Budroi Posted July 8, 2014 Share Posted July 8, 2014 This is what a xml that only affects the belly looks like. This needs to be edited and and merged into your xml <?xml version="1.0" encoding="ascii"?> <hkpackfile classversion="9" contentsversion="hk_2013.1.0-r1" toplevelobject="#0057"> <hksection name="__data__"> <hkobject name="#0058" class="hkpSpringDamperConstraintMotor" signature="0x7ead26f6"> <!-- memSizeAndFlags SERIALIZE_IGNORED --> <!-- referenceCount SERIALIZE_IGNORED --> <hkparam name="type">TYPE_SPRING_DAMPER</hkparam> <hkparam name="minForce">-1000000.000000</hkparam> <hkparam name="maxForce">1000000.000000</hkparam> <hkparam name="springConstant">6.000000</hkparam> <hkparam name="springDamping">1.200000</hkparam> </hkobject> <hkobject name="#0059" class="hkpSpringDamperConstraintMotor" signature="0x7ead26f6"> <!-- memSizeAndFlags SERIALIZE_IGNORED --> <!-- referenceCount SERIALIZE_IGNORED --> <hkparam name="type">TYPE_SPRING_DAMPER</hkparam> <hkparam name="minForce">-1000000.000000</hkparam> <hkparam name="maxForce">1000000.000000</hkparam> <hkparam name="springConstant">6.000000</hkparam> <hkparam name="springDamping">1.200000</hkparam> </hkobject> <hkobject name="#0060" class="hkpSpringDamperConstraintMotor" signature="0x7ead26f6"> <!-- memSizeAndFlags SERIALIZE_IGNORED --> <!-- referenceCount SERIALIZE_IGNORED --> <hkparam name="type">TYPE_SPRING_DAMPER</hkparam> <hkparam name="minForce">-1000000.000000</hkparam> <hkparam name="maxForce">1000000.000000</hkparam> <hkparam name="springConstant">6.000000</hkparam> <hkparam name="springDamping">1.200000</hkparam> </hkobject> <hkobject name="#0061" class="hkpSpringDamperConstraintMotor" signature="0x7ead26f6"> <!-- memSizeAndFlags SERIALIZE_IGNORED --> <!-- referenceCount SERIALIZE_IGNORED --> <hkparam name="type">TYPE_SPRING_DAMPER</hkparam> <hkparam name="minForce">-1000000.000000</hkparam> <hkparam name="maxForce">1000000.000000</hkparam> <hkparam name="springConstant">400.000000</hkparam> <hkparam name="springDamping">0.900000</hkparam> </hkobject> <hkobject name="#0062" class="hkpSpringDamperConstraintMotor" signature="0x7ead26f6"> <!-- memSizeAndFlags SERIALIZE_IGNORED --> <!-- referenceCount SERIALIZE_IGNORED --> <hkparam name="type">TYPE_SPRING_DAMPER</hkparam> <hkparam name="minForce">-1000000.000000</hkparam> <hkparam name="maxForce">1000000.000000</hkparam> <hkparam name="springConstant">400.000000</hkparam> <hkparam name="springDamping">0.900000</hkparam> </hkobject> <hkobject name="#0063" class="hkpSpringDamperConstraintMotor" signature="0x7ead26f6"> <!-- memSizeAndFlags SERIALIZE_IGNORED --> <!-- referenceCount SERIALIZE_IGNORED --> <hkparam name="type">TYPE_SPRING_DAMPER</hkparam> <hkparam name="minForce">-1000000.000000</hkparam> <hkparam name="maxForce">1000000.000000</hkparam> <hkparam name="springConstant">400.000000</hkparam> <hkparam name="springDamping">0.900000</hkparam> </hkobject> <hkobject name="#0064" class="hkpGenericConstraintData" signature="0xda80914e"> <!-- memSizeAndFlags SERIALIZE_IGNORED --> <!-- referenceCount SERIALIZE_IGNORED --> <hkparam name="userData">0</hkparam> <hkparam name="atoms"> <hkobject> <hkparam name="bridgeAtom"> <hkobject> <hkparam name="type">TYPE_BRIDGE</hkparam> <!-- buildJacobianFunc SERIALIZE_IGNORED --> <hkparam name="constraintData">#0064</hkparam> <!-- padding SERIALIZE_IGNORED --> </hkobject> </hkparam> </hkobject> </hkparam> <hkparam name="scheme"> <hkobject> <!-- info SERIALIZE_IGNORED --> <hkparam name="data" numelements="23"> (0.000000 0.000000 0.000000 0.000000) (0.000000 0.000000 0.000000 0.000000) (1.000000 -0.000002 -0.000000 0.000000) (0.000002 0.994605 0.103738 0.000000) (-0.000000 -0.103738 0.994605 0.000000) (-0.010000 0.010000 0.000000 0.000000) (0.100000 6.000000 0.000000 0.000000) (-15.000000 5.000000 0.000000 0.000000) (0.000000 0.000000 0.000000 0.000000) (1.000000 0.000000 0.000000 0.000000) (2.000000 0.000000 0.000000 0.000000) (1.000000 -0.000002 -0.000000 0.000000) (0.000002 0.994605 0.103738 0.000000) (-0.000000 -0.103738 0.994605 0.000000) (1.000000 0.000000 0.000000 0.000000) (0.000000 1.000000 0.000000 0.000000) (0.000000 0.000000 1.000000 0.000000) (-0.010000 0.010000 0.000000 0.000000) (-0.010000 0.010000 0.000000 0.000000) (-0.100000 0.100000 0.000000 0.000000) (3.000000 0.000000 0.000000 0.000000) (4.000000 0.000000 0.000000 0.000000) (5.000000 0.000000 0.000000 0.000000) </hkparam> <hkparam name="commands" numelements="35"> 1 2 4 0 4 1 4 2 16 0 16 1 16 2 15 0 15 1 15 2 8 9 17 0 17 1 17 2 14 0 14 1 14 2 0 </hkparam> <!-- modifiers SERIALIZE_IGNORED --> <hkparam name="motors" numelements="6"> #0063 #0062 #0061 #0060 #0059 #0058 </hkparam> </hkobject> </hkparam> </hkobject> <hkobject name="#0067" class="hkpSphereShape" signature="0x89b169a3"> <!-- memSizeAndFlags SERIALIZE_IGNORED --> <!-- referenceCount SERIALIZE_IGNORED --> <!-- type SERIALIZE_IGNORED --> <hkparam name="dispatchType">USER</hkparam> <hkparam name="bitsPerKey">0</hkparam> <hkparam name="shapeInfoCodecType">NULL_CODEC</hkparam> <hkparam name="userData">0</hkparam> <hkparam name="radius">0.500000</hkparam> <!