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Prepacked HDT-SM - HDT Skinned Mesh Physics with Modding Guide


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Tried to add physics to genitals. The penis did behave like a living snake all the time so just removed physics for it, but the scrotum is working very nice..Here is my xml if anyone is interested.

 


 

<?xml version="1.0" encoding="UTF-8"?>


<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">


<!--<bone name="NPC GenitalsBase [GenBase]"/>
<bone name="NPC GenitalsScrotum [GenScrot]"/>-->
<bone name="NPC Genitals01 [Gen01]"/>
<bone name="NPC Genitals02 [Gen02]"/>
<bone name="NPC Genitals03 [Gen03]"/>
<bone name="NPC Genitals04 [Gen04]"/>
<bone name="NPC Genitals05 [Gen05]"/>
<bone name="NPC Genitals06 [Gen06]"/>




<bone name="NPC GenitalsBase [GenBase]">
<mass>0.000000</mass>
<inertia x="0" y="0" z="0"/>
<centerOfMassTransform>
<basis x="0" y="1" z="0" w="0"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>


<bone name="NPC GenitalsScrotum [GenScrot]">
<mass>0.30000</mass>
<inertia x="5" y="5" z="5"/>
<centerOfMassTransform>
<basis x="0" y="1" z="0" w="0"/>
<origin x="0" y="0" z="0"/>
</centerOfMassTransform>
<linearDamping>0</linearDamping>
<angularDamping>0</angularDamping>
<friction>0</friction>
<rollingFriction>0</rollingFriction>
<restitution>0</restitution>
</bone>


<per-vertex-shape name="MaleGenitals">
    <margin>0.18</margin>
    <priority>1</priority>
<!--<prenetration>0.2</prenetration>-->
    <tag>Genitals</tag>
    <no-collide-with-tag>Genitals</no-collide-with-tag>
<no-collide-with-bone>NPC GenitalsScrotum [GenScrot]</no-collide-with-bone>
<no-collide-with-bone>NPC GenitalsBase [GenBase]</no-collide-with-bone>


  </per-vertex-shape>


<generic-constraint bodyA="NPC GenitalsScrotum [GenScrot]" bodyB="NPC GenitalsBase [GenBase]">
<frameInB>
<basis x="0" y="1" z="0" w="0"/> 
<origin x="0" y="0" z="0"/>
</frameInB>
<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
<linearLowerLimit x="-10" y="-20" z="-10"/>
<linearUpperLimit x="10" y="20" z="10"/>
<angularLowerLimit x="0" y="0" z="-0.1"/> 
<angularUpperLimit x="0" y="0" z="0.1"/>
<linearStiffness x="50" y="50" z="150"/> 
<angularStiffness x="0" y="0" z="200"/>
<linearDamping x="3" y="3" z="3"/>
<angularDamping x="0" y="0" z="3"/> 
<linearEquilibrium x="0" y="0" z="0"/> 
<angularEquilibrium x="0" y="0" z="0"/>
</generic-constraint>




</system>

 

 

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  • 2 weeks later...

i am crashing as soon as i get into game

i have cbbe 3.4c

i also have the cbbe remodeled armor for tbbp and hdt

 

if i uninstall the armor mod i can almost get to the char creation screen

this is a fresh install of skyrim

 

this is HDTSkyrimMemPatch.log

 

 

