chajapa Posted September 10, 2014 Posted September 10, 2014 Just trying this for the first time. I had a WORKING HDT (no collisions) with 14.28. So I downloaded the all-in-one edit5 REMOVED the previous HDT 14.28 (dll and xml files) Installed the all-in-one  I get no HDT at all. Havok Object was not in my inventory so I console added it. Equipped it. Nothing.  So I KNOW HDT works because I can have it with standard 14.28 dll and xml file. I don't understand why it wouldn't work with the all-in-one.  Sorry.... more info: using the new(ish) CBBE HDT body (CT77 refined in the new BodySlide), XPMSE 2.06 skeleton  All I did was install the all-in-one. Was I supposed to edit a nif to add the extra data to point to the defaultphysics xml file as well? Â
chajapa Posted September 10, 2014 Posted September 10, 2014 BAH! I think I figured it out... the all-in-one 14.28 version (edit 5) still has "NPC PreBelly" in the default xml. That has to be changed to "HDT Belly" in order to work with the XPMSE 2.xx skeletons  YUP... that was it. I LOVE the butt bounce, but the hand/breast collision isn't good on my body. She has kinda normal sized breasts. Not monster mammaries. So they go up before her hand gets to them and they stay up during the idle. When she does a milking animation she flattens her boobs against her chest instead of cupping them. So... some good and some not-so-good.  Â
MrNoobMan Posted September 10, 2014 Posted September 10, 2014 Forgive me if I'm asking a stupid question. I was just wondering if there is some way to NOT get collision with the hair, since it is floating above my characters breasts atm.
Guest Posted September 10, 2014 Posted September 10, 2014 BAH! I think I figured it out... the all-in-one 14.28 version (edit 5) still has "NPC PreBelly" in the default xml. That has to be changed to "HDT Belly" in order to work with the XPMSE 2.xx skeletons  YUP... that was it. I LOVE the butt bounce, but the hand/breast collision isn't good on my body. She has kinda normal sized breasts. Not monster mammaries. So they go up before her hand gets to them and they stay up during the idle. When she does a milking animation she flattens her boobs against her chest instead of cupping them. So... some good and some not-so-good.   with you on this. not sure how to adjust it but my assassin is rocking like a C-cup. Anything D or larger is just far too big for me. Maybe Carloss knows. He's pretty good at this HDT thing. Digging around the code myself, so if I come across anything I'll edit it to this post.
Carloss32 Posted September 10, 2014 Posted September 10, 2014  BAH! I think I figured it out... the all-in-one 14.28 version (edit 5) still has "NPC PreBelly" in the default xml. That has to be changed to "HDT Belly" in order to work with the XPMSE 2.xx skeletons  YUP... that was it. I LOVE the butt bounce, but the hand/breast collision isn't good on my body. She has kinda normal sized breasts. Not monster mammaries. So they go up before her hand gets to them and they stay up during the idle. When she does a milking animation she flattens her boobs against her chest instead of cupping them. So... some good and some not-so-good.   with you on this. not sure how to adjust it but my assassin is rocking like a C-cup. Anything D or larger is just far too big for me. Maybe Carloss knows. He's pretty good at this HDT thing. Digging around the code myself, so if I come across anything I'll edit it to this post.  i do know hot to adjust the hand collision if you upload the xml you use ill look into it.
Saeros Posted September 10, 2014 Posted September 10, 2014 @carloss you have already used the new CBBE HTD (contained in bodyslide2.1)? CT77_body will be replaced by HDT CBBE shortly (also in the CT Remodeled Armor).  I'll tell you this because the weights are vary slightly and the breast result a little flabby with these .xml ..maybe you can do a little tuning on the new format  bye!  S.