-- pad16 SERIALIZE_IGNORED --> </hkobject> <hkobject name="#0066" class="hkpRigidBody" signature="0xd0313594"> <!-- memSizeAndFlags SERIALIZE_IGNORED --> <!-- referenceCount SERIALIZE_IGNORED --> <!-- world SERIALIZE_IGNORED --> <hkparam name="userData">0</hkparam> <hkparam name="collidable"> <hkobject> <hkparam name="shape">#0067</hkparam> <hkparam name="shapeKey">4294967295</hkparam> <!-- motion SERIALIZE_IGNORED --> <!-- parent SERIALIZE_IGNORED --> <!-- ownerOffset SERIALIZE_IGNORED --> <hkparam name="forceCollideOntoPpu">8</hkparam> <!-- shapeSizeOnSpu SERIALIZE_IGNORED --> <hkparam name="broadPhaseHandle"> <hkobject> <!-- id SERIALIZE_IGNORED --> <hkparam name="type">1</hkparam> <!-- ownerOffset SERIALIZE_IGNORED --> <hkparam name="objectQualityType">1</hkparam> <hkparam name="collisionFilterInfo">184549358</hkparam> </hkobject> </hkparam> <!-- boundingVolumeData SERIALIZE_IGNORED --> <hkparam name="allowedPenetrationDepth">0.100000</hkparam> <!-- collisionEntries SERIALIZE_IGNORED --> </hkobject> </hkparam> <hkparam name="multiThreadCheck"> <hkobject> <!-- threadId SERIALIZE_IGNORED --> <!-- stackTraceId SERIALIZE_IGNORED --> <!-- markCount SERIALIZE_IGNORED --> <!-- markBitStack SERIALIZE_IGNORED --> </hkobject> </hkparam> <hkparam name="name">NPC PreBelly</hkparam> <hkparam name="properties" numelements="0"></hkparam> <hkparam name="material"> <hkobject> <hkparam name="responseType">RESPONSE_SIMPLE_CONTACT</hkparam> <hkparam name="rollingFrictionMultiplier">0.000000</hkparam> <hkparam name="friction">1.000000</hkparam> <hkparam name="restitution">0.000000</hkparam> </hkobject> </hkparam> <!-- limitContactImpulseUtilAndFlag SERIALIZE_IGNORED --> <hkparam name="damageMultiplier">1.000000</hkparam> <!-- breakableBody SERIALIZE_IGNORED --> <!-- solverData SERIALIZE_IGNORED --> <hkparam name="storageIndex">65535</hkparam> <hkparam name="contactPointCallbackDelay">65535</hkparam> <!-- constraintsMaster SERIALIZE_IGNORED --> <!-- constraintsSlave SERIALIZE_IGNORED --> <!-- constraintRuntime SERIALIZE_IGNORED --> <!-- simulationIsland SERIALIZE_IGNORED --> <hkparam name="autoRemoveLevel">0</hkparam> <hkparam name="numShapeKeysInContactPointProperties">0</hkparam> <hkparam name="responseModifierFlags">0</hkparam> <hkparam name="uid">4294967295</hkparam> <hkparam name="spuCollisionCallback"> <hkobject> <!-- util SERIALIZE_IGNORED --> <!-- capacity SERIALIZE_IGNORED --> <hkparam name="eventFilter">3</hkparam> <hkparam name="userFilter">1</hkparam> </hkobject> </hkparam> <hkparam name="motion"> <hkobject> <!-- memSizeAndFlags SERIALIZE_IGNORED --> <!-- referenceCount SERIALIZE_IGNORED --> <hkparam name="type">MOTION_KEYFRAMED</hkparam> <hkparam name="deactivationIntegrateCounter">15</hkparam> <hkparam name="deactivationNumInactiveFrames">49152 49152</hkparam> <hkparam name="motionState"> <hkobject> <hkparam name="transform">(1.000000 0.000000 0.000000)(0.000000 1.000000 0.000000)(0.000000 0.000000 1.000000)(0.000000 0.000000 0.000000)</hkparam> <hkparam name="sweptTransform"> <hkobject> <hkparam name="centerOfMass0">(0.000000 0.000000 0.000000 0.000000)</hkparam> <hkparam name="centerOfMass1">(0.000000 0.000000 0.000000 0.000000)</hkparam> <hkparam name="rotation0">(0.000000 0.000000 0.000000 1.000000)</hkparam> <hkparam name="rotation1">(0.000000 0.000000 0.000000 1.000000)</hkparam> <hkparam name="centerOfMassLocal">(0.000000 0.000000 0.000000 0.000000)</hkparam> </hkobject> </hkparam> <hkparam name="deltaAngle">(0.000000 0.000000 0.000000 0.000000)</hkparam> <hkparam name="objectRadius">0.866025</hkparam> <hkparam name="linearDamping">0.000000</hkparam> <hkparam name="angularDamping">0.098633</hkparam> <hkparam name="timeFactor">0.500000</hkparam> <hkparam name="maxLinearVelocity"> <hkobject> <hkparam name="value">255</hkparam> </hkobject> </hkparam> <hkparam name="maxAngularVelocity"> <hkobject> <hkparam name="value">255</hkparam> </hkobject> </hkparam> <hkparam name="deactivationClass">2</hkparam> </hkobject> </hkparam> <hkparam name="inertiaAndMassInv">(0.000000 0.000000 0.000000 1.200000)</hkparam> <hkparam name="linearVelocity">(0.000000 0.000000 0.000000 0.000000)</hkparam> <hkparam name="angularVelocity">(0.000000 0.000000 0.000000 0.000000)</hkparam> <hkparam name="deactivationRefPosition">(0.000000 0.000000 0.000000 0.000000) (0.000000 0.000000 0.000000 0.000000)</hkparam> <hkparam name="deactivationRefOrientation">0 0</hkparam> <hkparam name="savedMotion">null</hkparam> <hkparam name="savedQualityTypeIndex">0</hkparam> <hkparam name="gravityFactor">1.000000</hkparam> </hkobject> </hkparam> <!-- contactListeners SERIALIZE_IGNORED --> <!-- actions SERIALIZE_IGNORED --> <hkparam name="localFrame">null</hkparam> <!-- extendedListeners SERIALIZE_IGNORED --> <hkparam name="npData">4294967295</hkparam> </hkobject> <hkobject name="#0069" class="hkpCapsuleShape" signature="0xb58289ff"> <!-- memSizeAndFlags SERIALIZE_IGNORED --> <!-- referenceCount SERIALIZE_IGNORED --> <!