hdtSkyrimMemPatch
[05/23/15 13:01:35]INFO: Memory Hooked
[05/23/15 13:01:35]INFO: Hooked D3DX9_42.dll D3DXCreateTextureFromFileInMemory
[05/23/15 13:01:35]INFO: Hooked D3DX9_43.dll D3DXCreateTextureFromFileInMemoryEx
[05/23/15 13:01:35]INFO: Queue OK
[05/23/15 13:01:35]INFO: SKSEPlugin_Load
[05/23/15 13:02:59]ERROR: Fatal error occured
[05/23/15 13:02:59]ERROR: Code : 0xc000001d
[05/23/15 13:02:59]ERROR: Flag : 0x00000000
[05/23/15 13:02:59]ERROR: Module : C:\Games\Steam\SteamApps\common\Skyrim\Data\SKSE\Plugins\hdtSkinnedMeshPhysics.dll
[05/23/15 13:02:59]ERROR: Address : 0x61f53263
[05/23/15 13:02:59]ERROR: Module Address : 0x61f30000
[05/23/15 13:02:59]ERROR: Call Stack (Skyrim ignored the frame pointer register (ebp) so it may not correct) :
[05/23/15 13:02:59]ERROR:      : 0x61f53263
[05/23/15 13:02:59]ERROR:      : 0x61f53e57
[05/23/15 13:02:59]ERROR:      : 0x61fb958f
[05/23/15 13:02:59]ERROR:      : 0x61f53ba0
[05/23/15 13:02:59]ERROR:      : 0x61f69ee8
[05/23/15 13:02:59]ERROR:      : 0x61f67308
[05/23/15 13:02:59]ERROR:      : 0x61f67100
[05/23/15 13:02:59]ERROR:      : 0x61f66afd
[05/23/15 13:02:59]ERROR:      : 0x61fe695a
[05/23/15 13:02:59]ERROR:      : 0x62013cdf
[05/23/15 13:02:59]ERROR:      : 0x6200d78d
[05/23/15 13:02:59]ERROR:      : 0x62015361
[05/23/15 13:02:59]ERROR:      : 0x62015aa0
[05/23/15 13:02:59]ERROR:      : 0x75f1d3c9
[05/23/15 13:02:59]ERROR:      : 0x77801567
[05/23/15 13:02:59]ERROR:      : 0x7780153a
[05/23/15 13:02:59]ERROR: Minidump saved in hdtSkyrimMemPatch.dmp
[05/23/15 13:02:59]ERROR: Plugin is trying to save game
[05/23/15 13:02:59]ERROR: Game saved
[05/23/15 13:03:07]INFO: Detach

 

 

 

here is my mod list loot sorted
Active Mod Files:

 

00  Skyrim.esm
01  Update.esm
02  Unofficial Skyrim Patch.esp  [Version 2.1.1]
03  Dawnguard.esm
04  Unofficial Dawnguard Patch.esp  [Version 2.1.1]
05  HearthFires.esm
06  Unofficial Hearthfire Patch.esp  [Version 2.1.1]
07  Dragonborn.esm
08  Unofficial Dragonborn Patch.esp  [Version 2.1.1]
09  PubicMeshColorRE.esm
0A  SkyUI.esp
0B  RaceMenuPluginXPMSE.esp
0C  RaceMenu.esp
0D  NoFurnitureActivationWhenSneaking.esp  [Version 1.1]
0E  No More Sexy Animation Fix.esp
0F  Immersive Interiors.esp
10  Point The Way.esp  [Version 1.0.3]
11  smakit_house_markers_plus.esp
12  ShocksSaltMinesofSkyrim.esp
13  MaddBag.esp
14  Real Clouds.esp
15  JaxonzMCMKicker.esp
16  dD - Realistic Ragdoll Force - Realistic.esp
17  getSnowy.esp
18  FNISSexyMove.esp
19  Dawnguard Halfsized.esp
1A  Dragonborn Halfsized.esp
1B  Skyrim Halfsized.esp
1C  Better Dynamic Snow.esp  [Version 2.4]
1D  better_potions.esp
1E  Animated Dragon Wings.esp
1F  Immersive detection of NPC.esp

 

 

 

i am also getting the blue texture problem

post-779060-0-53903400-1432407872_thumb.jpg

 

i am wanting to get this going because HDT-PE crashes my game when i am in any inventory screen for more than 10 seconds and i mean i CTD EVERY time i am in inventory longer than 10 sec,like buying or selling items

ok if i play a female char i ctd as soon as skyrim is done loading save to get past the char creation i had to disable hdt-smp if i have hdt-smp enabled i ctd as soon as i change sex in char creation, if i am already female i ctd, if i use any but default vanilla armor i ctd,
 

this is my payrus log

Papyrus.0.log

 

here it is for those not wanting to dl it

 

 

