JannickPvP2151 Posted 21 hours ago Posted 21 hours ago Hey everyone. I am running the Athena Collection from NexusMods with a custom made TNG Futa Addon (a conversion of slash197's TBD SE - Futanari Balls Lover) and my physics are breaking with the cock and balls. I wanted the cock to rest on the balls and everything "realistic" (what should collide in reality collides in game) but everything is breaking. Can someone help? I am running FSMP 2.5.0. In the attachments is an image of what I mean, my TNG Addon and my configs. hdtSkinnedMeshConfigs.zip TBDBallsLover.esp
traison Posted 18 hours ago Posted 18 hours ago Start by increasing the Y-axis linearUpperLimit and the X-axis angular limits. May also need to decrease Z-axis linearLowerLimit.
JannickPvP2151 Posted 3 hours ago Author Posted 3 hours ago 14 hours ago, traison said: Start by increasing the Y-axis linearUpperLimit and the X-axis angular limits. May also need to decrease Z-axis linearLowerLimit. Hi! Thanks for the answer. Where in the config should I adjust that (which bone or smth)?
traison Posted 3 hours ago Posted 3 hours ago There's a paper on finding physics presets in my signature. As for which bones to adjust, More Informative Console can show you what your character is wearing, and Outfit Studio can show you the nodes/bones with weightpaint for the areas you're concerned about.
JannickPvP2151 Posted 2 hours ago Author Posted 2 hours ago (edited) 10 minutes ago, traison said: There's a paper on finding physics presets in my signature. As for which bones to adjust, More Informative Console can show you what your character is wearing, and Outfit Studio can show you the nodes/bones with weightpaint for the areas you're concerned about. Thing is the configs are directly from the mod-maker (slash197 provided a config but collisions didn't work so I added them, and TBD had its own configs as well, I just added collisions with the cock and balls and made everything a bit bouncier). Could you help me out maybe? I read through your signature and didn't understand anything tbh. Could you maybe look over my configs and tell me what I did wrong? In the attachments are my BodySlide exported meshes if that helps anything. Meshes.zip Edited 2 hours ago by JannickPvP2151 Added some stuff.
traison Posted 2 hours ago Posted 2 hours ago Tbh I'm not too interested in doing physics preset adjustments remotely. Main reason being that when I adjust my own locally (which I've done now for many years) I usually end up trial-n-erroring it for an hour at least; and this is despite all the utilities I've made specifically for the purpose. As an example, after increasing the linear limits you may have to adjust the stiffness values, and with the stiffness adjustments the damping values become an issue.
JannickPvP2151 Posted 2 hours ago Author Posted 2 hours ago (edited) 7 minutes ago, traison said: Tbh I'm not too interested in doing physics preset adjustments remotely. Main reason being that when I adjust my own locally (which I've done now for many years) I usually end up trial-n-erroring it for an hour at least; and this is despite all the utilities I've made specifically for the purpose. As an example, after increasing the linear limits you may have to adjust the stiffness values, and with the stiffness adjustments the damping values become an issue. Ah okay I understand. That's very understandable really. Could you still be so nice and look over my configs (and check the meshes if its needed)? You don't have to change anything. It's my first time messing with SMP configs and I don't know if I just adjusted a value wrong or smth. I would be very very grateful! Edited 2 hours ago by JannickPvP2151 typo
traison Posted 2 hours ago Posted 2 hours ago (edited) 33 minutes ago, JannickPvP2151 said: Could you still be so nice and look over my configs... Issues: Linear limits in LGenScrot are different from those in RGenScrot. RGenScrot has negative upper and lower linear limits potentially putting it under a constant pressure and causing what I call ghost forces. There is no shape named scrotumcollision in this mesh. The penetration values look wrong in all defined shapes. My understanding is that this is supposed to be a precentage value between 0 and 1, where 1 is 100% penetration (or no collisions) and 0 is 0% (or full collisions). A value of 2 makes no sense. Changes: I made the changes I suggested previously, but it's all guesswork since I have no way of testing. I fixed the linear limit discrepancies. I removed the scrotumcollision shape definition. Not changed: I didn't touch the stiffness and damping values since they look a bit insane to begin with. For something that's supposed to hang straight down I would have set both to 0, not 1000 and 2. Shape penetration values I left unchanged because in the history of SMP this is the most undefined config value. It started off as "prenetration", which was most likely a typo. This typo then got removed, and later resurfaced as "penetration". A while later "prenetration" was added back and worked a bit like penetration. What its purpose is today in modern FSMP or SMP Flex versions I do not know. Other: Happy to see there's no confusion between no-collide-with-tag and can-collide-with-tag in 3BSGenitals.xml. This is rare. Edit: According to my documentation, at one point ("SMP SE version 4", see below) the SMP log was complaining about the config value "penetration". So seems like that got removed as well before it too resurfaced again in a later version. "SMP SE version 4" is my label for an SMP version from before it had a public version number. I unfortunately do not have an md5 checksum for its dll and the reason is that it's one of my own builds. This build was most likely based on "SE version 3" which I have documented as being ab1feea8bb321ddbd21ceb6882f58e2b from DaydreamingDay distributed in a mod called "Faster HDT-SMP". 3BSGenitals.7z Edited 1 hour ago by traison
JannickPvP2151 Posted 1 hour ago Author Posted 1 hour ago Thank you very much for looking through it. Gonna try it out right now!
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