; Do you guys know how to fix this? I really dont wanna go back to an older save since I had the pregnacy monts for a while now.

Posted

hi again, how do I fix this problem with the breast collision?

 

its also visible also on various armors in varying degrees.

 

at the moment the xml is tied to femalehead.nif

 

prebreast / breast bones don't seem to change it either.

 

any ideas? the breast and hand should collide and not clip.

Posted

Interesting, I'll give this a try! I was actually just adding the HDT extension to each set of clothing and armor this whole time, this would save me a lot of time! 

 

EDIT: Hmm, the femalehead file doesn't seem to work with non-patched TBBP armor. Either I'm overlooking something, or it's not taking. Still, a very interesting idea. 

 

EDIT EDIT: I think I know why--I didn't have a mod that added (and used) a femalehead.nif file. 

Posted

May I dare to ask most humbly if there is one amongst you very modders/decent users who will clarify to me what is to do TO GET THIS  {*)&$%§!?-COLLISION-thing to work, for the sake of my sanity.

I´m done reading hundreds of forum pages , e.g .old hdt forum, manga body conversion, setup breast collision and whatnot,…, but there a dozens of different opinions of which files should be where and named how.

I´ve understood so far that the path has to be set in nif-skope to the .nif-head, -body, -eyebrow whatever. But to what, from where ?

 

Should I ….

  • equip the havoc-item instead?
  • remove femaleskeleton.hkx anyway ?
  • have the femalebody_0.nif (e.g.) in the same path with this hdt.xml, hdtm.xml file , both, a different path ?
  • rename it / them to  “hdtPhysicsExtensionDefaultBBP.xml”, or to “hdtCBBE.xml”, or to anything else ?
  • have a special combination of HDT extension, skeleton and body in order to work together ?

        ( right now teaked 10-24 stable,  blabbas HDT-body 1.3 with own presets, groovtamas ar50  )

  • have all relevant files in the “real” data directory, due to the use of mod organizer I placed customs files in mods mirror ( in my case bodyslide-nif goes to calientes dir ) ?
  • quit smoking ?
  • forget everything and play another game ?

Actually, I´ve tried all from above (except the last one) and nothing worked out,
and  Yeees, including each and everything from this thread.

I cannot offer much in reward for answering, ( maybe german translations for everything i´ve learned so far if there´s such an interest around here )

 

…, apologies in advance for being dumb, in the wrong thread, alive… plz help  :(

Posted

May I dare to ask most humbly if there is one amongst you very modders/decent users who will clarify to me what is to do TO GET THIS  {*)&$%§!?-COLLISION-thing to work, for the sake of my sanity.

I´m done reading hundreds of forum pages , e.g .old hdt forum, manga body conversion, setup breast collision and whatnot,…, but there a dozens of different opinions of which files should be where and named how.

I´ve understood so far that the path has to be set in nif-skope to the .nif-head, -body, -eyebrow whatever. But to what, from where ?

 

Should I ….

  • equip the havoc-item instead?
  • remove femaleskeleton.hkx anyway ?
  • have the femalebody_0.nif (e.g.) in the same path with this hdt.xml, hdtm.xml file , both, a different path ?
  • rename it / them to  “hdtPhysicsExtensionDefaultBBP.xml”, or to “hdtCBBE.xml”, or to anything else ?
  • have a special combination of HDT extension, skeleton and body in order to work together ?

        ( right now teaked 10-24 stable,  blabbas HDT-body 1.3 with own presets, groovtamas ar50  )

  • have all relevant files in the “real” data directory, due to the use of mod organizer I placed customs files in mods mirror ( in my case bodyslide-nif goes to calientes dir ) ?
  • quit smoking ?
  • forget everything and play another game ?

Actually, I´ve tried all from above (except the last one) and nothing worked out,

and  Yeees, including each and everything from this thread.

I cannot offer much in reward for answering, ( maybe german translations for everything i´ve learned so far if there´s such an interest around here )

 

…, apologies in advance for being dumb, in the wrong thread, alive… plz help  :(

 

My way was to install the HDT Havok Item mod, disable the ESP, and then began modifying the individual NIF files of TBBP-compatible armor to use hdt.xml, one by one (it takes a few seconds to do it in NIFSkope).

 

I could walk you through that, but as you guess, it's not that efficient if you've got a LOT of armor and cloth meshes. 

Posted

Apologize for the double post: does anyone know a mod that would use either femalebrows.nif or femalehead.nif? I'm pushing the mod maximum, but I don't seem to use either of these files, and so, I can't use the fix (from what I understand). Just putting the files down doesn't cause the game to implement them. 

Posted

 

My way was to install the HDT Havok Item mod, disable the ESP, and then began modifying the individual NIF files of TBBP-compatible armor to use hdt.xml, one by one (it takes a few seconds to do it in NIFSkope).

 

I could walk you through that, but as you guess, it's not that efficient if you've got a LOT of armor and cloth meshes. 

 

 

First of, thx for the quick answer, Synthesis, most people say, i have Ysgrammors Arsehole, but you, I like.

 

I thought the only purpose for the havok object is to adress the to the havok.nif  that comes with the item. Isn´t it obsolete to integrate the referring adress in certain meshes ?

 

Or did you mean to integrate the path to the female head / armor etc. from these Havok nifs, i. e. ".../character assets/ HDT Havok object.nif"  without using the object itself ?