[05/23/2015 - 02:22:14PM] Papyrus log opened (PC)
[05/23/2015 - 02:22:14PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[05/23/2015 - 02:22:14PM] Memory page: 128 (min) 512 (max) 76800 (max total)
[05/23/2015 - 02:22:28PM] Cannot open store for class "FXcameraAttachCloudScript", missing file?
[05/23/2015 - 02:22:28PM] Error: Unable to bind script FXcameraAttachCloudScript to  (14008E81) because their base types do not match
[05/23/2015 - 02:22:35PM] VM is freezing...
[05/23/2015 - 02:22:35PM] VM is frozen
[05/23/2015 - 02:22:35PM] Reverting game...
[05/23/2015 - 02:22:35PM] Error: Unable to bind script FXcameraAttachCloudScript to  (14008E81) because their base types do not match
[05/23/2015 - 02:22:38PM] Error: Unable to bind script FXcameraAttachCloudScript to  (14008E81) because their base types do not match
[05/23/2015 - 02:22:48PM] Loading game...
[05/23/2015 - 02:22:49PM] VM is thawing...
[05/23/2015 - 02:22:50PM] InitWidgetLoader()
[05/23/2015 - 02:22:51PM] VM is freezing...
[05/23/2015 - 02:22:51PM] VM is frozen

 

it is just 15 lines cause it does not have time to do anything because of CTD

 

here is my skse log

skse.log

 

this is what is says when skyrim CTDs

 

 

 

Problem signature:
  Problem Event Name:    APPCRASH
  Application Name:    TESV.exe
  Application Version:    1.9.32.0
  Application Timestamp:    51437ce5
  Fault Module Name:    hdtSkinnedMeshPhysics.dll
  Fault Module Version:    0.0.0.0
  Fault Module Timestamp:    552275a0
  Exception Code:    c000001d
  Exception Offset:    00024a54
  OS Version:    6.0.6002.2.2.0.768.3
  Locale ID:    1033
  Additional Information 1:    fd00
  Additional Information 2:    ea6f5fe8924aaa756324d57f87834160
  Additional Information 3:    fd00
  Additional Information 4:    ea6f5fe8924aaa756324d57f87834160

hdtSkyrimMemPatch.log

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If you CTD on Skyrim startup you have a recent version of hdtSkinnedMeshPhysics.dll and no OpenCL 2.0 capable hardware. Disable OpenCL by adding this

<?xml version="1.0" encoding="utf-8"?>

<configs>
  <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule-->
	<enableOpenCL>false</enableOpenCL>
	<platformID>0</platformID>
</configs>

to a file named config.xml in hdtSkinnedMeshConfigs folder (or dl it from here ).

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  • 2 weeks later...

So I'm actually a little confused on using SMP.

 

From what I can gather, SMP will not simulate physics on any objects or hair that were designed to be used with HDT PE, correct? But it can do breast/butt physics? And SMP and PE can be used together, but only one should be set up to control breast/butt physics?

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So I'm actually a little confused on using SMP.

 

From what I can gather, SMP will not simulate physics on any objects or hair that were designed to be used with HDT PE, correct? But it can do breast/butt physics? And SMP and PE can be used together, but only one should be set up to control breast/butt physics?

 

They can be used together, but I simply use HDT-SMP now, with the proper files it does what HDT-PE does out of the box. Much better physics. HDT-PE looks like springs bumping around, HDT-SMP looks *a lot more* like there is actual physical/fluid-like movement.

 

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Thanks for the info, but do you mean SMP can be made to give physics to hairs and physics-enabled objects developed for PE, after all? If so, how? What I was planning to do was have SMP governing body physics, but also keep PE around so I can keep using hair physics.

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Thanks for the info, but do you mean SMP can be made to give physics to hairs and physics-enabled objects developed for PE, after all? If so, how? What I was planning to do was have SMP governing body physics, but also keep PE around so I can keep using hair physics.

If it's weighted for PE, then it'll most likely work with SMP.

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Now I've wanted to try out HDT SMP myself, what I've already got:

- XPMSE 2.75

- CBBE HDT by Caliente (could also switch to SLFC body by Daiemonic)

- the prepacked HDT SMP that is linked in the first post of this thread.