-- type SERIALIZE_IGNORED --> <hkparam name="dispatchType">USER</hkparam> <hkparam name="bitsPerKey">0</hkparam> <hkparam name="shapeInfoCodecType">NULL_CODEC</hkparam> <hkparam name="userData">0</hkparam> <hkparam name="radius">8.017544</hkparam> <hkparam name="vertexA">(0.315789 0.701754 -0.614035 8.017544)</hkparam> <hkparam name="vertexB">(0.315789 0.403509 -2.017544 8.017544)</hkparam> </hkobject> <hkobject name="#0068" class="hkpRigidBody" signature="0xd0313594"> <!-- memSizeAndFlags SERIALIZE_IGNORED --> <!-- referenceCount SERIALIZE_IGNORED --> <!-- world SERIALIZE_IGNORED --> <hkparam name="userData">0</hkparam> <hkparam name="collidable"> <hkobject> <hkparam name="shape">#0069</hkparam> <hkparam name="shapeKey">4294967295</hkparam> <!-- motion SERIALIZE_IGNORED --> <!-- parent SERIALIZE_IGNORED --> <!-- ownerOffset SERIALIZE_IGNORED --> <hkparam name="forceCollideOntoPpu">8</hkparam> <!-- shapeSizeOnSpu SERIALIZE_IGNORED --> <hkparam name="broadPhaseHandle"> <hkobject> <!-- id SERIALIZE_IGNORED --> <hkparam name="type">1</hkparam> <!-- ownerOffset SERIALIZE_IGNORED --> <hkparam name="objectQualityType">2</hkparam> <hkparam name="collisionFilterInfo">184549358</hkparam> </hkobject> </hkparam> <!-- boundingVolumeData SERIALIZE_IGNORED --> <hkparam name="allowedPenetrationDepth">0.100000</hkparam> <!-- collisionEntries SERIALIZE_IGNORED --> </hkobject> </hkparam> <hkparam name="multiThreadCheck"> <hkobject> <!-- threadId SERIALIZE_IGNORED --> <!-- stackTraceId SERIALIZE_IGNORED --> <!-- markCount SERIALIZE_IGNORED --> <!-- markBitStack SERIALIZE_IGNORED --> </hkobject> </hkparam> <hkparam name="name">NPC Belly</hkparam> <hkparam name="properties" numelements="0"></hkparam> <hkparam name="material"> <hkobject> <hkparam name="responseType">RESPONSE_SIMPLE_CONTACT</hkparam> <hkparam name="rollingFrictionMultiplier">0.000000</hkparam> <hkparam name="friction">0.100000</hkparam> <hkparam name="restitution">0.000000</hkparam> </hkobject> </hkparam> <!-- limitContactImpulseUtilAndFlag SERIALIZE_IGNORED --> <hkparam name="damageMultiplier">1.000000</hkparam> <!-- breakableBody SERIALIZE_IGNORED --> <!-- solverData SERIALIZE_IGNORED --> <hkparam name="storageIndex">65535</hkparam> <hkparam name="contactPointCallbackDelay">65535</hkparam> <!-- constraintsMaster SERIALIZE_IGNORED --> <!-- constraintsSlave SERIALIZE_IGNORED --> <!-- constraintRuntime SERIALIZE_IGNORED --> <!-- simulationIsland SERIALIZE_IGNORED --> <hkparam name="autoRemoveLevel">0</hkparam> <hkparam name="numShapeKeysInContactPointProperties">0</hkparam> <hkparam name="responseModifierFlags">0</hkparam> <hkparam name="uid">4294967295</hkparam> <hkparam name="spuCollisionCallback"> <hkobject> <!-- util SERIALIZE_IGNORED --> <!-- capacity SERIALIZE_IGNORED --> <hkparam name="eventFilter">3</hkparam> <hkparam name="userFilter">1</hkparam> </hkobject> </hkparam> <hkparam name="motion"> <hkobject> <!-- memSizeAndFlags SERIALIZE_IGNORED --> <!-- referenceCount SERIALIZE_IGNORED --> <hkparam name="type">MOTION_SPHERE_INERTIA</hkparam> <hkparam name="deactivationIntegrateCounter">15</hkparam> <hkparam name="deactivationNumInactiveFrames">49152 49152</hkparam> <hkparam name="motionState"> <hkobject> <hkparam name="transform">(1.000000 0.000000 0.000000)(0.000000 1.000000 0.000000)(0.000000 0.000000 1.000000)(0.000000 0.000000 0.000000)</hkparam> <hkparam name="sweptTransform"> <hkobject> <hkparam name="centerOfMass0">(0.000000 15.000000 -10.000000 0.000000)</hkparam> <hkparam name="centerOfMass1">(0.000000 15.000000 -10.000000 0.000000)</hkparam> <hkparam name="rotation0">(0.000000 0.000000 0.000000 1.000000)</hkparam> <hkparam name="rotation1">(0.000000 0.000000 0.000000 1.000000)</hkparam> <hkparam name="centerOfMassLocal">(0.000000 15.000000 -10.000000 0.000000)</hkparam> </hkobject> </hkparam> <hkparam name="deltaAngle">(0.000000 0.000000 0.000000 0.000000)</hkparam> <hkparam name="objectRadius">23.889597</hkparam> <hkparam name="linearDamping">0.000000</hkparam> <hkparam name="angularDamping">0.098633</hkparam> <hkparam name="timeFactor">0.328125</hkparam> <hkparam name="maxLinearVelocity"> <hkobject> <hkparam name="value">127</hkparam> </hkobject> </hkparam> <hkparam name="maxAngularVelocity"> <hkobject> <hkparam name="value">127</hkparam> </hkobject> </hkparam> <hkparam name="deactivationClass">2</hkparam> </hkobject> </hkparam> <hkparam name="inertiaAndMassInv">(0.055556 0.055556 0.055556 1.333333)</hkparam> <hkparam name="linearVelocity">(0.000000 0.000000 0.000000 0.000000)</hkparam> <hkparam name="angularVelocity">(0.000000 0.000000 0.000000 0.000000)</hkparam> <hkparam name="deactivationRefPosition">(0.000000 0.000000 0.000000 0.000000) (0.000000 0.000000 0.000000 0.000000)</hkparam> <hkparam name="deactivationRefOrientation">0 0</hkparam> <hkparam name="savedMotion">null</hkparam> <hkparam name="savedQualityTypeIndex">0</hkparam> <hkparam name="gravityFactor">1.000000</hkparam> </hkobject> </hkparam> <!-- contactListeners SERIALIZE_IGNORED --> <!-- actions SERIALIZE_IGNORED --> <hkparam name="localFrame">null</hkparam> <!