 

 

Some custom followers come with femalehead.nifs or brow.nifs e.g. Danariel Stormbow but I don´t know if this transports the properties globally.

 

Posted

 

 

My way was to install the HDT Havok Item mod, disable the ESP, and then began modifying the individual NIF files of TBBP-compatible armor to use hdt.xml, one by one (it takes a few seconds to do it in NIFSkope).

 

I could walk you through that, but as you guess, it's not that efficient if you've got a LOT of armor and cloth meshes. 

 

 

First of, thx for the quick answer, Synthesis, most people say, i have Ysgrammors Arsehole, but you, I like.

 

I thought the only purpose for the havok object is to adress the to the havok.nif  that comes with the item. Isn´t it obsolete to integrate the referring adress in certain meshes ?

 

Or did you mean to integrate the path to the female head / armor etc. from these Havok nifs, i. e. ".../character assets/ HDT Havok object.nif"  without using the object itself ?

 

 

Some custom followers come with femalehead.nifs or brow.nifs e.g. Danariel Stormbow but I don´t know if this transports the properties globally.

 

 

I don't think I do (emphasis on think). In truth, I might not need the Havok mod itself, but I used it because it put in the necessary infrastructure (then again, I've installed the modified XPMS skeleton on top of that, so maybe I don't need it at all).

 

It's just a mater of adding an HDT-referring entry in Nifskope for each torso mesh file. Again, takes ten seconds when you get used to it, and I can explain it if you'd like. 

 

And I too am not sure how you make all characters using the generic female body refer to femalehead.nif. Honestly, I may just keep modifying all the mesh files as necessary. A lot of my armor and clothes aren't TBBP compatible anyway. 

Posted

 

I don't think I do (emphasis on think). In truth, I might not need the Havok mod itself, but I used it because it put in the necessary infrastructure (then again, I've installed the modified XPMS skeleton on top of that, so maybe I don't need it at all).

 

It's just a mater of adding an HDT-referring entry in Nifskope for each torso mesh file. Again, takes ten seconds when you get used to it, and I can explain it if you'd like. 

 

And I too am not sure how you make all characters using the generic female body refer to femalehead.nif. Honestly, I may just keep modifying all the mesh files as necessary. A lot of my armor and clothes aren't TBBP compatible anyway. 

 

 

I think ( also emphasized ) that I know how to add the referring path in nifskope , though I´m not sure if the path should look like "d:/programs/STEAM..."

or just "/data/SKSE/plugins/", thus I ´ve never seen the efffect on my screen, I cannot tell what the problem is. I had the hdt.xml copied, renamed, exchanged, deleted, so on so forth. So my basic question is, what file(s)  should be named how and where to place it. Like you, i don´t care if i have to edit

the path a dozen times, as long as I know that everything is set accordingly. I don´t feel the urge to have collision on everything, ONE single nudi dame would be fine for the start .

Posted

it would just start with "data", so in my case, "Data\SKSE\Plugins\HDT.xml"

 

It's more of a problem when you've got outfits with either a lot of meshes, or the mod is an ESM files. 

 

Here's what my Plugins folder looks like, that might shed some light on it.

 

 

post-39632-0-83918200-1393808184_thumb.png

Posted

it would just start with "data", so in my case, "Data\SKSE\Plugins\HDT.xml"

 

It's more of a problem when you've got outfits with either a lot of meshes, or the mod is an ESM files. 

 

Here's what my Plugins folder looks like, that might shed some light on it.

 

Nah, not really. Only in regarding the fact, that you didn´t rename it as well. Thanks anyway for the efforts, forgive my dumb initial post, i see, i have to understand the whole thing more. I will try justforfun-tool next, hopefully this gonna give me more insight.

 

Posted

Well, I tried using this method again--editing the femalehead.NIF file after installing the most recent ECE. No effect either, even though this one makes use of the necessary file (at least, I think it does). 

Posted

Tried this too, but I think ECEs head is a skeleton, cause it gets overriden by my XP32. If I place the load order the other way around instant crash. By now I´ve tried countless path and file combinations, I´m 100% sure, that the path is in its right place but not about its reference, have you tried an eyebrow.nif ?

 

Would you mind taking a look on this body (in matter of the inserted path I mean) ?

femalebody_0.nif

Posted

So simple yet so brilliant.  Its funny, it should have been so obvious yet no one thought of it.

 

For everyone that has no idea what hes talking about, just use this.

attachicon.gifhdt collision by head.zip

and u can remove hdthavokobject.esp.

 

Can you use NMM to install or must you do it manually?

Posted

Tried this too, but I think ECEs head is a skeleton, cause it gets overriden by my XP32. If I place the load order the other way around instant crash. By now I´ve tried countless path and file combinations, I´m 100% sure, that the path is in its right place but not about its reference, have you tried an eyebrow.nif ?

 

Would you mind taking a look on this body (in matter of the inserted path I mean) ?

If im right you need rename like that: delete all at red. seen attach. Just let Data\... delete all before that.

post-19248-0-99196400-1394071101_thumb.jpg

Posted

Well, I tried using this method again--editing the femalehead.NIF file after installing the most recent ECE. No effect either, even though this one makes use of the necessary file (at least, I think it does). 

are you using young nord from ece to test? that one already have a female head there, so you need copy a edited hdt one to there or edit the one from there. At least i made that and works.

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