 

Now I wanted to set up some jiggling and collision, and as I've skimmed this thread I've seen Farass posts, where he did exactly that. Now, what xml blocks by Farass go together in files and how must those be named to work properly? Do I have to delete some .xml files from ApoKrytias package?

 

ATM I'm using Daie's SLFC body together with the .xml (probably incompatible), and also the HDT Highheels system. Is that compatible? Do I have to deactive HDT PE Hair Addons?

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Hi!

these are the files I have linked in my defaultBBPs.xml:

Malehands.xml is for malehands_0/1.nif

Hands.xml is for femalehands_0/1.nif

Malegenitals.xml is for SOS and UNP schlongs

penis.xml is for the animal genitals that I have bothered to link.

<?xml version="1.0" encoding="utf-8"?>
<default-bbps>
	<map shape="BaseShape" file="SKSE\Plugins\hdtSkinnedMeshConfigs\cbbe-hdt-vag.xml"/>
	<map shape="MaleHands" file="SKSE\Plugins\hdtSkinnedMeshConfigs\MaleHands.xml"/>
	<map shape="Hands" file="SKSE\Plugins\hdtSkinnedMeshConfigs\Hands.xml"/>
	<map shape="MaleGenitals" file="SKSE\Plugins\hdtSkinnedMeshConfigs\MaleGenitals.xml"/>
	<map shape="penis" file="SKSE\Plugins\hdtSkinnedMeshConfigs\penis.xml"/>
			
</default-bbps>

I am currently trying SLFC body myself and have no problems with that,only that it's more resource demanding. Probably because of Breast01 and hdt vag that is not included in the standard cbbe-hdt it seems.

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My femalebody_0 and femalebody_1 is both linked only to defaultBBPs.xml. My baseshape.xml is only linked in the defaultBBPs .xml

Remember that the nitrishape name in femalebody_0 and femalebody_1 must in fact be "baseshape " for this to work.

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So its kinda useless for us who use mods but dont make mods for now?

 

I mean at it's current state this is more useful for people who make mods than the users(the people who use the mods)? At least that's how I understood from the first post, If I misunderstood please correct me :).

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So its kinda useless for us who use mods but dont make mods for now?

 

I mean at it's current state this is more useful for people who make mods than the users(the people who use the mods)? At least that's how I understood from the first post, If I misunderstood please correct me :).

 

I use it and I'm not a modder. I think that means in its current state only ppl that can tweak files not just place in folder can use this. I got it to work pretty well just for bounce and breast collision for cbbe body but that is about it. There is some mods for hair and clothes but not much yet. That is why I think its for modders but you can still use it if you read forums and apply what you learn.

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So its kinda useless for us who use mods but dont make mods for now?

 

I mean at it's current state this is more useful for people who make mods than the users(the people who use the mods)? At least that's how I understood from the first post, If I misunderstood please correct me :).

 

I use it and I'm not a modder. I think that means in its current state only ppl that can tweak files not just place in folder can use this. I got it to work pretty well just for bounce and breast collision for cbbe body but that is about it. There is some mods for hair and clothes but not much yet. That is why I think its for modders but you can still use it if you read forums and apply what you learn.

 

 

I see thanks for this, it clarified alot :).

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Hmm, so, wait, SMP does not currently support actual hairs, only wigs? So I will need to keep PE going if I want hair physics, after all.

 

But I should be able to take something like the HDT Test Skirts and have SMP govern its unique skirt bones and have them collide with the body mesh if I set up the XMLs and data strings, right?

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Hmm, so, wait, SMP does not currently support actual hairs, only wigs? So I will need to keep PE going if I want hair physics, after all.

 

But I should be able to take something like the HDT Test Skirts and have SMP govern its unique skirt bones and have them collide with the body mesh if I set up the XMLs and data strings, right?

 

I don't know about the current version of the smp but the older ver. did have issues with using as hair so ppl made wigs. I don't see why you couldn't use the skirt as it was done by o0horizon0o on the 3dmgame site but she lost it. If you know how to write xml for smp it should work.

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Hi!

these are the files I have linked in my defaultBBPs.xml:

Malehands.xml is for malehands_0/1.nif

Hands.xml is for femalehands_0/1.nif

Malegenitals.xml is for SOS and UNP schlongs

penis.xml is for the animal genitals that I have bothered to link.

