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


pclp2014

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Posted

I don't understand what I actually need to do to get this to work.

 

I understand that the intent of the mod is to switch collision from an object to the female head .nif file. The reason is that all characters have a head, so you don't have to convert armours. 

 

But what do I actually do to get this to work?

What files do I need?

Do I need to edit any .ini files or .xml files?

 

I don't mean to complain but the original post is not clear on exactly WHAT needs to be done to get this concept to work. Its fine at explaining why it works and what it does but it doesn't explain how to install this very well at all.

Posted

I don't understand what I actually need to do to get this to work.

 

I understand that the intent of the mod is to switch collision from an object to the female head .nif file. The reason is that all characters have a head, so you don't have to convert armours. 

 

But what do I actually do to get this to work?

What files do I need?

Do I need to edit any .ini files or .xml files?

 

I don't mean to complain but the original post is not clear on exactly WHAT needs to be done to get this concept to work. Its fine at explaining why it works and what it does but it doesn't explain how to install this very well at all.

 

In the Threat it is about HDT Physics Extensions. and about how to make a custom hdtPhysicsExtensionsDefaultBBP, a hdt.xml or hdtm.xml etc. as NiStringExtraData "HDT Havok Path" can be realized with minimal effort.

 

What files are needed for HDT and how to "conventional" setup this is in another thread.

For example here: http://www.loverslab.com/topic/28507-how-to-install-hdt-step-1-click-this-an-overly-descriptive-tutorial/

Posted

 

I don't understand what I actually need to do to get this to work.

 

I understand that the intent of the mod is to switch collision from an object to the female head .nif file. The reason is that all characters have a head, so you don't have to convert armours. 

 

But what do I actually do to get this to work?

What files do I need?

Do I need to edit any .ini files or .xml files?

 

I don't mean to complain but the original post is not clear on exactly WHAT needs to be done to get this concept to work. Its fine at explaining why it works and what it does but it doesn't explain how to install this very well at all.

 

In the Threat it is about HDT Physics Extensions. and about how to make a custom hdtPhysicsExtensionsDefaultBBP, a hdt.xml or hdtm.xml etc. as NiStringExtraData "HDT Havok Path" can be realized with minimal effort.

 

What files are needed for HDT and how to "conventional" setup this is in another thread.

For example here: http://www.loverslab.com/topic/28507-how-to-install-hdt-step-1-click-this-an-overly-descriptive-tutorial/

 

 

Excuse me this link tells me ZERO about how to make collision work without an object.

 

Again I ask...

What do I actually NEED to do to get collision hdt to work using the head vs an object?

What files do I need that are different from the collision object?

Do I need to edit any .ini files or .xml files to switch collision to the head?

 

Again the original post is not clear on exactly what needs to be done to get collision tied to the head vs an object.

Posted

 

 

I don't understand what I actually need to do to get this to work.

 

I understand that the intent of the mod is to switch collision from an object to the female head .nif file. The reason is that all characters have a head, so you don't have to convert armours. 

 

But what do I actually do to get this to work?

What files do I need?

Do I need to edit any .ini files or .xml files?

 

I don't mean to complain but the original post is not clear on exactly WHAT needs to be done to get this concept to work. Its fine at explaining why it works and what it does but it doesn't explain how to install this very well at all.

 

In the Threat it is about HDT Physics Extensions. and about how to make a custom hdtPhysicsExtensionsDefaultBBP, a hdt.xml or hdtm.xml etc. as NiStringExtraData "HDT Havok Path" can be realized with minimal effort.

 

What files are needed for HDT and how to "conventional" setup this is in another thread.

For example here: http://www.loverslab.com/topic/28507-how-to-install-hdt-step-1-click-this-an-overly-descriptive-tutorial/

 

 

Excuse me this link tells me ZERO about how to make collision work without an object.

 

Again I ask...

What do I actually NEED to do to get collision hdt to work using the head vs an object?

What files do I need that are different from the collision object?

Do I need to edit any .ini files or .xml files to switch collision to the head?

 

Again the original post is not clear on exactly what needs to be done to get collision tied to the head vs an object.

 

 

Sorry, I do not quite understand this question.

Maybe because my English is not good enough.

 

The difference between an Object - I think you mean HDT Havok Object - and the head (for example) is:

The head can not undress and one need not distribute it because every NPC already has a head. ;)

 

Why do you want to edit xml or ini files, I can not understand.

