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NPC / Player collision.


CeeTeeDee

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Posted

Hi,

 

when it comes to NPC collision it does not appear that the dll is logging the default hdtPhysicsExtensionsDefaultBBP.xml while it is using it, because disabling it disables NPC collision and hdt.

 

it only seems to log the .xml used on the player toon mesh.

 

log: 

 

 

 

 

hdtPhysicsExtensions
[03/14/14 09:20:01]INFO: Queue OK
[03/14/14 09:20:01]INFO: System run with 8 threads
[03/14/14 09:20:01]INFO: Havok simulated world created.
[03/14/14 09:20:01]INFO: SKSEPlugin_Load
[03/14/14 09:20:25]INFO: Physics system loaded : data\skse\plugins\BBP.xml
[03/14/14 09:20:25]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03front.xml
[03/14/14 09:20:25]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03Tail.xml
[03/14/14 09:20:26]INFO: Physics system loaded : data\skse\plugins\BBP.xml
[03/14/14 09:20:26]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03front.xml
[03/14/14 09:20:26]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03Tail.xml
[03/14/14 09:20:26]INFO: Physics system loaded : data\skse\plugins\BBP.xml
[03/14/14 09:20:26]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03front.xml
[03/14/14 09:20:26]INFO: Physics system loaded : DATA\MESHES\actors\character\character assets\hair\havok physx\AzarHairPonytail03Tail.xml
[03/14/14 09:20:27]INFO: Cell changed...
[03/14/14 09:20:27]INFO: Add character 0001a67f
[03/14/14 09:20:27]INFO: Add character 00000014
[03/14/14 09:20:27]INFO: Add character 0001a67a
[03/14/14 09:20:27]INFO: Add character 000a2c94
[03/14/14 09:20:27]INFO: Add character 000d16e1
[03/14/14 09:20:27]INFO: Add character 000d16e2
[03/14/14 09:20:27]INFO: Add character 03002b74

 

 

 

 

as you can see by the add character reports, those are the npc's + player toon (00000014) that are being loaded.

 

how do I get the xml under control for NPCs? i'd like to make edits specifically for each body type used and HDT Havok Path or renaming the xml does not seem to work for NPC loaded meshes, only for player ones.

 

Posted

i don't understand your Q ,but will try to share the knowledge ..

by def dll uses hdtPhysicsExtensionsDefaultBBP.xml name*  collision data in it is off.

if in the mesh you have path to other name, the body will load it. if you want collision to work you need to give to npc object that have coll data. Like *my coll.xml* or unpbcoll\cbbecoll  hdt path in the item.

try very FIRST *all in one* file archive it has node bind to spine and contains path for collision file.(in jff defBBP has filters that needs to be checked for enabling coll, the other xml will apply collision data for this filters- click  what you need  )

So when npc or you will equip it, it will be enabled.You can create esp of item that has hdt path in it by yourself.

I think that info will be useful to you, if you want to understand how collision data works

 

Posted

i have it working now with the havok object and the latest dll, there is some glitching when exiting cells when the npc has the object equipped but otherwise it is working well.

 

it would be nice to see breast-breast collision and not just hand-breast collision, it should be possible though i can't find a collisionfilter number in the xml that will work with both hands and breasts and the xml i have has customized collisionfilters that get lost when i use jff... 

 

i will check the havok object esp and see if i can change the xml link because changing it in nifskope has no effect, the npc still just uses the default xml.

Posted

I'm also interested in setting proper player collision for HDT-enabled models due to severe clipping in skirts and dresses.

Posted

i have it working now with the havok object and the latest dll, there is some glitching when exiting cells when the npc has the object equipped but otherwise it is working well.

 

it would be nice to see breast-breast collision and not just hand-breast collision, it should be possible though i can't find a collisionfilter number in the xml that will work with both hands and breasts and the xml i have has customized collisionfilters that get lost when i use jff... 

 

i will check the havok object esp and see if i can change the xml link because changing it in nifskope has no effect, the npc still just uses the default xml.

 

Breast to breast collision is enabled. Problem is no good animations emphasize this point.

 

Also, to make the effect of breasts colliding with each other, you can turn up the restitution value to make elastic collisions.

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