chajapa Posted September 10, 2014 Posted September 10, 2014     BAH! I think I figured it out... the all-in-one 14.28 version (edit 5) still has "NPC PreBelly" in the default xml. That has to be changed to "HDT Belly" in order to work with the XPMSE 2.xx skeletons  YUP... that was it. I LOVE the butt bounce, but the hand/breast collision isn't good on my body. She has kinda normal sized breasts. Not monster mammaries. So they go up before her hand gets to them and they stay up during the idle. When she does a milking animation she flattens her boobs against her chest instead of cupping them. So... some good and some not-so-good.   with you on this. not sure how to adjust it but my assassin is rocking like a C-cup. Anything D or larger is just far too big for me. Maybe Carloss knows. He's pretty good at this HDT thing. Digging around the code myself, so if I come across anything I'll edit it to this post.    i do know hot to adjust the hand collision if you upload the xml you use ill look into it.   I think in the all-in-one the capsule size has been made larger in either the breast or the hand. Works great for large breasts, but not so good for smaller ones  Right now I'm not using collision at all. Just hdt without collision. When I used collision several months ago, I got tired of seeing very odd belly shapes happening when character was having sex. Just was not attractive. Looked like she was being "speared" from inside.  What I *might* do is try to copy the butt bounce part of the all-in-one default xml file and paste it into my current default xml file and see how that works out.
Carloss32 Posted September 10, 2014 Posted September 10, 2014  @carloss you have already used the new CBBE HTD (contained in bodyslide2.1)? CT77_body will be replaced by HDT CBBE shortly (also in the CT Remodeled Armor).  I'll tell you this because the weights are vary slightly and the breast result a little flabby with these .xml ..maybe you can do a little tuning on the new format  bye!  S.  no i have not used the new CBBE HDT body yet but i will look into it bud and see if there is anythng i can do
kermit24 Posted September 10, 2014 Posted September 10, 2014 For some reason the numenume hair won't work for me, all the other hairstyles work just fine. Installed everthing like the description says + the original numenume hair from the nexus as requirement for the pigtails. No luck so far. Â Any ideas?
Daiemonic Posted September 13, 2014 Author Posted September 13, 2014 13/09/14 UPDATE: -Added Fuse00 Female Hairstyles with Physics (5 Hairstyles) with eddited .xml. I have changed collision groups, "angular damping", "linear damping" "Time Factor" and "mass(Kg)", hair was moving too agressive. Credit to the original autor: Fuse00. Original mod is required, then overwrite with my file: http://www.nexusmods.com/skyrim/mods/57179/? (Endorse if you like it)
dholmvik1 Posted September 15, 2014 Posted September 15, 2014 Hey gang,  I'm hoping someone can point me in the right direction here. I had HDT and body collisions all worked out and I was ecstatic since that took enough figuring out by itself. At some point after taking it from there, I lost collisions though. It seems that after installing this all in one package I now have to equip the havok object on every character involved in animations (PRIOR to the start of the animation) including my player character.  I understood this had to be done because there's no support for both HDT hair AND bodies really.  I'm switching out mods like I'm trading pokemon cards but I'm at a loss as to which files I need to restore. Could you please explain to me how to either:  - Undo these changes, and where I should go to having havok physics for every character by default. Without the hair then, I'm cool with that.  or, ideally  - Automatically equip the Havok object on every character/NPC in the game, which seems preferable. I don't really care what it replaces.  I'd be much obliged if you can help out.  Also a little off topic, if there's anything I can do in return do let me know, I haven't been this excited about something since my separation and being a programmer I'd love to get in on this stuff. If someone can run me through the Havok bindings I'd love to dig through the creature meshes to expand this to wolves etc.