 

If you have an XML that supports breast collision, one must "Havok Path HDT" set this xml with the parameter.

The DLL is developed so.

 

How and where the parameter is entered as NiStringExtraData, almost does not matter.

 

You can also use an amulet for it. If the amulet is dressed, belongs to the body and skeleton / bones.

 

If you are the normal HDT breast physics mean (wiggle), then you have not done anything.

Posted

Is the default hdtPhysicsExtensionsDefaultBBP.xml from the latest plugin is collision ready? Because when i tested it didn't make it.

Maybe you can link an xml that support collision. 

Posted

Is the default hdtPhysicsExtensionsDefaultBBP.xml from the latest plugin is collision ready? Because when i tested it didn't make it.

Maybe you can link an xml that support collision. 

 

No normal hdtPhysicsExtensionsDefaultBBP.xml - supplied by HDT - is only as breast physics (wiggle) set.

 

Look in the HDT Physics Extension - Downloads or in my signature.

 

Posted

 

 

 

I don't understand what I actually need to do to get this to work.

 

I understand that the intent of the mod is to switch collision from an object to the female head .nif file. The reason is that all characters have a head, so you don't have to convert armours. 

 

But what do I actually do to get this to work?

What files do I need?

Do I need to edit any .ini files or .xml files?

 

I don't mean to complain but the original post is not clear on exactly WHAT needs to be done to get this concept to work. Its fine at explaining why it works and what it does but it doesn't explain how to install this very well at all.

 

In the Threat it is about HDT Physics Extensions. and about how to make a custom hdtPhysicsExtensionsDefaultBBP, a hdt.xml or hdtm.xml etc. as NiStringExtraData "HDT Havok Path" can be realized with minimal effort.

 

What files are needed for HDT and how to "conventional" setup this is in another thread.

For example here: http://www.loverslab.com/topic/28507-how-to-install-hdt-step-1-click-this-an-overly-descriptive-tutorial/

 

 

Excuse me this link tells me ZERO about how to make collision work without an object.

 

Again I ask...

What do I actually NEED to do to get collision hdt to work using the head vs an object?

What files do I need that are different from the collision object?

Do I need to edit any .ini files or .xml files to switch collision to the head?

 

Again the original post is not clear on exactly what needs to be done to get collision tied to the head vs an object.

 

 

Sorry, I do not quite understand this question.

Maybe because my English is not good enough.

 

The difference between an Object - I think you mean HDT Havok Object - and the head (for example) is:

The head can not undress and one need not distribute it because every NPC already has a head. ;)

 

Why do you want to edit xml or ini files, I can not understand.

 

If you have an XML that supports breast collision, one must "Havok Path HDT" set this xml with the parameter.

The DLL is developed so.

 

How and where the parameter is entered as NiStringExtraData, almost does not matter.

 

You can also use an amulet for it. If the amulet is dressed, belongs to the body and skeleton / bones.

 

If you are the normal HDT breast physics mean (wiggle), then you have not done anything.

 

 

look I am asking you HOW to add collision to the head. You keep explain why collision added to the head works and that you can add it to anything and collision will work, for example an amulet. I know why it works you explain that very well what you do not explain well is how to make it work.

 

How do I get this idea of adding collision to the head to work.

 

what files do I need?

Do I have to change or edit a file?

 

Can anyone else explain to me how to make this work? The Original poster seems so concerned with people refuting his idea that every time someone has a question he tries to explain why the concept works. I understand why it works. I now want to do it but I have yet to get clear instructions on HOW to get it to work.

 

Posted

How this work is explained in the first post. What you require are these:

 

is a nif file:

femalehead.nif

 

Nifscope to open the nif file.

 

And add the collision

NiStringExtraData

 

But if you have no idea how to do this the best way is download an already prepared

femalehead.nif

 

with the collision already in it. open the

femalehead.nif

 

from your game and femalehead.nif  use ctrl + C to copy and go to the other original female head and use command ctrl +v to paste that back in. make sure the file is pointing to original xml where collision is enabled and save your nif file. and your done.

 

you can also use : Femalebrows.nif instead of femalehead.nif

http://www.loverslab.com/topic/26835-hdt-breast-collision-for-realy-all-armors-with-3-adjustments-without-hdt-havok-object/page-7?do=findComment&comment=696063

 

eye nif already preparred for you all you require is correct hdt.xml witch has collision enabled and your done.

