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need help making the jump from TBBP to HDT


DrRat

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Hi,

 

Bit of a noob here, so please be patient ;-p

 

So, I'm trying to get HDT working. For now I want to sort out body. As I understand it I can create whatever body mesh in Bodyslide 2 and if loaded in game without the HDT PE the only effect is that the animations won't work correct?

 

On to my actual problem. I found the preview for HDT bodies in Bodyslide2 had a messed up mesh; waist, breasts, almost everywhere (at least I think it's a mesh issue but the preview toggles either Caliente's mesh or some default black thing if I hit 'T').

 

I tried a skeleton fix posted in a post by TheBoneRanger (link:  http://www.loverslab...-19#entry699093) thinking maybe it was a mesh weighting HDT thing (again, assuming I understand how this works...)

 

But there is no effect. I tried the fixed skeleton in Bodyslider (as instructed by the author), then tried pop it into XP32 Maximum Extended (keeping backups in both locations ofc).

 

Am I being a complete moron? What can I do to fix this?

 

Should I test by loading an HDT body in game (without the HDT physics extension?)

 

Any help would be appreciated. Back to modding after a long break and HDT+collisions sounds so awesome I have to try.

 

Thanks and hope this long post is clear.

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Seem like you already use Bodyslide, you can try to start with use Sliderset of CBBE body HDT or CBBE body TBBP (previously CBBEAdvancedTBBP).

If the result body shape still not to your liking, you can custom it with slider.

 

Skeleton is one major factor, try to use XP32 Maximum Skeleton Extended .

 

Last the HDT setup, I recommend to start with Daiemanic's HDT all in one.  If you feel like testing you can try another xml files he or other user publish in that thread.

http://www.loverslab.com/topic/27122-hdt-collisions-hair-physics-now-with-belly-support-updated-just-another-hdt-xml-file/

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Seem like you already use Bodyslide, you can try to start with use Sliderset of CBBE body HDT or CBBE body TBBP (previously CBBEAdvancedTBBP).

If the result body shape still not to your liking, you can custom it with slider.

 

Skeleton is one major factor, try to use XP32 Maximum Skeleton Extended .

 

Last the HDT setup, I recommend to start with Daiemanic's HDT all in one.  If you feel like testing you can try another xml files he or other user publish in that thread.

http://www.loverslab.com/topic/27122-hdt-collisions-hair-physics-now-with-belly-support-updated-just-another-hdt-xml-file/

Thanks for the quick reply.

 

Something wonky was going on. Can't even seem to get TBBP working on this fresh install...

 

I am using the suggested skeleton, and with a TBBP body. FNIS is working fine (sexy walk animations and spells work perfectly), just no jiggles :(

 

I'm using MO, which complicates things. But if FNIS is working then surely all the requirements are in place (skse, FNIS, skelly, TBBP-enabled body replacer). I even made a rather exxaggerated body to easily spot jiggle.

 

Rather than remove the whole post I'm leaving my discovery in case it helps anyone. TBBP as a standalone is no longer viable. HDT PE is required.

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However, my original problem remains. Mesh for HDT bodies in bodyslider2 preview is messed up (mesh gaps at waist, deformed breast and butt meshes).

 

I also tested in game. Same mesh issues.

 

Does this mean HDT mods won't work (because I'm using a TBBP body rather than and HDT one?)

 

Any ideas?

 

 

Edit: added a picture and felt daft for not doing so earlier (sowwy)

post-123900-0-12144300-1408344457_thumb.jpg

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A fresh and really bizarre problem....

 

I can't open nifscope. Just downloaded and extracted it after coming across it in several threads as an important tool.

 

Whenever I double click on the file [in the extracted folder not a shortcut] for some reason my Mass Effect 2 launcher boots up!

 

1) wtf?

2) is there any other way to run nifscope other than from the extracted folder?

 

Thanks in advance for the help.

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I assume you already use BS 2.1a and use CBBE compatible texture (if not, try to correct them).

 

The new XPMSE 2.0x may have problem with HDT if you use xml with belly node enabled.  You may check in your xml file if there is any "NPC Prebelly" and change it to "HDT belly".

 

I still have no idea what is the reason of messed up mesh.  Have you try to remove and re-install BS again?

 

For nifscope, if you run it from NifSkope.exe but still got the problem - it may be bad installation or your Windows get messed.

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I read about the PreBelly problem, and changed to HDT belly. Thanks for suggesting it (was a bit obscure).

 

I will try re-re-install BS2 then ;)

 

Edit: scratch that. Could it be a problem with HDT Bodyslide 1.4 (recommended on the forums) compared to 1.5? (link)

 

By bad installation I suppose you mean bad dl/extraction (since there is no actual installation). Should I re-download? Not sure I understand what you mean by "Windows get messed".

 

I do have some good news. Got collisions working - but have to use an equippable Havok Object (link). Not ideal but a start.

 

Other than the (no logner supported) HDT body and Project CITRUS any other HDT body options I could try if there is no solution to the mesh problem with CBBE HDT?

 

Thanks again for all the help.

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I use CT77 Body (now BS2.1a also adopted it as CBBE Body HDT).

Combine with XPMSE Skeleton and HDT setup from Daiemanic I haven't got any serious problem (Yes, I use Havok object as well).  Just not perfect collision yet since I didn't edit xml to suit the body I use.

 

What I mean about bad installation or Windows messed up is because you mentioned that you get ME2 launched when try to start nifscope.  I never had such problem and cannot think of any reason that causing it.

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I'll try the VT77 Body.

 

Bit strange that I can use a CBBE TBBP body and the HDT (including collisions via Havok Object) work.... I mean given the body is not weighted for HDT.

 

I spotted the presets in BS2 for CT77 and thought I should check the body out. Seems like a good idea.

 

Re-downloaded nifscope (with an installer this time), and we'll see what happens. Hopefully I can get it running to tailor collisions once I settle on a body. For now I'm testing with rather ridiculous proportions to make jiggle and collisions easy to spot ;)

 

Thanks for all the help.

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