Popular Post Bazinga Posted October 30, 2015 Popular Post Posted October 30, 2015 Naturalistic HDT View File >>> Naturalistic HDT <<< custom physics and collisions for HDT PE latest version: Naturalistic HDT -> v3.68 Beast HDT -> outdated and therefor removed (just ask me via pm if you still want it for some reason) Important news: I quit modding Skyrim, so please refrain from asking me to add some feature or improve something that's already included. If you want to add that one missing feature that makes all the difference in your opinion or if you want to improve this mod, then go ahead, do whatever you want with it. Just give credit where it's due, everything else is up to you. Version 3 of Naturalistic HDT includes an optional repainted UUNP Special body mesh (Bodyslide source file) to improve jiggling and collisions. There is also a conversion of UUNP HDT Piercing Sets 0.7 for this repaint in the download section. If you upgrade this mod from v3.54 or lower and you are using UUNP then please rebuild the UUNP hand, feet and body meshes in order to get the correct xml attachment for the new xml layout introduced with v3.55. Version 3.6 adds a new Bodyslide group called "Naturalistic Bodybuilding". You can find all the meshes that you need to build in there. I figured that with Bodyslide itself occasionally updating UUNP Special without mentioning it in the changelog I better decouple the edited body I provide. I also fixed a lot of morph slider issues with UUNP Special (like the back of the labia being buried inside the body mesh) and improved weight paints.And then I added the Chinese UUNP body we talked about earlier itt to the package. The main difference are the remodeled, puffy nipples and the more complex vagina shape. If you downloaded the "Chinese UUNP Fix" esp I provided before then please deactivate and delete it. It might cause additional texture issues and with v3.65 it isn't needed anymore. Further down in this mod description you will find additional information about how to get the vagina textures to show on your characters instead. Be advised that in v3.6 simply building the UUNP Special body, hand and feet in Bodyslide like you did in previous versions doesn't let you build the meshes included in this mod but the default one included in Bodyslide. My versions are beginning with "NBB". Mod description:Frankly speaking I'm not too happy with the results that most of the xmls available for HDT physics have ingame. Either the collision triggers too far away from the object in question or the jiggling is just wrong for me. So I figured that if I wanted something that suits my needs then I had to make my own xml set. Also I kinda dig math and physics, even if HDT PE might be more akin to spherical cows in a vacuum. The name of the mod should give you a hint to what I was going for. No endless jiggling, no breasts moving like jello or jumping around like they are possessed. Just boobies and butts and the magnificient way they behave in the real world.Well, I hope you like it. I created this set with Just for Fun, which is a very nice tool that makes these xml files look way less byzantine. Try it out yourselves, definitely recommended. The body I used is the UUNP Special UNPBB body but I included variants of the breast physics for both bigger and smaller breasts.And as it turns out this set is also fully compatible with Clams of Skyrim. Very important:Don't let anything else overwrite meshes or xmls from this mod. Don't use any other body xml mods unless it's FloppySOS and you use it together with my compatible version. If you really really need to use something else on top of this and there are conflicts then just ask in the mod thread how to resolve them. A couple of (not so) short instructions:- Please make sure that my mod overwrites everything else. That's especially true for XPMSE which you usually should load last. I edited a few skeletons from that mod and if you let XPMSE overwrite my altered skeletons then the corresponding creature animations won't work as intended. But it's also true for other mods like All in one UUNP, MNC or Realistic Ragdoll and also generally anything that overwrites my xmls. - With the release of v3 including Bodyslide source meshes for UUNP Special this mod should be fairly beginner friendly now.Just follow the instructions, make your choices and attach the xml data on your own or if you use UUNP Special let Bodyslide do that for you by rebuilding the hand, feet and body meshes of any of the UUNP Special variants. Why I want you to use Clams of Skyrim or UUNP Special (or maybe Tripleen too)? Because they have an HDT enabled 3d vagina attached and without that a big part of this mod becomes kinda pointless. - If you want to use Clams or any other CBBE body with a 3D vagina together