-- extendedListeners SERIALIZE_IGNORED --> <hkparam name="npData">4294967295</hkparam> </hkobject> <hkobject name="#0065" class="hkpConstraintInstance" signature="0x34eba5f"> <!-- memSizeAndFlags SERIALIZE_IGNORED --> <!-- referenceCount SERIALIZE_IGNORED --> <!-- owner SERIALIZE_IGNORED --> <hkparam name="data">#0064</hkparam> <hkparam name="constraintModifiers">null</hkparam> <hkparam name="entities">#0068 #0066</hkparam> <hkparam name="priority">PRIORITY_PSI</hkparam> <hkparam name="wantRuntime">true</hkparam> <hkparam name="destructionRemapInfo">ON_DESTRUCTION_REMAP</hkparam> <!-- listeners SERIALIZE_IGNORED --> <hkparam name="name">␀</hkparam> <hkparam name="userData">0</hkparam> <!-- internal SERIALIZE_IGNORED --> <!-- uid SERIALIZE_IGNORED --> </hkobject> <hkobject name="#0057" class="hkpPhysicsSystem" signature="0xd6c543df"> <!-- memSizeAndFlags SERIALIZE_IGNORED --> <!-- referenceCount SERIALIZE_IGNORED --> <hkparam name="rigidBodies" numelements="2"> #0068 #0066 </hkparam> <hkparam name="constraints" numelements="1"> #0065 </hkparam> <hkparam name="actions" numelements="0"></hkparam> <hkparam name="phantoms" numelements="0"></hkparam> <hkparam name="name">␀</hkparam> <hkparam name="userData">0</hkparam> <hkparam name="active">true</hkparam> </hkobject> </hksection> </hkpackfile> Hope this is what you were looking for. Here is that belly only xml. hdt Belly xml.xml there are no breasts and butt section in it right, So can i simple copy the inner structure and paste it in my xml file right? Yes but that is what I did before and it didn't work. At least that what I tried to do anyway. Here is where it gets difficult. Im almost certain the problem arose from this: <hkobject name="#0064" class="hkpGenericConstraintData" signature="0xda80914e"> ^^ If you look here ---------II this number and the numbers of everything in the belly xml share the same number as something in your xml Because of this one of them needs to be changed. You need to find the highest number in your xml and change these to continue the count from yours. Yours either starts at 57 or 61 Then these also need to be updated: <!-- buildJacobianFunc SERIALIZE_IGNORED --> <hkparam name="constraintData">#0064</hkparam> <!-- padding SERIALIZE_IGNORED --> see 64 again. here as well: <hkobject> <hkparam name="shape">#0067</hkparam> <hkparam name="shapeKey">4294967295</hkparam> this time 67 -------------------------- There are instances of this all over the xml. I think in mine i probably missed a few when I changed everything over. Link to comment
cold steel Posted July 8, 2014 Share Posted July 8, 2014 Em, like I said it is much easier to get "all in one" xml file from first post and just copy boobs and butt settings from your xml file. Link to comment
Zaselim Posted July 8, 2014 Share Posted July 8, 2014 Em, like I said it is much easier to get "all in one" xml file from first post and just copy boobs and butt settings from your xml file. i downloaded the all in one archive but it had all the files but no hdt.xml file for the female. in skse folder there.. hdtm.xml hdtphysicsextensions.dll hdtphysicsextension.ini hdtphysicsextensionDefaultBBP.xml hdyskyrimmempatch.dll hdtSkyrimMemPatch.ini and in character assests folder hdt havok object male.nif hdt havok object.nif malehands_0.nif malehands_1.nif Link to comment
Budroi Posted July 8, 2014 Share Posted July 8, 2014 Em, like I said it is much easier to get "all in one" xml file from first post and just copy boobs and butt settings from your xml file. i downloaded the all in one archive but it had all the files but no hdt.xml file for the female. in skse folder there.. hdtm.xml hdtphysicsextensions.dll hdtphysicsextension.ini hdtphysicsextensionDefaultBBP.xml hdyskyrimmempatch.dll hdtSkyrimMemPatch.ini and in character assests folder hdt havok object male.nif hdt havok object.nif malehands_0.nif malehands_1.nif HDT.xml is the same file as the hdtphysicsextensionDefaultBBP.xml just copy and rename the file. Link to comment
cold steel Posted July 8, 2014 Share Posted July 8, 2014 Em, like I said it is much easier to get "all in one" xml file from first post and just copy boobs and butt settings from your xml file. i downloaded the all in one archive but it had all the files but no hdt.xml file for the female. in skse folder there.. hdtm.xml hdtphysicsextensions.dll hdtphysicsextension.ini hdtphysicsextensionDefaultBBP.xml hdyskyrimmempatch.dll hdtSkyrimMemPatch.ini and in character assests folder hdt havok object male.nif hdt havok object.nif malehands_0.nif malehands_1.nif HDT.xml is the same file as the hdtphysicsextensionDefaultBBP.xml just copy and rename the file. Wait a second, if he copy and rename then it willn't work maybe. Zaselim, you need to edit this hdtphysicsextensionDefaultBBP.xml . Maybe your file with hdt settings have another name, because it was used in previous version of HDT physics. Just take information of hdt settings and replease boobs and butt information in hdtphysicsextensionDefaultBBP.xml . When I read comments in this thread about settings someone told that structure of information can be changed depend of HDT version. If you replace information about boobs and butt jiggle in this file and in the game belly jiggle would work, but you willn't see butt and boobs jiggling then you need to adapt information from your old .xml to new one Link to comment
