Llakuawyus Posted March 26, 2014 Posted March 26, 2014 Okay, so let me get this straight! To get HDT breast physics, I install xp32 skeleton, HDT, CBBE, create TBBP bodies, and install TBBP armors mods, then batch build those TBBP armors using a TBBP preset? Is that correct? (http://www.loverslab.com/topic/28507-how-to-install-hdt-step-1-click-this-an-overly-descriptive-tutorial/) THEN, afterwards. If I want collision, meaning if my character squeezes here boobs together or something like that, then and only then, I follow the .nifskope and havok object blablabla guides. (http://www.loverslab.com/topic/25484-setup-breast-collision/) My question is mainly whether or not they are separate things/processes.
Guest Posted March 26, 2014 Posted March 26, 2014 I dont think you need to batch build TBBP armors just for the physics (not for the collision also since this has been proved to be false). In my case, I simply installed xp32 skeleton, 7B body (again nothing special, just mesh + texture replacers), HDT, and it works just fine =/. For breasts collision, come here: http://www.loverslab.com/topic/26835-hdt-breast-collision-for-realy-all-armors-with-3-adjustments-without-hdt-havok-object/page-10 I don't follow this topic, but OP has been working on this for a while, guess he has figured it out somehow. Or use HDT Physics object.
blabba Posted March 26, 2014 Posted March 26, 2014 My question is mainly whether or not they are separate things/processes. They are separate processes, not necessarily separate things (All-in-One files merge jiggle and collision data) HDT physics SKSE plugin supports both.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.