<?xml version="1.0" encoding="utf-8"?>
<default-bbps>
	<map shape="BaseShape" file="SKSE\Plugins\hdtSkinnedMeshConfigs\cbbe-hdt-vag.xml"/>
	<map shape="MaleHands" file="SKSE\Plugins\hdtSkinnedMeshConfigs\MaleHands.xml"/>
	<map shape="Hands" file="SKSE\Plugins\hdtSkinnedMeshConfigs\Hands.xml"/>
	<map shape="MaleGenitals" file="SKSE\Plugins\hdtSkinnedMeshConfigs\MaleGenitals.xml"/>
	<map shape="penis" file="SKSE\Plugins\hdtSkinnedMeshConfigs\penis.xml"/>
			
</default-bbps>

I am currently trying SLFC body myself and have no problems with that,only that it's more resource demanding. Probably because of Breast01 and hdt vag that is not included in the standard cbbe-hdt it seems.

 

So, cbbe-hdt-vag.xml and hands.xml from this post

MaleHands.xml and MaleGenitals from here

And where is the penis.xml?

 

Btw, I've altered/expanded the prepacked version by ApoKrytia, this is my result (the .xml.orig is the original defaultBBPs by the package)

 

Is it correct like that?

post-441196-0-59503300-1433972021_thumb.png

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If you CTD on Skyrim startup you have a recent version of hdtSkinnedMeshPhysics.dll and no OpenCL 2.0 capable hardware. Disable OpenCL by adding this

<?xml version="1.0" encoding="utf-8"?>

<configs>
  <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule-->
	<enableOpenCL>false</enableOpenCL>
	<platformID>0</platformID>
</configs>

to a file named config.xml in hdtSkinnedMeshConfigs folder (or dl it from here ).

 

Doesn't seem to work on the maxwell line at all, crashes no matter what.

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If you CTD on Skyrim startup you have a recent version of hdtSkinnedMeshPhysics.dll and no OpenCL 2.0 capable hardware. Disable OpenCL by adding this

<?xml version="1.0" encoding="utf-8"?>

<configs>
  <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule-->
	<enableOpenCL>false</enableOpenCL>
	<platformID>0</platformID>
</configs>

to a file named config.xml in hdtSkinnedMeshConfigs folder (or dl it from here ).

 

Doesn't seem to work on the maxwell line at all, crashes no matter what.

 

 

Did you try to installing Intel OpenCL 2.0 runtimes? NVidia users where told to try those and see if it would help. It did for me anyway on my 760's but I don't know about 900. 

 

Edit: Also on side note the plugin was updated by HydrogensaysHDT as of 6/9/15. Link to thread http://bbs.3dmgame.com/thread-4497700-1-1.html

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For me it worked with Intel Xeon processor and nVidia GeForce GTX 970 + OpenCL runtime

Downloaded, installed, set the config.xml to "hidden" in MO, still could load up Skyrim without CTD :)

 

Now I still have another problem with Farass xmls. I think I've the correct ones and placed them into the right files, still the breast and butt twitch around when standing still and the breasts act totally weird when the hands get nearby. No framdrops though, but they shape into weird ways, so no natural behavior at all :(

 

Farass, would you maybe be so kind as to upload your "hdtSkinnedMeshConfigs" folder? Would help me a lot, also with understanding of what goes where ;)

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Hi! I can try to paste my xml's here. Bear in mind though that I don't know how this xml file will behave on other bodies. I now use SLFC body. I Have changed a bit around since the first xml's. 