Budroi Posted July 8, 2014 Share Posted July 8, 2014 HDT.xml is the same file as the hdtphysicsextensionDefaultBBP.xml just copy and rename the file. The above was not a joke. They are literally the same file. HDT is just less letters to type out which makes attaching physics to body and armors easier. Which is why once you edit hdtphysicsextensionDefaultBBP.xml make a copy of it and rename the copy to hdt.xml. However, If your xml is designed for the 10.24 stable build though trying to use it with the more recent 14.28 build probably wont work. Link to comment
Zaselim Posted July 8, 2014 Share Posted July 8, 2014 thanks i will change the name and check it out, about copying and pasting the boos and butt entries i am at total loss. cause i don't know what to copy and from where to where. Link to comment
Budroi Posted July 8, 2014 Share Posted July 8, 2014 easiest way would be download JFF and open 2 instances one with you xml and one with an xml with belly. then double click to open any same objects in both. and copy your xml's stats onto the belly xml's stats Link to comment
Zaselim Posted July 8, 2014 Share Posted July 8, 2014 ok i check the files from the all in one archive. no animation n physics at all. i installed all the files (made a back of mine) and the copy default xml file and rename the file into hdt.xml because in my female body i gave the path to that name. but no physics. then 1. i removed the dll file n installed mine then ran the game, no physics. 2. removed the default xml file and intall mine and ran the game, physics were back but without colision that cpmes from hdt.xml. 3. the removed the hdt file which the copy of default xml from all in one archive and installed mine. this time everything came back to normal because this all of the files were mine. so breasts and butt animation, physics and colision came back the way it was originally. now i dont understand why the all in archive files are not working for me. by the whay hdtSkyrimMem is for? Link to comment
Zaselim Posted July 8, 2014 Share Posted July 8, 2014 ok i check the files from the all in one archive. no animation n physics at all. i installed all the files (made a back of mine) and made the copy default xml file and rename the file into hdt.xml because in my female body i gave the path to that name. but no physics. then 1. i removed the dll file n installed mine then ran the game, no physics. 2. removed the default xml file and intall mine and ran the game, physics were back but without colision that cpmes from hdt.xml. 3. then removed the hdt file which was the copy of default xml from all in one archive and installed mine. this time everything came back to normal because this time all of the files were mine. so breasts and butt animation, physics and colision came back the way it was originally. now i dont understand why the all in one archive files are not working for me, because all of my old(i make a back up when install new files so i have almost all previous dll n xml files atleast the ones i downloaded) dll and xml files are workimg by the whay hdtSkyrimMem is for? Link to comment
hawa Posted July 8, 2014 Share Posted July 8, 2014 Hi, is it possible to make the HDT Earrings not use the head/helm slot and instead use a different earring slot like the HDT Hoop Earrings? Link to comment
Budroi Posted July 8, 2014 Share Posted July 8, 2014 ok i check the files from the all in one archive. no animation n physics at all. i installed all the files (made a back of mine) and made the copy default xml file and rename the file into hdt.xml because in my female body i gave the path to that name. but no physics. then 1. i removed the dll file n installed mine then ran the game, no physics. 2. removed the default xml file and intall mine and ran the game, physics were back but without colision that cpmes from hdt.xml. 3. then removed the hdt file which was the copy of default xml from all in one archive and installed mine. this time everything came back to normal because this time all of the files were mine. so breasts and butt animation, physics and colision came back the way it was originally. now i dont understand why the all in one archive files are not working for me, because all of my old(i make a back up when install new files so i have almost all previous dll n xml files atleast the ones i downloaded) dll and xml files are workimg by the whay hdtSkyrimMem is for? thats odd. I'm not sure what your issue could be. Link to comment