with my physics then you obviously don't have to build the body included in my mod with Bodyslide. And should you want to switch bodies (UUNP -> CBBE or vice versa) on an ongoing savegame better read this. - Should you decide to use the Chinese UUNP Special body that I included in the mod then you are not done with just building the body, hands and feet in Bodyslide. You also have to add the the inner vagina texture to the female body texture. And since everyone seems to use a different texture I can't do that for you. But don't worry, because there is TexBlend (included in Bodyslide&Outfit Studio). It's a very straightforward to use tool that lets you blend the vagina textures I added into the female body textures.Afterwards the femalebody_1.dds should look somewhat like this (not regarding different skin tone, moles etc):and the femalebody_1_msn.dds should look like this: Both texture files will be uncompressed afterwards. And for the normal map (msn) that's okay I guess, many if not all body texture mods keep these uncompressed. But you might want to recompress the diffuse map (the femalebody_1.dds in this case) back to DXT5 format. Thanks to Ordenator this is also ridiculously easy to do. Just take that image and copy it over to a subfolder of Ordenator. Then point the tool towards that. It will automatically recompress the texture with DXT5 and it might even fix a few issues along the way (like missing mipmaps). Don't copy over complete texture folders though, the msn textures (normal maps) should better stay uncompressed if you don't want to see blocky transitions on the skin. - Even with the FOMOD installer you have to make sure that all my xmls are attached as NiStringExtraData, also for the NPCs your char has intercourse with (in case they come with their own body, hand and feet meshes - one example would be the Bijin replacers).And don't forget the hdtm.xml for males, I have attached it to the 3 different schlong variants included in SOS.So if you don't want to attach them yourself then I already set that up for you, there's a choice in the installer for that. For 3.55 there's also a choice to install male hand meshes with the hdtfingers.xml attached since this version has a different xml file layout and uses the hdtfingers.xml again. - If you chose the repainted UUNP Special body then I strongly recommend to skip pregnancy mods that depend on NIOverride belly scaling and are not covered by Sexlab Inflation Framework. The reason is that my repaint makes that scaling method look even uglier than it already was before. Then again the racemenu morphs and especially "Pregnancy Belly" already look far superior with the original weight paint so you shouldn't use NIOverride belly scaling anyway. If you don't know how to attach xml data then here's a nice illustrated tutorial.And here's another one with a simpler way to do the exact same thing.When he's writing about increasing damping he means that you should download JFF v4, open the hdtPhysicsExtensionsDefaultBBP.xml with it and increase the damping settings under Constraints -> doubleclick one of the entries -> Linear Limits -> the small box with the down arrow right of Linear Motor X, Y and Z -> Spring Damping.For armors that are not supposed to bounce up and down much decreasing the Linear Limits intervalls might be a good idea too.I'm usually too lazy for any of that though and let all my armors jiggle like the naked body. ^^ - You also have to make sure that the characters involved in sex acts have the meshes loaded that you attached the xml data to! This is extremely important.Especially the Sexlab default strip settings might be a bit too conservative so for example if you have attached the hdtvagina.xml to the female feet mesh (femalefeet_0.nif and femalefeet_1.nif) then in Sexlab's MCM menu under Timers&Stripping activate the feet checkbox for foreplay, normal and aggressive animations or her lower lips won't start talking.With version 3.1 of this mod it should be enough to have the female main body naked though (and the male hands if you're using FloppySOS).For version 3.55 the hands also need to be naked but there you have the advantage that most collisions also work with clothes on as long as the hands are bare. Additional information:If you still have problems setting this up here's a little FAQ I wrote in another thread (some of the things there are already mentioned above): To have all the collisions you need to set the correct stripping options in Sexlab.All the female meshes that have xml data attached to them have to be naked. And you can also attach more than one xml to a mesh, just make sure to use NiStringsExtraData instead of NistringExtradata. And again, it doesn't matter which xml gets attached to which nif as long as you attach all the relevant