 

Cbbe-HDT-vag.xml

<?xml version="1.0" encoding="utf-8"?>
<system>
	<bone name="NPC L PreBreast">
		<mass>0.000000</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
		
	</bone>

	<bone name="NPC R PreBreast">
		<mass>0.000000</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
		
	</bone>

	<bone name="NPC L Breast">
		<mass>1.20000</mass>
		<inertia x="5" y="5" z="5"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>			
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
		
	</bone>

	<bone name="NPC R Breast">
		<mass>1.20000</mass>
		<inertia x="5" y="5" z="5"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>			
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>			
		<angularDamping>0</angularDamping>		
		<friction>0</friction>						
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
		
	</bone>

<bone name="NPC L Breast01">
		<mass>1.20000</mass>
		<inertia x="5" y="5" z="5"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
		
	</bone>

	<bone name="NPC R Breast01">
		<mass>1.20000</mass>
		<inertia x="5" y="5" z="5"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
		
	</bone>
	
	<generic-constraint bodyA="NPC L Breast" bodyB="NPC L PreBreast">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>			 
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-10" y="0.2" z="-30"/>
		<linearUpperLimit x="15" y="25" z="40"/>
		<angularLowerLimit x="0" y="0" z="-0.1"/>			
		<angularUpperLimit x="0" y="0" z="0.1"/>
		<linearStiffness x="15" y="50" z="150"/>			
		<angularStiffness x="0" y="0" z="200"/>
		<linearDamping x="2" y="2" z="2"/>
		<angularDamping x="0" y="0" z="2"/>				
		<linearEquilibrium x="0" y="0" z="-6"/>			
		<angularEquilibrium x="0" y="0" z="0"/>
				
	</generic-constraint>

	<generic-constraint bodyA="NPC R Breast" bodyB="NPC R PreBreast">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-10" y="0.2" z="-30"/>
		<linearUpperLimit x="15" y="25" z="40"/>
		<angularLowerLimit x="0" y="0" z="-0.1"/>
		<angularUpperLimit x="0" y="0" z="0.1"/>
		<linearStiffness x="15" y="50" z="150"/>			
		<angularStiffness x="0" y="0" z="200"/>
		<linearDamping x="2" y="2" z="2"/>
		<angularDamping x="0" y="0" z="2"/>
		<linearEquilibrium x="0" y="0" z="-6"/>			
		<angularEquilibrium x="0" y="0" z="0"/>
				
	</generic-constraint>

	<generic-constraint bodyA="NPC L Breast01" bodyB="NPC L PreBreast">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-10" y="0.2" z="-30"/>
		<linearUpperLimit x="15" y="25" z="40"/>
		<angularLowerLimit x="0" y="0" z="-0.1"/>
		<angularUpperLimit x="0" y="0" z="0.1"/>
		<linearStiffness x="15" y="50" z="150"/>			
		<angularStiffness x="0" y="0" z="200"/>
		<linearDamping x="3" y="3" z="3"/>
		<angularDamping x="0" y="0" z="3"/>
		<linearEquilibrium x="0" y="0" z="-6"/>			
		<angularEquilibrium x="0" y="0" z="0"/>
				
	</generic-constraint>

	<generic-constraint bodyA="NPC R Breast01" bodyB="NPC R PreBreast">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-10" y="0.2" z="-30"/>
		<linearUpperLimit x="15" y="25" z="40"/>
		<angularLowerLimit x="0" y="0" z="-0.1"/>
		<angularUpperLimit x="0" y="0" z="0.1"/>
		<linearStiffness x="15" y="50" z="150"/>			
		<angularStiffness x="0" y="0" z="200"/>
		<linearDamping x="3" y="3" z="3"/>
		<angularDamping x="0" y="0" z="3"/>
		<linearEquilibrium x="0" y="0" z="-6"/>			
		<angularEquilibrium x="0" y="0" z="0"/>
				
	</generic-constraint>

	<bone name="NPC L Pussy02">
		<mass>0.10000</mass>
		<inertia x="5" y="5" z="5"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>

	<bone name="NPC L Pussy01">
		<mass>0.00000</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>

	<bone name="NPC R Pussy02">
		<mass>0.10000</mass>
		<inertia x="5" y="5" z="5"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>

	<bone name="NPC R Pussy01">
		<mass>0.00000</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>

	<generic-constraint bodyA="NPC L Pussy02" bodyB="NPC L Pussy01">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-0.05" y="-0.2" z="-0.5"/>
		<linearUpperLimit x="10.0" y="1" z="2"/>
		<angularLowerLimit x="0" y="0" z="-0.1"/>
		<angularUpperLimit x="0" y="0" z="0.1"/>
		<linearStiffness x="20" y="100" z="170"/>			
		<angularStiffness x="0" y="0" z="200"/>
		<linearDamping x="3" y="3" z="3"/>
		<angularDamping x="5" y="5" z="5"/>
		<linearEquilibrium x="0" y="0" z="0"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>