Zaselim Posted July 8, 2014 Share Posted July 8, 2014 ok i check the files from the all in one archive. no animation n physics at all. i installed all the files (made a back of mine) and made the copy default xml file and rename the file into hdt.xml because in my female body i gave the path to that name. but no physics. then 1. i removed the dll file n installed mine then ran the game, no physics. 2. removed the default xml file and intall mine and ran the game, physics were back but without colision that cpmes from hdt.xml. 3. then removed the hdt file which was the copy of default xml from all in one archive and installed mine. this time everything came back to normal because this time all of the files were mine. so breasts and butt animation, physics and colision came back the way it was originally. now i dont understand why the all in one archive files are not working for me, because all of my old(i make a back up when install new files so i have almost all previous dll n xml files atleast the ones i downloaded) dll and xml files are workimg by the whay hdtSkyrimMem is for? thats odd. I'm not sure what your issue could be. yes it is odd, all the original hdt physics files (old and current) works fine but not the ones from this thread.. i think the only thing that may work is to add entries for the belly in my xml without changing anything else. note: i dont use havok object, just added the xml path in the femalebody 0/1. Link to comment
Budroi Posted July 8, 2014 Share Posted July 8, 2014 if only added to female body you must be naked for physics to function. Attach it to your head mesh. or to armors directly. Link to comment
Zaselim Posted July 8, 2014 Share Posted July 8, 2014 if only added to female body you must be naked for physics to function. Attach it to your head mesh. or to armors directly. it is, actually i am one of the few people who got it(hdt physics) to work on their first try when it was released for the first time. I meant in the above post that i dont use havok object but only add the path to the body, armors etc Link to comment
Budroi Posted July 8, 2014 Share Posted July 8, 2014 Gotcha i do it that way too. The hell with using an equipable to get physics. Sure its a bit more work but now everyone everywhere has the physics. no stupid item. I used the xml you posted before and moved the values to a belly enabled xml. I tested it and all works fine on my end. I dislike your settings personally, but I use a different body so maybe your bodies have a better reaction with those settings.. here it is. If it doesn't work for you there is a larger problem somewhere. Also the file is my complete file for use in my game so you will need to rip it apart and grab the files. Zaselim XML Merge.7z Link to comment
Zaselim Posted July 8, 2014 Share Posted July 8, 2014 Gotcha i do it that way too. The hell with using an equipable to get physics. Sure its a bit more work but now everyone everywhere has the physics. no stupid item. I used the xml you posted before and moved the values to a belly enabled xml. I tested it and all works fine on my end. I dislike your settings personally, but I use a different body so maybe your bodies have a better reaction with those settings.. here it is. If it doesn't work for you there is a larger problem somewhere. Also the file is my complete file for use in my game so you will need to rip it apart and grab the files. Zaselim XML Merge.7z Thanks i will check it, I noticed like the previous file you game me, the file size is the same 131kb, mine on the other hand is 191kb. My body mods have big butts so I asked a friend to add more butt jiggle to the xml file i was using so the butt jiggle like a big butt suppose to.. The breasts jiggle is bit too much for my taste but it doesn't bother me either.. Link to comment
rhtnwjrdla2 Posted July 9, 2014 Share Posted July 9, 2014 what is the second Youtube video armor anyone knows? Link to comment
Zaselim Posted July 9, 2014 Share Posted July 9, 2014 Gotcha i do it that way too. The hell with using an equipable to get physics. Sure its a bit more work but now everyone everywhere has the physics. no stupid item. I used the xml you posted before and moved the values to a belly enabled xml. I tested it and all works fine on my end. I dislike your settings personally, but I use a different body so maybe your bodies have a better reaction with those settings.. here it is. If it doesn't work for you there is a larger problem somewhere. Also the file is my complete file for use in my game so you will need to rip it apart and grab the files. Zaselim XML Merge.7z Thanks i will check it, I noticed like the previous file you game me, the file size is the same 131kb, mine on the other hand is 191kb. My body mods have big butts so I asked a friend to add more butt jiggle to the xml file i was using so the butt jiggle like a big butt suppose to.. The breasts jiggle is bit too much for my taste but it doesn't bother me either.. Sadly to say the file you gave didn't work as well. No animation at all i also use the default xml but if only use the hdt.xml only the collision doesn't mod breasts and butt animate because my default xml file. I few months back cold steel add belly animation to his bbw body, actually i want that animation. Want the belly to move according to the body's movement like breasts and butt do. It doesn't matter if the collision doesn't work by the touch of the hands. Link to comment