 

 

 

make sure the file is pointing to original xml where collision is enabled and save your nif file. and your done.

 

The reason why i say this part some like to use hdt.xml but of the original file named hdtPhysicsExtensionsDefaultBBP.xml if it has collision enabled you can also use that instead.

Posted

 

 

 

 

I don't understand what I actually need to do to get this to work.

 

I understand that the intent of the mod is to switch collision from an object to the female head .nif file. The reason is that all characters have a head, so you don't have to convert armours. 

 

But what do I actually do to get this to work?

What files do I need?

Do I need to edit any .ini files or .xml files?

 

I don't mean to complain but the original post is not clear on exactly WHAT needs to be done to get this concept to work. Its fine at explaining why it works and what it does but it doesn't explain how to install this very well at all.

 

In the Threat it is about HDT Physics Extensions. and about how to make a custom hdtPhysicsExtensionsDefaultBBP, a hdt.xml or hdtm.xml etc. as NiStringExtraData "HDT Havok Path" can be realized with minimal effort.

 

What files are needed for HDT and how to "conventional" setup this is in another thread.

For example here: http://www.loverslab.com/topic/28507-how-to-install-hdt-step-1-click-this-an-overly-descriptive-tutorial/

 

 

Excuse me this link tells me ZERO about how to make collision work without an object.

 

Again I ask...

What do I actually NEED to do to get collision hdt to work using the head vs an object?

What files do I need that are different from the collision object?

Do I need to edit any .ini files or .xml files to switch collision to the head?

 

Again the original post is not clear on exactly what needs to be done to get collision tied to the head vs an object.

 

 

Sorry, I do not quite understand this question.

Maybe because my English is not good enough.

 

The difference between an Object - I think you mean HDT Havok Object - and the head (for example) is:

The head can not undress and one need not distribute it because every NPC already has a head. ;)

 

Why do you want to edit xml or ini files, I can not understand.

 

If you have an XML that supports breast collision, one must "Havok Path HDT" set this xml with the parameter.

The DLL is developed so.

 

How and where the parameter is entered as NiStringExtraData, almost does not matter.

 

You can also use an amulet for it. If the amulet is dressed, belongs to the body and skeleton / bones.

 

If you are the normal HDT breast physics mean (wiggle), then you have not done anything.

 

 

look I am asking you HOW to add collision to the head. You keep explain why collision added to the head works and that you can add it to anything and collision will work, for example an amulet. I know why it works you explain that very well what you do not explain well is how to make it work.

 

How do I get this idea of adding collision to the head to work.

 

what files do I need?

Do I have to change or edit a file?

 

Can anyone else explain to me how to make this work? The Original poster seems so concerned with people refuting his idea that every time someone has a question he tries to explain why the concept works. I understand why it works. I now want to do it but I have yet to get clear instructions on HOW to get it to work.

 

 

 

 

If you can ask me a clear question, I would also like to give a clear answer.

 

If your question is maybe.

What is the name of the femalehead file, or where can I find the file.

 

I can not do anything with your questions so far, I'm sorry.

 

Who knows what HDT PE and know what you need to do to integrate advanced xml, who already knows well from the OP what it is.

Posted

 

 

 

 

 

I don't understand what I actually need to do to get this to work.

 

I understand that the intent of the mod is to switch collision from an object to the female head .nif file. The reason is that all characters have a head, so you don't have to convert armours. 

 

But what do I actually do to get this to work?

What files do I need?

Do I need to edit any .ini files or .xml files?

 

I don't mean to complain but the original post is not clear on exactly WHAT needs to be done to get this concept to work. Its fine at explaining why it works and what it does but it doesn't explain how to install this very well at all.

 

In the Threat it is about HDT Physics Extensions. and about how to make a custom hdtPhysicsExtensionsDefaultBBP, a hdt.xml or hdtm.xml etc. as NiStringExtraData "HDT Havok Path" can be realized with minimal effort.

 

What files are needed for HDT and how to "conventional" setup this is in another thread.

For example here: http://www.loverslab.com/topic/28507-how-to-install-hdt-step-1-click-this-an-overly-descriptive-tutorial/

 

 

Excuse me this link tells me ZERO about how to make collision work without an object.

 

Again I ask...

What do I actually NEED to do to get collision hdt to work using the head vs an object?

What files do I need that are different from the collision object?

