gelgaroth Posted August 29, 2015 Posted August 29, 2015 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.
RomeoZero Posted August 29, 2015 Posted August 29, 2015 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 - head31 - hair32 - body (full)33 - hands34 - forearms35 - amulet36 - ring37 - feet38 - calves39 - shield40 - tail41 - long hair42 - circlet43 - ears50 - decapitated head51 - decapitate61 - FX01Other body parts that exist in vanilla nif models44 - Used in bloodied dragon heads, so it is free for NPCs45 - Used in bloodied dragon wings, so it is free for NPCs47 - Used in bloodied dragon tails, so it is free for NPCs130 - Used in helmetts that conceal the whole head and neck inside131 - Used in open faced helmets\hoods (Also the nightingale hood)141 - Disables Hair Geometry like 131 and 31142 - Used in circlets143 - Disabled Ear geometry to prevent clipping issues?150 - The gore that covers a decapitated head neck230 - Neck, where 130 and this meets is the decapitation point of the neckFree body slots and reference usage44 - face/mouth45 - neck (like a cape, scarf, or shawl, neck-tie etc)46 - chest primary or outergarment47 - back (like a backpack/wings etc)48 - misc/FX (use for anything that doesnt fit in the list)49 - pelvis primary or outergarment52 - pelvis secondary or undergarment53 - leg primary or outergarment or right leg54 - leg secondary or undergarment or leftt leg55 - face alternate or jewelry56 - chest secondary or undergarment57 - shoulder58 - arm secondary or undergarment or left arm59 - arm primary or outergarment or right arm60 - misc/FX (use for anything that doesnt fit in the list)
Karaage Tonkatsu Posted August 29, 2015 Posted August 29, 2015 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.
bahamut2119 Posted August 29, 2015 Posted August 29, 2015 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 installer) or 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
gelgaroth Posted August 29, 2015 Author Posted August 29, 2015 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.
gelgaroth Posted August 29, 2015 Author Posted August 29, 2015 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 installer) or 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?
bahamut2119 Posted August 29, 2015 Posted August 29, 2015 Perhaps a game reload would fix that your sure your femalehead.nif points to the right xml?
Eireamhoin Posted August 29, 2015 Posted August 29, 2015 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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