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Here's the first little batch of creature collision files.

Beast HDT v0.1.7z

 

Falmers, trolls, spiders, wolves and goats are in. Yes, finally, fellow goatfuckers.  ;)

Dogs too, but not tested. More will come.

Won't update the mod description yet since I first want to add more creatures.

Feedback would be very welcome.

 

Goats don't work as well as I want them to. The collision box moves between the first animation stage of Goat Vag and the rest and the mesh placement doesn't really match the bones even though the nifs say otherwise. Don't know why ... skeleton rotation issues? There doesn't seem to be anything I can do about that atm and it still kinda works anyway.

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Well, I found an issue with 10-24 though. Besides the fact that racemenu breaks HDT PE forcing you to restart the game to get it to work again.

It seems like the breasts move in a sort of stuttering way when running down a slight slope. Doesn't happen with 14.28

 

Other than that I'm a bit bummed out because I just realized that HDT PE behavior strongly depends on your hardware and how well it handles Skyrim.

I replaced the Official High Res Textures with the High Definition version of this mod here (recommended by this guide here).

My framerate is a bit more stable now (on average 40 up to 60 instead of 30 to 60 and far far less microfreezes) but the butt bounce behavior of my xml set changed too. Now it jiggles far too long. Will fix that (together with another boob collision box change, boobjobs are underwhelming in v2.1) and reupload the result today or tomorrow.

Still a bummer, since if things work like this then I can't guarantee that this set will look as intended for everyone using it.

And I'm sort of a control freak so this is annoying me a bit.  <_<

 

edit:

v2.2 released, including creature collision files.

But I think I have to tweak giants a bit, they still make the belly bulge in ridiculous ways even after I reduced the NPC belly upper limit. If nothing else helps I can still just deactivate belly collision for giant schlongs. These things must be ridiculously over-weightpainted.

edit: Hasn't anything to do with their weight-painting of course. There was a scaling x3 value in one of the giant schlong bone entries that caused the collision boxes being blown out of proportion. I shouldn't have used the schlong bones already attached to the XP32 giant skeleton but remade it from scratch.  :angry:

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Darn, it really shows that this game wasn't meant as a porn simulator.

Schlong collision boxes regularly aren't where they are supposed to be.

 

I strongly suggest to always rotate the scene back and forth a few times if collisions don't seem to work well. Seems to be the only way to make the game or HDT PE remember what it is supposed to do instead of doing random bullshit.  :angry:

 

For instance I made a bear xml and the accompanying skeleton change today and quite often that stupid beast has its collision box placed a bit too low. Still can't really figure out a pattern though. One theory I have is that it might be only happening if you decide to change the animation. And then it doesn't update the skeleton alignments properly. Rotating the scene with that Sexlab hotkey makes it snap back in place after a few tries. Nothing else seems to help.

 

Might be what was wrong with the goat too.

 

Giant collision is still a problem. Seems like I'd have to place the belly collision box somewhere on one of the moons to not create an ridiculous bulge.

Which only happens so extremely if you are using some mod that scales/changes the belly bone like Soulgem Oven. Which in return is a shame, I love that mod. But it really fucks with belly collisions in a weird way.

...

Sexlab Inflation Framework might be able to fix that though by replacing belly bone with morph scaling. Awesome, will try and see if it fixes giants.  :)

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Wait, don't do that. Just align the animations better. The schlong has to hit the target, the two labia collision boxes are quite close to each other (so I don't have to give every single schlong xml a monstrous collision box radius to get the vag to open wide enough). If you mix xmls then things will be screwed up for sure.

Either the vag will open too much or not wide enough or it will react good on some schlongs but give close to zero reaction on others etc..

Also there are finger and hand collision entries in that file. It's not just a vagina collision file, the readme explains that too.

 

Never mix these body xmls, choose a mod and stick to it. The pieces all work together and are dependent on each other.

 

Anyway, enough ranted. ;)

What problem with the hdtvagina.xml do you have exactly? I'd kill for some more feedback.  :P

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Okay, after some more testing and playing around with the skeletons I think I know what I need to do.

For some reason everyone, me included, always seems to have just copied the SOS schlong bones onto other skeletons and then adjusted it until the bones are placed on the mesh.

I think I need to change that. The rotational entries in these bone vectors seem to screw up bone placement/orientation during animations. Just a little bit but it is bad enough if you use vagina collision boxes that don't fill out half of the character.  :P

For giants at least no rotation and just simply using translation to place the bones instead does the trick.