Derpakiin Posted September 15, 2014 Posted September 15, 2014 Hey gang,  I'm hoping someone can point me in the right direction here. I had HDT and body collisions all worked out and I was ecstatic since that took enough figuring out by itself. At some point after taking it from there, I lost collisions though. It seems that after installing this all in one package I now have to equip the havok object on every character involved in animations (PRIOR to the start of the animation) including my player character.  I understood this had to be done because there's no support for both HDT hair AND bodies really.  I'm switching out mods like I'm trading pokemon cards but I'm at a loss as to which files I need to restore. Could you please explain to me how to either:  - Undo these changes, and where I should go to having havok physics for every character by default. Without the hair then, I'm cool with that.  or, ideally  - Automatically equip the Havok object on every character/NPC in the game, which seems preferable. I don't really care what it replaces.  I'd be much obliged if you can help out.  Also a little off topic, if there's anything I can do in return do let me know, I haven't been this excited about something since my separation and being a programmer I'd love to get in on this stuff. If someone can run me through the Havok bindings I'd love to dig through the creature meshes to expand this to wolves etc.  You can make bodies HDT compatible without having to equip the invisible HDT armor. The instructions are in this thread: http://www.loverslab.com/topic/26891-how-to-enable-hdt-belly-distortions-with-sos/?do=findComment&comment=675584 Â
dholmvik1 Posted September 15, 2014 Posted September 15, 2014  Hey gang,  I'm hoping someone can point me in the right direction here. I had HDT and body collisions all worked out and I was ecstatic since that took enough figuring out by itself. At some point after taking it from there, I lost collisions though. It seems that after installing this all in one package I now have to equip the havok object on every character involved in animations (PRIOR to the start of the animation) including my player character.  I understood this had to be done because there's no support for both HDT hair AND bodies really.  I'm switching out mods like I'm trading pokemon cards but I'm at a loss as to which files I need to restore. Could you please explain to me how to either:  - Undo these changes, and where I should go to having havok physics for every character by default. Without the hair then, I'm cool with that.  or, ideally  - Automatically equip the Havok object on every character/NPC in the game, which seems preferable. I don't really care what it replaces.  I'd be much obliged if you can help out.  Also a little off topic, if there's anything I can do in return do let me know, I haven't been this excited about something since my separation and being a programmer I'd love to get in on this stuff. If someone can run me through the Havok bindings I'd love to dig through the creature meshes to expand this to wolves etc.  You can make bodies HDT compatible without having to equip the invisible HDT armor. The instructions are in this thread: <blocked>   Thanks for the reply. It's not just the HDT armor that's the issue though.. It's a bit of a loaded issue so let me run you through what happened here.  - Followed the information on, among other sources, that page. - Got the XML from here, everything was good to go - Using CBBE HDT generated in bodyslide - Collision, distension works perfectly - Go on modding spree, mostly graphical upgrades to the world, though also the HDT all in one. Didn't seem to actually install anything new when a while later I noticed the HDT hair was working. - Collision no longer working, penis clips straight through the belly - Equipping the HDT armor seemed to remedy this. I'm now having second thoughts as it seems the belly's just spazzing out and starting to look like a fission reaction  I'll fiddle around with this some more and see where it lands me.
dholmvik1 Posted September 15, 2014 Posted September 15, 2014 Okay so I probably borked my savegame or something, or it was something I just did, because a clean save seemed to work.. I also noticed  that like with actual sex, the angle is crucial  I also tweaked the havoc settings for the belly node a little and I figured I'd share it with you guys.  I've taken away the friction to keep the belly from sticking to stuff (like cawk) and added some dampening to make sure it doesn't jiggle so much. Instead the belly part of the mesh gets stretched out of the way and recedes cleanly when the male draws back again. Less dancing belly, more skin strung between the ribcage and pelvis.  By the way, what's the story on the pelvis node? Is there any merit to tweaking it as well or would that interfere with stuff?  (Edit: tweaked it some more, I'll just leave this here for any interested players and/or psychoanalysts) hdtPhysicsExtensionsDefaultBBP.xml
Daiemonic Posted September 16, 2014 Author Posted September 16, 2014 15/09/14 UPDATE: -New edit to "HDT All In One 14.28 version". I have added weapon rigidbodies and constrains. This is for the vanilla default weapon possition. For Dual Sheath Redux + XP32 skeleton 1.93ar50 and my custom .xml: HDT Equipment v.0.2a - Craftable Weapon Sling version 0.2a. (you must equip player/npc with the correct sling, in this case "dual back scabbard" (xx00331b).