Budroi Posted July 9, 2014 Share Posted July 9, 2014 Gotcha i do it that way too. The hell with using an equipable to get physics. Sure its a bit more work but now everyone everywhere has the physics. no stupid item. I used the xml you posted before and moved the values to a belly enabled xml. I tested it and all works fine on my end. I dislike your settings personally, but I use a different body so maybe your bodies have a better reaction with those settings.. here it is. If it doesn't work for you there is a larger problem somewhere. Also the file is my complete file for use in my game so you will need to rip it apart and grab the files. Zaselim XML Merge.7z Thanks i will check it, I noticed like the previous file you game me, the file size is the same 131kb, mine on the other hand is 191kb. My body mods have big butts so I asked a friend to add more butt jiggle to the xml file i was using so the butt jiggle like a big butt suppose to.. The breasts jiggle is bit too much for my taste but it doesn't bother me either.. Sadly to say the file you gave didn't work as well. No animation at all i also use the default xml but if only use the hdt.xml only the collision doesn't mod breasts and butt animate because my default xml file. I few months back cold steel add belly animation to his bbw body, actually i want that animation. Want the belly to move according to the body's movement like breasts and butt do. It doesn't matter if the collision doesn't work by the touch of the hands. That is very weird it worked for me. I'm not sure what to tell you. Link to comment
Zaselim Posted July 9, 2014 Share Posted July 9, 2014 Gotcha i do it that way too. The hell with using an equipable to get physics. Sure its a bit more work but now everyone everywhere has the physics. no stupid item. I used the xml you posted before and moved the values to a belly enabled xml. I tested it and all works fine on my end. I dislike your settings personally, but I use a different body so maybe your bodies have a better reaction with those settings.. here it is. If it doesn't work for you there is a larger problem somewhere. Also the file is my complete file for use in my game so you will need to rip it apart and grab the files. Zaselim XML Merge.7z Thanks i will check it, I noticed like the previous file you game me, the file size is the same 131kb, mine on the other hand is 191kb. My body mods have big butts so I asked a friend to add more butt jiggle to the xml file i was using so the butt jiggle like a big butt suppose to.. The breasts jiggle is bit too much for my taste but it doesn't bother me either.. Sadly to say the file you gave didn't work as well. No animation at all i also use the default xml but if only use the hdt.xml only the collision doesn't mod breasts and butt animate because my default xml file. I few months back cold steel add belly animation to his bbw body, actually i want that animation. Want the belly to move according to the body's movement like breasts and butt do. It doesn't matter if the collision doesn't work by the touch of the hands. That is very weird it worked for me. I'm not sure what to tell you. could it be a skeleton related issue? I don't know the exact version but i am using xp32's skeleton with sos compatibility for females (including TBBP breasts, Butt and belly bones) Link to comment
Budroi Posted July 9, 2014 Share Posted July 9, 2014 Try switching to the XMPS extended skeleton X.93ar50 here on LL. Make sure to install the hdt rig at the end of the installer and ece sliders if you use ece. It has SOS compatibility. Ive been using it for a while now. Link to comment
Daiemonic Posted July 9, 2014 Author Share Posted July 9, 2014 Gotcha i do it that way too. The hell with using an equipable to get physics. Sure its a bit more work but now everyone everywhere has the physics. no stupid item. I used the xml you posted before and moved the values to a belly enabled xml. I tested it and all works fine on my end. I dislike your settings personally, but I use a different body so maybe your bodies have a better reaction with those settings.. here it is. If it doesn't work for you there is a larger problem somewhere. Also the file is my complete file for use in my game so you will need to rip it apart and grab the files. Zaselim XML Merge.7z Thanks i will check it, I noticed like the previous file you game me, the file size is the same 131kb, mine on the other hand is 191kb. My body mods have big butts so I asked a friend to add more butt jiggle to the xml file i was using so the butt jiggle like a big butt suppose to.. The breasts jiggle is bit too much for my taste but it doesn't bother me either.. Sadly to say the file you gave didn't work as well. No animation at all i also use the default xml but if only use the hdt.xml only the collision doesn't mod breasts and butt animate because my default xml file. I few months back cold steel add belly animation to his bbw body, actually i want that animation. Want the belly to move according to the body's movement like breasts and butt do. It doesn't matter if the collision doesn't work by the touch of the hands. That is very weird it worked for me. I'm not sure what to tell you. could it be a skeleton related issue? I don't know the exact version but i am using xp32's skeleton with sos compatibility for females (including TBBP breasts, Butt and belly bones) because of this I asked you about the requeriments, XP32 extended skeleton x.93ar50 is a must have, and as I statted at main post, you will get weird problems with other tbbp skeletons. Link to comment