	<generic-constraint bodyA="NPC R Pussy02" bodyB="NPC R Pussy01">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-0.05" y="-0.2" z="-0.5"/>
		<linearUpperLimit x="10.0" y="1" z="2"/>
		<angularLowerLimit x="0" y="0" z="-0.1"/>
		<angularUpperLimit x="0" y="0" z="0.1"/>
		<linearStiffness x="20" y="100" z="170"/>			
		<angularStiffness x="0" y="0" z="200"/>
		<linearDamping x="3" y="3" z="3"/>
		<angularDamping x="5" y="5" z="5"/>
		<linearEquilibrium x="0" y="0" z="0"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>
	
<bone name="HDT Belly">
		<mass>0.00000</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0.0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>

<bone name="NPC Belly">
		<mass>1.0</mass>
		<inertia x="10" y="10" z="10"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>

<generic-constraint bodyA="NPC Belly" bodyB="HDT Belly">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-0.1" y="4" z="-6"/>
		<linearUpperLimit x="0.1" y="12" z="6"/>
		<angularLowerLimit x="0" y="-0.01" z="-0.1"/>
		<angularUpperLimit x="0" y="0.01" z="0.1"/>
		<linearStiffness x="100" y="100" z="100"/>
		<angularStiffness x="200" y="200" z="200"/>
		<linearDamping x="3" y="3" z="3"/>
		<angularDamping x="10" y="10" z="10"/>
		<linearEquilibrium x="0" y="0" z="0"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>
		
	<bone name="NPC L PreButt">
		<mass>0.000000</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>

	<bone name="NPC R PreButt">
		<mass>0.000000</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>
	
	<bone name="NPC L Butt">
		<mass>1.000000</mass>
		<inertia x="10" y="10" z="10"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0.4</restitution>
	</bone>
	
	<bone name="NPC R Butt">
		<mass>1.000000</mass>
		<inertia x="10" y="10" z="10"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0.4</restitution>
	</bone>

		<generic-constraint bodyA="NPC L Butt" bodyB="NPC L PreButt">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-0.5" y="-2" z="-8"/>
		<linearUpperLimit x="0.5" y="2.0" z="8"/>
		<angularLowerLimit x="-0.1" y="-0.1" z="-0.5"/>
		<angularUpperLimit x="0.1" y="0.1" z="0.5"/>
		<linearStiffness x="300" y="300" z="300"/>
		<angularStiffness x="600" y="600" z="600"/>
		<linearDamping x="1" y="1" z="1"/>
		<angularDamping x="0" y="0" z="2"/>
		<linearEquilibrium x="0" y="0" z="2"/>
		<angularEquilibrium x="0" y="0" z="0"/>
		<linearBounce x="0.3" y="0.6" z="0.6"/>
        <angularBounce x="0.4" y="0.4" z="0.4"/>
	</generic-constraint>

	<generic-constraint bodyA="NPC R Butt" bodyB="NPC R PreButt">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-0.5" y="-2" z="-8"/>
		<linearUpperLimit x="0.5" y="2.0" z="8"/>
		<angularLowerLimit x="-0.1" y="-0.1" z="-0.5"/>
		<angularUpperLimit x="0.1" y="0.1" z="0.5"/>
		<linearStiffness x="300" y="300" z="300"/>
		<angularStiffness x="600" y="600" z="600"/>
		<linearDamping x="1" y="1" z="1"/>
		<angularDamping x="0" y="0" z="2"/>
		<linearEquilibrium x="0" y="0" z="2"/>
		<angularEquilibrium x="0" y="0" z="0"/>
		<linearBounce x="0.3" y="0.6" z="0.6"/>
		<angularBounce x="0.4" y="0.4" z="0.4"/>
	</generic-constraint>	
	