dholmvik1 Posted September 16, 2014 Posted September 16, 2014 Okay so I probably borked my savegame or something, or it was something I just did, because a clean save seemed to work.. I also noticed  that like with actual sex, the angle is crucial  I also tweaked the havoc settings for the belly node a little and I figured I'd share it with you guys.  I've taken away the friction to keep the belly from sticking to stuff (like cawk) and added some dampening to make sure it doesn't jiggle so much. Instead the belly part of the mesh gets stretched out of the way and recedes cleanly when the male draws back again. Less dancing belly, more skin strung between the ribcage and pelvis.  By the way, what's the story on the pelvis node? Is there any merit to tweaking it as well or would that interfere with stuff?  (Edit: tweaked it some more, I'll just leave this here for any interested players and/or psychoanalysts)  Okay so I finetuned it and I didn't want to leave an unsatisfying result here, so here's the reworked version. I'm including a gif to show the effect.     hdtPhysicsExtensionsDefaultBBP.xml
Xtramustard Posted September 16, 2014 Posted September 16, 2014 So I have to use XP32 skeleton 1.93ar50 and not the groovtama upadate, is that correct? Cause I'm trying to get it to work with the newest version of XP32 Groovtama and it is borked... lol ... I will figure it out, no worries
pandaemonia Posted September 16, 2014 Posted September 16, 2014 Hmm on the matter of xmls with weapon support, it worked just fine for me, i used groovtama's xpmse v1.93 (or 1.96?) cause it gives my char good head-body proportions, the newer skeletons -groovtama's xpmse 2.06- bloats my char's head and deflates her bazongas a bit, is it only me or do any of you guys felt that too? Â ah, for the record, i used height adjusted races, is that of any significance to this issue?
Daiemonic Posted September 16, 2014 Author Posted September 16, 2014 So I have to use XP32 skeleton 1.93ar50 and not the groovtama upadate, is that correct? Cause I'm trying to get it to work with the newest version of XP32 Groovtama and it is borked... lol ... I will figure it out, no worries  You can, you must rename NPC PreBelly for HDT Belly. But you will get weird collisions hands-breast, that collisions must be redone. Â
Xtramustard Posted September 16, 2014 Posted September 16, 2014 Thank you Daiemonic, I went back to the 1.93ar50 and everything works as it should... and thank you for sharing too...
Ellewah Posted September 19, 2014 Posted September 19, 2014 Excuse me for asking, but are we supposed to put the "hdtPhysicsExtensionsDefaultBBP(Idle2)+weapons.xml" file inside "SKSE\Plugins" or "SKSE\Plugins\hdtPhysicsExtensions\weapons" Â If its the second one, which file should we replace. Because replacing the "hdtPhysicsExtensionsDefaultBBP.xml" file in "SKSE\Plugins" with that one stops the HDT physics entirely for me. Even after equipping the sling you said. Â Cheers!
TnTTnT Posted September 19, 2014 Posted September 19, 2014 @Ellewah You use XPMSE 2.06? If yes, replace "NPC prebelly" with "HDT belly".
Ellewah Posted September 19, 2014 Posted September 19, 2014 @Ellewah You use XPMSE 2.06? If yes, replace "NPC prebelly" with "HDT belly". Â Cheers mate, I forgot to change that earlier.
johnny2by4 Posted September 20, 2014 Posted September 20, 2014 so i'm really interested in the belly distortion (and the hair, but thats less important to me), but i'm not sure what i'd need to do with what i've already got.  first off, i'm already using  xpmse 2.05 cbbe ct77 body (belly, butt, and breast nodes appear to work) and i believe the HDT files and the havok breast physics item from this page http://www.loverslab.com/topic/29830-havok-breast-physic-xml-files-for-beginners/  now i think all i need to install is the sos equipable schlong file from the first page, is that correct? Â
tj3n123 Posted September 21, 2014 Posted September 21, 2014 hi, im a little confuse about the massive download file in the first page...im already having havok object and xml for beginner....and it work fine, if i want it jiggle like yours(include belly) then i just replace everything in the SKSE folder with the "all in one pack" + customized "defaultbbp.xml" or have to do anything else?? (using XPMSE skeleton + idle 1) before i try replace all etc but always ctd the game once done load T_T please respond! thanks!
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