Budroi Posted July 9, 2014 Share Posted July 9, 2014 Gotcha i do it that way too. The hell with using an equipable to get physics. Sure its a bit more work but now everyone everywhere has the physics. no stupid item. I used the xml you posted before and moved the values to a belly enabled xml. I tested it and all works fine on my end. I dislike your settings personally, but I use a different body so maybe your bodies have a better reaction with those settings.. here it is. If it doesn't work for you there is a larger problem somewhere. Also the file is my complete file for use in my game so you will need to rip it apart and grab the files. Zaselim XML Merge.7z Thanks i will check it, I noticed like the previous file you game me, the file size is the same 131kb, mine on the other hand is 191kb. My body mods have big butts so I asked a friend to add more butt jiggle to the xml file i was using so the butt jiggle like a big butt suppose to.. The breasts jiggle is bit too much for my taste but it doesn't bother me either.. Sadly to say the file you gave didn't work as well. No animation at all i also use the default xml but if only use the hdt.xml only the collision doesn't mod breasts and butt animate because my default xml file. I few months back cold steel add belly animation to his bbw body, actually i want that animation. Want the belly to move according to the body's movement like breasts and butt do. It doesn't matter if the collision doesn't work by the touch of the hands. That is very weird it worked for me. I'm not sure what to tell you. could it be a skeleton related issue? I don't know the exact version but i am using xp32's skeleton with sos compatibility for females (including TBBP breasts, Butt and belly bones) because of this I asked you about the requeriments, XP32 extended skeleton x.93ar50 is a must have, and as I statted at main post, you will get weird problems with other tbbp skeletons. Technically the magic nipple and schlong shout skeleton works as well. Its actually the same skeleton as the x.93ar50 but has 3 added bones to adjust the placement of spell and shout casts. Link to comment
Zaselim Posted July 9, 2014 Share Posted July 9, 2014 Gotcha i do it that way too. The hell with using an equipable to get physics. Sure its a bit more work but now everyone everywhere has the physics. no stupid item. I used the xml you posted before and moved the values to a belly enabled xml. I tested it and all works fine on my end. I dislike your settings personally, but I use a different body so maybe your bodies have a better reaction with those settings.. here it is. If it doesn't work for you there is a larger problem somewhere. Also the file is my complete file for use in my game so you will need to rip it apart and grab the files. Zaselim XML Merge.7z Thanks i will check it, I noticed like the previous file you game me, the file size is the same 131kb, mine on the other hand is 191kb. My body mods have big butts so I asked a friend to add more butt jiggle to the xml file i was using so the butt jiggle like a big butt suppose to.. The breasts jiggle is bit too much for my taste but it doesn't bother me either.. Sadly to say the file you gave didn't work as well. No animation at all i also use the default xml but if only use the hdt.xml only the collision doesn't mod breasts and butt animate because my default xml file. I few months back cold steel add belly animation to his bbw body, actually i want that animation. Want the belly to move according to the body's movement like breasts and butt do. It doesn't matter if the collision doesn't work by the touch of the hands. That is very weird it worked for me. I'm not sure what to tell you. could it be a skeleton related issue? I don't know the exact version but i am using xp32's skeleton with sos compatibility for females (including TBBP breasts, Butt and belly bones) because of this I asked you about the requeriments, XP32 extended skeleton x.93ar50 is a must have, and as I statted at main post, you will get weird problems with other tbbp skeletons. Technically the magic nipple and schlong shout skeleton works as well. Its actually the same skeleton as the x.93ar50 but has 3 added bones to adjust the placement of spell and shout casts. ok i downloaded this skeleton x.93ar50 does sos work on this skeletons without any issue, its says this skeleton is for test purposes on the link page? Link to comment
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