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Question about breast physics/havok object


gelgaroth

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Posted

I've gotten a few armour mods that add pieces in the same slot as havok object/havok breast physics which I can't use without my girls boobs flopping back and forth, so I'm wondering if there's a way to add the effect without the objects or if I can change the slot of it and still have it work.

Posted

Go to Creation Kit load hdt item esp > arrmor(armor) addon >change slot to x* >save >nifskope> BsDismemberSkin>Partitions>Bodypart x*

take 2mins

x*-

 

30 - head
31 - hair
32 - body (full)
33 - hands
34 - forearms
35 - amulet
36 - ring
37 - feet
38 - calves
39 - shield
40 - tail
41 - long hair
42 - circlet
43 - ears
50 - decapitated head
51 - decapitate
61 - FX01
Other body parts that exist in vanilla nif models
44 - Used in bloodied dragon heads, so it is free for NPCs
45 - Used in bloodied dragon wings, so it is free for NPCs
47 - Used in bloodied dragon tails, so it is free for NPCs
130 - Used in helmetts that conceal the whole head and neck inside
131 - Used in open faced helmets\hoods (Also the nightingale hood)
141 - Disables Hair Geometry like 131 and 31
142 - Used in circlets
143 - Disabled Ear geometry to prevent clipping issues?
150 - The gore that covers a decapitated head neck
230 - Neck, where 130 and this meets is the decapitation point of the neck
Free body slots and reference usage
44 - face/mouth
45 - neck (like a cape, scarf, or shawl, neck-tie etc)
46 - chest primary or outergarment
47 - back (like a backpack/wings etc)
48 - misc/FX (use for anything that doesnt fit in the list)
49 - pelvis primary or outergarment
52 - pelvis secondary or undergarment
53 - leg primary or outergarment or right leg
54 - leg secondary or undergarment or leftt leg
55 - face alternate or jewelry
56 - chest secondary or undergarment
57 - shoulder
58 - arm secondary or undergarment or left arm
59 - arm primary or outergarment or right arm
60 - misc/FX (use for anything that doesnt fit in the list)

 

Posted

I misread this so I had to go back and edit my response,

 

If you open the armour or body in nifskope, the model will need to have an HDT

node somewhere in the model,

 

it will be labeled NiStringExtraData and will have a Name of HDT Havok Path,

the String Data will give the path of the XML file which provides the havok data.

 

With this, and bone weights, you can add the effect without the object.

Posted

There is a far better way imo the any object this method takes no esps or items equipped you simply attach your collision xml to your female head. You can do this 2 ways eaither dl a preprepard head mesh (one of the heads i know about http://www.nexusmods.com/skyrim/mods/20227/?only grab the file named unpb unp mtm bodies hdt-pe patch nmm installer and dont use the item opt in the installeror get  Nifskope http://niftools.sourceforge.net/wiki/NifSkope and do it yourself.

 

To do it yourself ill type the instructions since you already have the object you have a working xml you just have to find it and your head mesh. The xml is usually located in data/skse/plugins and probably is named hdt.xml or in my case hdt-PE-FH.xml and head mesh in data/Meshes\actors\character\character assets.

 

1) open femalehead.nif with nifskope

2) expand 0 NiNode

2) right click on anything under 0 NiNode and select block>insert>nis>nistringextradata (note there's 2 selections that look like this make sure you select nistringextradata not nistringsextradata)

3) Select your new nistringextradata 

4) At the bottom of the screen you should see a window called block details in this theres 2 fields that need to be filled out name and string data. the name field needs to be HDT Havok Path and the string data field needs to be skse\plugins\hdt.xml or whatever path/filename of your collision xml (click on the small txt letters next to to the 2 fields to bring up a text entry window

5) make sure your new nistringextradata is still selected and now use cntrl + up arrow to move your new block until it has the entry 1 in front of it

6) save your mesh and your done 

 

 

Posted

I misread this so I had to go back and edit my response,

 

If you open the armour or body in nifskope, the model will need to have an HDT

node somewhere in the model,

 

it will be labeled NiStringExtraData and will have a Name of HDT Havok Path,

the String Data will give the path of the XML file which provides the havok data.

 

With this, and bone weights, you can add the effect without the object.

That's weird, I already have NiStringExtraData linked to an XML from when I set up collisions and it's always stopped working when I take off the havok object.

Posted

There is a far better way imo the any object this method takes no esps or items equipped you simply attach your collision xml to your female head. You can do this 2 ways eaither dl a preprepard head mesh (one of the heads i know about http://www.nexusmods.com/skyrim/mods/20227/?only grab the file named unpb unp mtm bodies hdt-pe patch nmm installer and dont use the item opt in the installeror get  Nifskope http://niftools.sourceforge.net/wiki/NifSkope and do it yourself.

 

To do it yourself ill type the instructions since you already have the object you have a working xml you just have to find it and your head mesh. The xml is usually located in data/skse/plugins and probably is named hdt.xml or in my case hdt-PE-FH.xml and head mesh in data/Meshes\actors\character\character assets.

 

1) open femalehead.nif with nifskope

2) expand 0 NiNode

2) right click on anything under 0 NiNode and select block>insert>nis>nistringextradata (note there's 2 selections that look like this make sure you select nistringextradata not nistringsextradata)

3) Select your new nistringextradata 

4) At the bottom of the screen you should see a window called block details in this theres 2 fields that need to be filled out name and string data. the name field needs to be HDT Havok Path and the string data field needs to be skse\plugins\hdt.xml or whatever path/filename of your collision xml (click on the small txt letters next to to the 2 fields to bring up a text entry window

5) make sure your new nistringextradata is still selected and now use cntrl + up arrow to move your new block until it has the entry 1 in front of it

6) save your mesh and your done 

hmm.... I already had all that set up but it's always stopped when I take off the object.... Could it be because I have the body and head set up this way?

Posted

And remember, female head only applies to the player character. If you're using a follower or npc, you'd have to find the head of that actual npc and do it. Least that's my understanding.

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