Do I need to edit any .ini files or .xml files to switch collision to the head?

 

Again the original post is not clear on exactly what needs to be done to get collision tied to the head vs an object.

 

 

Sorry, I do not quite understand this question.

Maybe because my English is not good enough.

 

The difference between an Object - I think you mean HDT Havok Object - and the head (for example) is:

The head can not undress and one need not distribute it because every NPC already has a head. ;)

 

Why do you want to edit xml or ini files, I can not understand.

 

If you have an XML that supports breast collision, one must "Havok Path HDT" set this xml with the parameter.

The DLL is developed so.

 

How and where the parameter is entered as NiStringExtraData, almost does not matter.

 

You can also use an amulet for it. If the amulet is dressed, belongs to the body and skeleton / bones.

 

If you are the normal HDT breast physics mean (wiggle), then you have not done anything.

 

 

look I am asking you HOW to add collision to the head. You keep explain why collision added to the head works and that you can add it to anything and collision will work, for example an amulet. I know why it works you explain that very well what you do not explain well is how to make it work.

 

How do I get this idea of adding collision to the head to work.

 

what files do I need?

Do I have to change or edit a file?

 

Can anyone else explain to me how to make this work? The Original poster seems so concerned with people refuting his idea that every time someone has a question he tries to explain why the concept works. I understand why it works. I now want to do it but I have yet to get clear instructions on HOW to get it to work.

 

 

 

 

If you can ask me a clear question, I would also like to give a clear answer.

 

If your question is maybe.

What is the name of the femalehead file, or where can I find the file.

 

I can not do anything with your questions so far, I'm sorry.

 

Who knows what HDT PE and know what you need to do to integrate advanced xml, who already knows well from the OP what it is.

 

 

I am asking clear questions.

 

What do I need to add collision to the game via the head .nif?

 

what changes are required to get the head collision system to work? 

Posted

are you blind ?? i just pointed out what to do. there is full tutorial thread on how to properly add collision to mesh so i suggest you start reading that thread.

Posted

How this work is explained in the first post. What you require are these:

 

is a nif file:

femalehead.nif

 

Nifscope to open the nif file.

 

And add the collision

NiStringExtraData

 

But if you have no idea how to do this the best way is download an already prepared

femalehead.nif

 

with the collision already in it. open the

femalehead.nif

 

from your game and femalehead.nif  use ctrl + C to copy and go to the other original female head and use command ctrl +v to paste that back in. make sure the file is pointing to original xml where collision is enabled and save your nif file. and your done.

 

you can also use : Femalebrows.nif instead of femalehead.nif

http://www.loverslab.com/topic/26835-hdt-breast-collision-for-realy-all-armors-with-3-adjustments-without-hdt-havok-object/page-7?do=findComment&comment=696063

 

eye nif already preparred for you all you require is correct hdt.xml witch has collision enabled and your done.

 

 

 

make sure the file is pointing to original xml where collision is enabled and save your nif file. and your done.

 

The reason why i say this part some like to use hdt.xml but of the original file named hdtPhysicsExtensionsDefaultBBP.xml if it has collision enabled you can also use that instead.

 

I know how to copy and paste! Are you seriously telling me my questions lead you to believe I don't know how to copy and paste?

 

 

look I know for a fact just copy & pasting the bloody head.nif or brow.nif doesn't work. Other steps are needed. So what do I actually need to change what specific changes are required.

 

I am not asking difficult questions here. I am not asking unclear questions either. I am asking what needs to be edited and what those edits are exactly.

 

Posted

Dude seriously you now sound like a troll. the only thing you need you already pointed out. you need a correct xml file witch collision enabled, i also pointed out. with that correctly and placed in skse\plugins that is all that is required.

 

here this is all you need:

http://www.loverslab.com/topic/28922-hdt-breast-physic-and-collision-for-sevenbase-unp-and-cbbe-and-topmodel/

 

it got all the files for skse\plugins all you need to do now is make sure the head mesh has the file pointed out to xml with the right name. And that should get collision to work right.

Posted

are you blind ?? i just pointed out what to do. there is full tutorial thread on how to properly add collision to mesh so i suggest you start reading that thread.

 

grow up.

Posted

Dude seriously you now sound like a troll. the only thing you need you already pointed out. you need a correct xml file witch collision enabled, i also pointed out. with that correctly and placed in skse\plugins that is all that is required.

