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HDTM help with SOS


AngerBear

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Posted

Any body know how to begin seeing effects with JFF for SOS characters? I've had success with hdt PE Default BBP, sans any belly bounce because I use a UNP body mesh with prebreast and prebutt nodes that UNP bodyslide doesn't include and limits the fun jiggle--those nodes seem to add extra effect no matter how much I adjust parameters in JFF for any of UNP bodyslide's default bodies that I have edited, CBBE bodyslide included, and outfit studio included as well. BTW anyone who wants to see the full effect of hdt idles (proper skeleton.nifs required) needs to ensure the body.nif has been adjusted properly--it took me forever to figure our how loremonger enabled hand collision with the breasts, and it would be helpful that was mentioned in the future. Nonetheless, and since I am satisfied with the UNP jiggle, I decided to attempt the same with some schlongs. I have added via nifskope HDT Havok Path, NiStringExtraData to path the HDTM (data\skse\plugins\hdtm.xml) for all relevant SOS meshes (malegenitals, malebody, even the hands--male and argonianmale), but the adjustments I make in JFF are unseen in game (and by God I mean UNSEEN after looking at sacks and wangs game start after game start). I know I have the pathing right in nifskope because the ONLY truly seen effect in game is when I have changed the motion type in JFF from anything other than MOTION_KEYFRAMED. In the hdtm version I have, I even added NPC GenitalsScrotum [GenScrot] as a test control. With that, I edited parameters to see what would happen, which was nothing, aside from the change of motion type, which was a column of man-sack plunging through the earth, or through a door, and replicated those same adjustments with NPC Genitals06 [Gen06], NPC GenitalsBase [GenBase], and NPC Genitalslag05 with the same non-results, aside from the motion type adjustment that only showed columns of wieners and ballsacks tearing into infinity. Nothing so far in the Generic Properties, Advanced Properties, Mass Properties, and Collisions sections has had any effect--lest I mention once again, adjusting the motion type to anything other than MOTION_KEYFRAMED. The only thing I haven't done is change Group ID for all the schlong parts from "0-Default" to something else because I really don't know what they actually are classified as. Is SOS unaffected by HDT? What am I missing? Please don't say anything about 3ds because I can get it or Blender because it's like designing a house with an abacus. I simply want to know how to start, if at all possible. Any ideas?

Posted

the above i will not read its to much ,how i made hdt sos year ago-

1 - open in jff hdtPhysicsExtensionsDefaultBBP

2 - add new bone nodes of the skeleton of sos ( genitalbase,gen1/2 etc)

3 -  adj params and collision filter flags,keyframe genitalbase other motionsph -- this all will be ur filter of bones for collision file.

4 -create constrains data - example copy breasts data params but with proper names 

5- create hdtm.xml and paste bone nodes names of the skeleton sos

6- create constrain data 

7- save and make esp file (like hdt havok object) for testing item eq\uneqp

8- havok path to item ans schlong in nifskope

hdt dont work when sos emmm ...i forgot how its in EN . when you get hard you know ))) behavior animation is suppressed by dll (unequip)

constrains will give you some hardtime though 

Posted

Thanks romeozero and Funkcikle. Sorry to be so longwinded. I already have an htdm plugin with the bones already listed. I have adjusted several bones, and as I said earlier, nothing shows up in game. There are 2 things I need to mention: 1) all bones in the file are listed with Group ID 0-Default. 2) I don't have a constrains tab below rigidbodies, which I've seen screne shots of in the past. There is no text file describing installation, so I run HdtHavokmodifier from a folder, with all the dlls in it as well, on desktop. And if creating an esp is the solution, I'm outta luck. CK baffles me as well. What to do? Giving up, of course, not an option.

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