Since that rotational issue is already there in the SOS schlong bones I might upload a modified version of the SOS male skeleton too. Will have to do more testing before though.

 

I also know what made the giant schlong push things away with that much force now. It was a simple scaling value in the skeleton, more specifically in the NPC GenitalsBase bone. And it turns out that this value also gets taken into account when the collision boxes are set up.

For smaller schlongs that sort of scaling up everything and the kitchen sink might work well but for schlongs this size it screws up the collision box badly. So I will set that value to 1 too.

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You're just on top of everything hahah. Glad to see the progress. I have one last simple request.

 

1. Is this designed for CBBE or UNP? I've noticed more jiggly butt with CBBE, but hadn't paid attention to breast, cuz I was wearing a breast plate...

 

And 2. Considering I use UUNP, and have noticed this at least with UNP body, the breast sway very far left and right. This may also be because of the running animation I use (Her Animations on Nexus). I've lessened the weight to .8 and tensors up to 7.2 across XYZ. Hoping it wouldn't be very much work for you, is it possible for an alternate XML with less breast sway but maintain that great all around jiggle you've managed?

 

I would do this myself, again, but I think 6 straight hours of fucking with it shows my incompetence with this coding

 

EDIT; SCRATCH THIS

 

Im sorry. I forgot you just went and edited breast bouncing for a good few hours. I'm actually very sure it's the animation, it does have a bit of torso twisting when running.

 

Sorry this is just personal taste lol.I like the way the body moved in that animation

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Didn't even know that this set works with CBBE at all. :D

 

Less swaying is no problem.

Gimme a minute...

Which version do you use anyway? The normal bounce one?

Yup. I've noticed no difference in butt bounce between any. Just tits hahah so I've opted the normal version

And thank you :D much appreciated hahah. I can't tear myself from your preset. So I'll just milk it for what you are willing lol

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Yup. I've noticed no difference in butt bounce between any.

Really? I don't know what changed exactly on my end (updated a few mods including the HD textures so the game now runs smoother on my rig) but after that the butt keeped on jiggling like jello for a few seconds. Reminded me of some of the xml presets I tried before starting my own, lol.

Oh wait, you mean between the different jiggle versions. Well, there is a difference, but since the butt jiggles pretty fast anyway and stops sooner (less inertia) it's harder to see.

 

And don't worry, I understand this stuff well enough by now to take personal requests. ;)

 

 

If you wanna know what I changed for less sway:

Constraints -> Breasts -> Linear Limits -> X min and max from -6 to -3 and 6 to 3

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Yup. I've noticed no difference in butt bounce between any.

Really? I don't know what changed exactly on my end (updated a few mods including the HD textures so the game now runs smoother on my rig) but after that the butt keeped on jiggling like jello for a few seconds. Reminded me of some of the xml presets I tried before starting my own, lol.

Oh wait, you mean between the different jiggle versions. Well, there is a difference, but since the butt jiggles pretty fast anyway and stops sooner (less inertia) it's harder to see.

 

And don't worry, I understand this stuff well enough by now to take personal requests. ;)

 

 

If you wanna know what I changed for less sway:

Constraints -> Breasts -> Linear Limits -> X min and max from -6 to -3 and 6 to 3

That may be it. And yes, all of your versions.

 

That's exactly what I was attempting to change for mor butt clapping, but it just would not sit right on my rig. Maybe its JFF? Maybe my rig couldn't handle it (though I'd suspect CTD and mad lag were that the case)? I wouldn't trust myself anymore to attempt to edit HDT xmls anymore lol. I tried using notepad, but there were far too many integers from what I'm used to on the app.

 

All over gotten was perpetual rotation. I suspected the HDT node was detaching from the bone for some reason. Even the slightest (.0001) increase in constraint data undid it for me

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Yeah, I remember. Sometimes this stuff behaves weird.

And I also don't always trust JFF btw. There's a tutorial by the tool's author full of stuff that's ... well .. not exactly correct ... so I don't know if he always labeled stuff right.  :D

It's still a great tool of course. And maybe some of the settings doing nothing (I put a zero in most of them in my xmls) are already broken in HDT PE.

I hope it works for you now. :)

 

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Don't worry, I usually test in small interior cells. I have about 58 fps there.

There's a reason for 58 and not 60, I set that value deliberately somewhere. Can't remember exactly why though ... I guess I read that havok physics are sometimes spazzing out at 60 fps.