 

here this is all you need:

http://www.loverslab.com/topic/28922-hdt-breast-physic-and-collision-for-sevenbase-unp-and-cbbe-and-topmodel/

 

it got all the files for skse\plugins all you need to do now is make sure the head mesh has the file pointed out to xml with the right name. And that should get collision to work right.

 

Yeah you said I need to correct it but you don't say what needs to be corrected.

 

The fucking file is 2100+ lines long. Where within this file is the correction made? What exactly is corrected?

 

Every bloody mod that I have seen that say to make a change to skyrim.ini says add "X" there X are the specific changes needed, at the end of the skyrim.ini. When you are just adding to the file. Much like adding the havoc parameters to skyrim.ini so havoc uses more threads than the default.  Or they say search for "X" where X is the field that needs to be changed, and change it to "Y." These tell someone exactly what the corrections are and where they are needed. (And yes I know we are not correcting the skyrim.ini file. its used as an example of the proper way to give instructions on correcting or modifying parameter files.)

 

You simply say correct the file without telling me anything else. Is there only one line in the file to correct? Are they multiple areas in the file that need to be corrected? You don't say, all you say is correct the file and then think I am a troll for not magically knowing what needs correction.

Posted

 

 

 

 

 

 

I don't understand what I actually need to do to get this to work.

 

I understand that the intent of the mod is to switch collision from an object to the female head .nif file. The reason is that all characters have a head, so you don't have to convert armours. 

 

But what do I actually do to get this to work?

What files do I need?

Do I need to edit any .ini files or .xml files?

 

I don't mean to complain but the original post is not clear on exactly WHAT needs to be done to get this concept to work. Its fine at explaining why it works and what it does but it doesn't explain how to install this very well at all.

 

In the Threat it is about HDT Physics Extensions. and about how to make a custom hdtPhysicsExtensionsDefaultBBP, a hdt.xml or hdtm.xml etc. as NiStringExtraData "HDT Havok Path" can be realized with minimal effort.

 

What files are needed for HDT and how to "conventional" setup this is in another thread.

For example here: http://www.loverslab.com/topic/28507-how-to-install-hdt-step-1-click-this-an-overly-descriptive-tutorial/

 

 

Excuse me this link tells me ZERO about how to make collision work without an object.

 

Again I ask...

What do I actually NEED to do to get collision hdt to work using the head vs an object?

What files do I need that are different from the collision object?

Do I need to edit any .ini files or .xml files to switch collision to the head?

 

Again the original post is not clear on exactly what needs to be done to get collision tied to the head vs an object.

 

 

Sorry, I do not quite understand this question.

Maybe because my English is not good enough.

 

The difference between an Object - I think you mean HDT Havok Object - and the head (for example) is:

The head can not undress and one need not distribute it because every NPC already has a head. ;)

 

Why do you want to edit xml or ini files, I can not understand.

 

If you have an XML that supports breast collision, one must "Havok Path HDT" set this xml with the parameter.

The DLL is developed so.

 

How and where the parameter is entered as NiStringExtraData, almost does not matter.

 

You can also use an amulet for it. If the amulet is dressed, belongs to the body and skeleton / bones.

 

If you are the normal HDT breast physics mean (wiggle), then you have not done anything.

 

 

look I am asking you HOW to add collision to the head. You keep explain why collision added to the head works and that you can add it to anything and collision will work, for example an amulet. I know why it works you explain that very well what you do not explain well is how to make it work.

 

How do I get this idea of adding collision to the head to work.

 

what files do I need?

Do I have to change or edit a file?

 

Can anyone else explain to me how to make this work? The Original poster seems so concerned with people refuting his idea that every time someone has a question he tries to explain why the concept works. I understand why it works. I now want to do it but I have yet to get clear instructions on HOW to get it to work.

 

 

 

 

If you can ask me a clear question, I would also like to give a clear answer.

 

If your question is maybe.

What is the name of the femalehead file, or where can I find the file.

 

I can not do anything with your questions so far, I'm sorry.

 

Who knows what HDT PE and know what you need to do to integrate advanced xml, who already knows well from the OP what it is.

 

 

I am asking clear questions.

 

What do I need to add collision to the game via the head .nif?

 

what changes are required to get the head collision system to work? 

 

 

 

The answer was actually quite clear.

Read here in the forum that is needed.

A very comprehensive tutorial I have already posted as a link.