	<per-triangle-shape name="BaseShape">
		<margin>0.05</margin>					
		<priority>0</priority>
		<prenetration>0.2</prenetration>
		<tag>body</tag>
		<no-collide-with-tag>body</no-collide-with-tag>
		<no-collide-with-tag>ground</no-collide-with-tag>
		<weight-threshold bone="NPC L Butt">0.1</weight-threshold>		
		<weight-threshold bone="NPC R Butt">0.1</weight-threshold>	
		<weight-threshold bone="NPC L Breast">0.1</weight-threshold>
		<weight-threshold bone="NPC R Breast">0.1</weight-threshold>
		<weight-threshold bone="NPC L Breast01">0.3</weight-threshold>
		<weight-threshold bone="NPC R Breast01">0.3</weight-threshold>
		<weight-threshold bone="NPC Belly">0.1</weight-threshold>
		<weight-threshold bone="NPC L Pussy02">0.05</weight-threshold>
		<weight-threshold bone="NPC R Pussy02">0.05</weight-threshold>			
			
		</per-triangle-shape>
</system>

penis.xml

<?xml version="1.0" encoding="UTF-8"?>

<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">

			
	<per-vertex-shape name="penis">
    <margin>0.18</margin>
    <priority>3</priority>
	<!--<prenetration>0.2</prenetration>-->
    <tag>penis</tag>
    <no-collide-with-tag>penis</no-collide-with-tag> 
	<no-collide-with-tag>hand</no-collide-with-tag>	
	</per-vertex-shape>
</system>

Malegenitals.xml

<?xml version="1.0" encoding="UTF-8"?>

<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">

	<!--<bone name="NPC GenitalsBase [GenBase]"/>
	<bone name="NPC GenitalsScrotum [GenScrot]"/>-->
	<bone name="NPC Genitals01 [Gen01]"/>
	<bone name="NPC Genitals02 [Gen02]"/>
	<bone name="NPC Genitals03 [Gen03]"/>
	<bone name="NPC Genitals04 [Gen04]"/>
	<bone name="NPC Genitals05 [Gen05]"/>
	<bone name="NPC Genitals06 [Gen06]"/>


	<bone name="NPC GenitalsBase [GenBase]">
		<mass>0.000000</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0" y="1" z="0" w="0"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>

	<bone name="NPC GenitalsScrotum [GenScrot]">
		<mass>0.30000</mass>
		<inertia x="5" y="5" z="5"/>
		<centerOfMassTransform>
			<basis x="0" y="1" z="0" w="0"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>
	
<generic-constraint bodyA="NPC GenitalsScrotum [GenScrot]" bodyB="NPC GenitalsBase [GenBase]">
		<frameInB>
			<basis x="0" y="1" z="0" w="0"/>			 
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-10" y="-20" z="-10"/>
		<linearUpperLimit x="10" y="20" z="10"/>
		<angularLowerLimit x="0" y="0" z="-0.1"/>			
		<angularUpperLimit x="0" y="0" z="0.1"/>
		<linearStiffness x="50" y="50" z="150"/>			
		<angularStiffness x="0" y="0" z="200"/>
		<linearDamping x="3" y="3" z="3"/>
		<angularDamping x="0" y="0" z="3"/>				
		<linearEquilibrium x="0" y="0" z="0"/>			
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>

	<per-vertex-shape name="MaleGenitals">
    <margin>0.1</margin>
    <priority>1</priority>
	<!--<prenetration>0.2</prenetration>-->
    <tag>Genitals</tag>
    <no-collide-with-tag>Genitals</no-collide-with-tag>
	<no-collide-with-bone>NPC GenitalsScrotum [GenScrot]</no-collide-with-bone>
	<no-collide-with-bone>NPC GenitalsBase [GenBase]</no-collide-with-bone>
			
  </per-vertex-shape>

	  
</system>

Malehands and Hands are no special changes in. If the breast and butt etc. behave weird I would try to lower the prenetration. Mine is now 0.2. 

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farass, you are definitely a god amongst men :D

No weird twitching, anything jiggles nicely while walking and jumping, the only thing now: The hands don't have any impact anymore, though I'm using Sexy Idle. Which value do I have to alter for raising that?

 

I've just checked, the femalehands_0.nif and [...]_1.nif are coming from CT77 Remodeled Armors mod.

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