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Just tried the XML you posted. Certainly better. And updated JFF, as it turns out, it WAS deleting the constraint data after saving it. Anyways, I'll be going to notepad next time.

 

I'm having a problem switching out any preset at this point. Seems no matter which i use, with the exception of yours, my characters breasts point upwards as if a collision box is constantly hitting it - turning off all collisions to it does nothing. And I'm using 14.28 HDT PE.

 

Any guess at what could be causing this?

 

Might not matter much once I figure out the notepads layout and can just edit it off of yours

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I have no idea lmfao. It's stable. I CTD like once every other day which I'm sure is simple engine memory limitations or script bloat, nothing detrimental or game breaking or annoyong. Constant 30-40 fps. I have not a damn clue hahah. It is heavily modded though about 245 esp and 340 mods total

 

Is just weird it didn't happen to only your preset.

 

What are the constraints and spring/damping labeled under in the XML notepad? I don't think I was ever able to find it. Someone recommended using JFF, setting something to an extraordinary number, save then ctrl+f that. But if JFF is deleting constraint data after edits, can't really do it that way hahah

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Wait, JFF shouldn't delete the input you made.

Maybe you don't have the overwriting privileges in Windows so it refused to save the file after editing?

... Then again I remember you fiddling with some other entries in the xmls and there you obviously could make changes and save them.

Weird.

 

Are you sure you're using JFF v4, meaning either the version in the download section of HDT PE on Nexus or the one on loverslab with the update file overwriting the main mod?

 

If you wanna edit the files without JFF the limits should also be under constraints settings:

Search for class="hkpGenericConstraintData"

Then scroll down a bit until you find a huge-ass matrix under <hkparam name="scheme">

And there you find the entries you wanna change. But don't ask me what does what, the numbers should give you a hint, the rest is trial and error. Ok, a quick glance shows me that you will find the lower and upper x,y and z limits in the first 2 of these 4 columns

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I have it all figured out now... Firstly, I didn't overwrite the initial JFF with the updated Havok Modifier. That fixed JFF borking all my edits.

And the upright tits... No idea how it happened, but I've played this game a solid year straight without ever having to equip the Havok Object to see changes/new/utilize an XML in any way. It used to be drag, drop, change cell and done.

Well, now I need it and its fixed the upright problem, and now I can see my JFF edits and lawd it is fucking beautiful lol.

Anyways, in doing so I found I don't need to change cells to see the edits midgame, either. Just save, get back to game and unequip/equip the Havok Object.

I'm so sorry I flooded your post with these... Easily avoidable problems haha. But hopefully this would help someone who nay incur the same problems.

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Good to hear. And don't worry, you're not bothering me. ;)

 

I'm finetuning giant collisions atm.

This is where I'm at.

http://sendvid.com/fdz52y3i

 

The end is cut off a bit too soon. You can still see belly collisions working pretty well there. :)

 

I'm quite happy with that tbh, will probably release it in the next Beast HDT update.

Turns out it was really just that scaling value in the giant skeleton included in XPMSE. Please never use that float value to scale bones, people. It might give HDT modders a severe headache if you do.  :lol:

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These are just normal Sexlab 1.62 textures.

I tried some other textures that are supposedly from real photos but I didn't like them since the pattern was too samey and you couldn't really see the stuff anyway. Which might be more realistic but I don't always want realism in my games. ^^

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I have good news and bad news.

The good news are that I think now I know what makes boobjobs so weak-sauce in v2.

Now for the bad news: I have to make a choice.

Remember how I wrote "no more torpedo tits when lying on back" in the changelog? That's the reason right there. Now breasts get pulled down by gravity and slump to the ground a bit like they are supposed to. But that also means that the collision boxes move inside the body a bit and won't react to schlongs on top of the body properly anymore.

A shame that most boobjob animations have her lying on her back...

 

So what would you prefer:

1.) better boobjobs and torpedo tits when lying on back coming back or

2.) better boobjobs without torpedo tits but with breast collision boxes that are too far outside of the body (in the direction she's facing) ... that's actually v2.2 in a nutshell

3.) underwhelming boobjobs but no torpedo tits

...

Then again I could make all 3 versions and let you pick. Will probably do that.

 

Damn, I wished I wouldn't have to choose but there is no way around it I'm afraid. :(

 

edit:

What I'm actually talking about is this here vs this here.

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