Here in this thread, it's about how you can integrate advanced xml, with the least possible effort - not about the setup of Hdt.

 

I give up!

 

No, one last try.

 

What version of HDT Physics Extensions you have installed?

They have advanced features of HDT PE? For example, the collision breasts vs. Hands?

 

If so:

Do you have it already set up?

How did you sstup it?

 

If not:

Did you read the tutorials on LL?

 

If so:

What are your questions?

If not: -hmm

 

Please answer my questions, so I finally know what we are talking about here.

I am certainly not an evil man or repellent.

Since 6 months I'm doing almost nothing more than to write xml, to answer questions or to give instructions via PM to xml processing.

Posted

 

 

 

 

 

 

 

I don't understand what I actually need to do to get this to work.

 

I understand that the intent of the mod is to switch collision from an object to the female head .nif file. The reason is that all characters have a head, so you don't have to convert armours. 

 

But what do I actually do to get this to work?

What files do I need?

Do I need to edit any .ini files or .xml files?

 

I don't mean to complain but the original post is not clear on exactly WHAT needs to be done to get this concept to work. Its fine at explaining why it works and what it does but it doesn't explain how to install this very well at all.

 

In the Threat it is about HDT Physics Extensions. and about how to make a custom hdtPhysicsExtensionsDefaultBBP, a hdt.xml or hdtm.xml etc. as NiStringExtraData "HDT Havok Path" can be realized with minimal effort.

 

What files are needed for HDT and how to "conventional" setup this is in another thread.

For example here: http://www.loverslab.com/topic/28507-how-to-install-hdt-step-1-click-this-an-overly-descriptive-tutorial/

 

 

Excuse me this link tells me ZERO about how to make collision work without an object.

 

Again I ask...

What do I actually NEED to do to get collision hdt to work using the head vs an object?

What files do I need that are different from the collision object?

Do I need to edit any .ini files or .xml files to switch collision to the head?

 

Again the original post is not clear on exactly what needs to be done to get collision tied to the head vs an object.

 

 

Sorry, I do not quite understand this question.

Maybe because my English is not good enough.

 

The difference between an Object - I think you mean HDT Havok Object - and the head (for example) is:

The head can not undress and one need not distribute it because every NPC already has a head. ;)

 

Why do you want to edit xml or ini files, I can not understand.

 

If you have an XML that supports breast collision, one must "Havok Path HDT" set this xml with the parameter.

The DLL is developed so.

 

How and where the parameter is entered as NiStringExtraData, almost does not matter.

 

You can also use an amulet for it. If the amulet is dressed, belongs to the body and skeleton / bones.

 

If you are the normal HDT breast physics mean (wiggle), then you have not done anything.

 

 

look I am asking you HOW to add collision to the head. You keep explain why collision added to the head works and that you can add it to anything and collision will work, for example an amulet. I know why it works you explain that very well what you do not explain well is how to make it work.

 

How do I get this idea of adding collision to the head to work.

 

what files do I need?

Do I have to change or edit a file?

 

Can anyone else explain to me how to make this work? The Original poster seems so concerned with people refuting his idea that every time someone has a question he tries to explain why the concept works. I understand why it works. I now want to do it but I have yet to get clear instructions on HOW to get it to work.

 

 

 

 

If you can ask me a clear question, I would also like to give a clear answer.

 

If your question is maybe.

What is the name of the femalehead file, or where can I find the file.

 

I can not do anything with your questions so far, I'm sorry.

 

Who knows what HDT PE and know what you need to do to integrate advanced xml, who already knows well from the OP what it is.

 

 

I am asking clear questions.

 

What do I need to add collision to the game via the head .nif?

 

what changes are required to get the head collision system to work? 

 

 

 

The answer was actually quite clear.

Read here in the forum that is needed.

A very comprehensive tutorial I have already posted as a link.

Here in this thread, it's about how you can integrate advanced xml, with the least possible effort - not about the setup of Hdt.

 

I give up!

 

No, one last try.

 

What version of HDT Physics Extensions you have installed?

They have advanced features of HDT PE? For example, the collision breasts vs. Hands?

 

If so:

Do you have it already set up?

How did you sstup it?

 

If not:

Did you read the tutorials on LL?

 

If so:

What are your questions?

If not: -hmm

 

Please answer my questions, so I finally know what we are talking about here.

I am certainly not an evil man or repellent.

Since 6 months I'm doing almost nothing more than to write xml, to answer questions or to give instructions via PM to xml processing.

 

I have HDT physics extension set up. it works

I set it up using the HDT havoc object.esp

 

When I equip the havoc object I get collision, hands cause breasts to jiggle from the idle animation.

 

When I don't equip the object I only get breast jiggle when doing other animations like going in and out of sneak or jumping. So collision works for me via the object.

 

I am trying to get collision to work without the object with either the head or brow nifs that people have provided.

 

What I don't know is what changes I need done to the xml so this works. I keep being told to do corrections to the hovoc file but I don't know what the corrections required are. The hdtPhysicsExtensionsDefaultBBP file is 2100 lines. I have no idea where in this file I need to make the correction. I do not know what the exact correction is.

 

I do NOT care about havoc collision with men so I have made zero changes to get the male to work without the object.

 

Posted

 

I have HDT physics extension set up. it works

 

I set it up using the HDT havoc object.esp

 

 

 

When I equip the havoc object I get collision, hands cause breasts to jiggle from the idle animation.

 

 

 

When I don't equip the object I only get breast jiggle when doing other animations like going in and out of sneak or jumping. So collision works for me via the object.

 

 

 

I am trying to get collision to work without the object with either the head or brow nifs that people have provided.

 

 

 

What I don't know is what changes I need done to the xml so this works. I keep being told to do corrections to the hovoc file but I don't know what the corrections required are. The hdtPhysicsExtensionsDefaultBBP file is 2100 lines. I have no idea where in this file I need to make the correction. I do not know what the exact correction is.

 

 

 

I do NOT care about havoc collision with men so I have made zero changes to get the male to work without the object.

 

 

 

Now we know what you mean.

You need do nothing to change the xml.

What you must do is in this thread directly in the OP.

 

Replaced in the description only femalebaody_0.nif and femalebody_1.nif by femalehead.nif and / or femalebrows.

 

The question is if it works with HDT Havok Object, why do you want to change it?

 

http://www.loverslab.com/topic/25484-setup-breast-collision/

Posted

 

 

I have HDT physics extension set up. it works

 

I set it up using the HDT havoc object.esp

 

 

 

When I equip the havoc object I get collision, hands cause breasts to jiggle from the idle animation.

 

 

 

When I don't equip the object I only get breast jiggle when doing other animations like going in and out of sneak or jumping. So collision works for me via the object.

 

 

 

I am trying to get collision to work without the object with either the head or brow nifs that people have provided.

 

 

 

What I don't know is what changes I need done to the xml so this works. I keep being told to do corrections to the hovoc file but I don't know what the corrections required are. The hdtPhysicsExtensionsDefaultBBP file is 2100 lines. I have no idea where in this file I need to make the correction. I do not know what the exact correction is.

 

 

 

I do NOT care about havoc collision with men so I have made zero changes to get the male to work without the object.

 

 

 

Now we know what you mean.

You need do nothing to change the xml.

What you must do is in this thread directly in the OP.

 

Replaced in the description only femalebaody_0.nif and femalebody_1.nif by femalehead.nif and / or femalebrows.

 

The question is if it works with HDT Havok Object, why do you want to change it?

 

http://www.loverslab.com/topic/25484-setup-breast-collision/

 

 

Why do I want to change it?

 

1) Not all NPC's equip the object

2) it takes up a slot on the body

 

For some reason when I just copy and paste (after I add the NiStringExtraData to the mesh) in femalebrow.nif or femalehead.nif and unclick the havoc object.esp I lose collision. I place head.nif or the brow.nif in the following folder meshes/actors/character/character assets/

 

My xml file is located in data/skse/plugins I entered the following in string block.... data/skse/plugins/hdtPhysicsExtensionsDefaultBBP.xml

 

the character is a vanilla race ie NOT a custom race.

 

So what exactly to I have to do to get this to work?

Posted

 

snip

Why do I want to change it?

 

1) Not all NPC's equip the object

2) it takes up a slot on the body

 

For some reason when I just copy and paste in femalebrow.nif or femalehead.nif and unclick the havoc object.esp I lose collision. I place head,nif or the brow.nif in the following folder meshes/actors/character/character assets/

 

the character is a vanilla race ie NOT a custom race.

 

 

Copy and paste don't worked.

 

Look here any screens:

http://www.loverslab.com/t opic/10270-conversions- for-manga-body/page-77#entry566933

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