xmls for the character in question. Everything for the females has to be linked to in the female body meshes and everything for males in the male body meshes.And you better know which xmls a physics mod provides and only attach these, not ones from other mods. That's a very common mistake. For example if you use version 3 (but not 3.55) of my xml set and don't use FloppySOS with that there is no reason why a hdtfingers.xml should be present in your setup. And you sure as hell shouldn't have it attached to any meshes.I already set that up fairly beginner-friendly in my FOMod installer though, but you still have to read the instructions and do a few things like rebuilding the female body, hand and feet meshes with Bodyslide.There is no out of the box solution for physics mods, there is always something that can go wrong in your setup. A few common issues: 1. Modded NPCs don't have bounce physics and collisions. -> Attach the xml data to their meshes, look up the mod file structure to see where these are.You can often just overwrite the meshes with your default ones though, that's a lot faster and usually works. 2. HDT hairs or clothes don't play well with the body physics, there are body parts that should be moving but are stuck or there is some sort of deformation, maybe the clothes or hair don't work well either. -> Usually that's the hair or clothes mod's fault. Ask the author to make it compatible, they didn't set the collision filters up properly in their xmls. 3. On some animations a breast gets stuck on an arm or something. -> Rotate the sex scene. That should make them snap back. The reason probably is the transition when Sexlab sets up the animation, during which the characters often clip through each other. You shouldn't have that issue with OSA. 4. The physics effects don't look as advertised or seen in the demonstration videos. -> You might be using the wrong body (too busty or not busty enough, another body with different weight paint). Or you use a customized skeleton and not standard XPMSE. Or maybe you screwed up big time by not loading the body physics mod last (meaning giving it the highest mod priority, plugin load order isn't everything).It could also be your computer that is too weak to handle HDT physics. On too low framerates the physics become unstable so you will likely see meshes thrashing around wildly more frequently. 5. The framerate drops a lot when activating this body physics mod. -> Check SKSE\Plugins\hdtPhysicsExtensions.logIf there are missing bone errors mentioned in that file then check if the XPMSE skeleton gets overwritten. If it doesn't ask for help in the mod release thread. 6. You did everything correctly and still some collisions are missing. -> That might be a hickup in HDT PE. Just reload the physics data for your main char - get him/her naked and open the racemenu. For NPCs it's more complicated. Saving and reloading might be the fastest way to give them their physics back. Or equip and then unequip their armor in the ingame console (select NPC -> "inv" -> "equipitem ..." -> "unequipitem ..."). Or equip a HDT havok object on them. 7. Collisions aren't where they are supposed to be (on the mesh). -> First try rotating the sex scene. If that didn't help reset it to the default positions. (Sexlab has key bindings for both)If the collisions are still off then there is probably something wrong the the xml settings so please tell me. You can of course also try to correct it yourself by editing the xml with Just for Fun v4. 8. The pussy isn't opening. -> You sure you installed a body with HDT enabled pussy? For CBBE you could use Clams of Skyrim for example and for UNP there is UUNP Special. Also check if you have the right stripping settings in Sexlab (remember, all meshes with xml data attached have to be naked). If that didn't help see point 6. 9. The pussy is opening but it doesn't look like in the pictures I saw. -> Might not be physics related but a problem with missing textures.Use Texblend (comes with Bodyslide) to add vagina textures to your female body textures. And last but not least a little help for building the body meshes with Bodyslide: After installing v3 of my mod (choosing either the repainted or the original meshes, not option 3 on the repaint question) open Bodyslide from within NMM or MO.Then for Outfit/Body select either a CBBE body with a 3D vagina like Cosio or use the modified UUNP meshes I provide in this mod.If you want to use my meshes then here's a little illustrated guide on what to do: Pick one of the 4 UUNP bodies in there and build that one, the hands and the feet.For Preset choose whatever you prefer (I chose UNPBB, is pleasing to my eyes). You can also play around with the sliders until you like what you see. In the end you need female body, feet and hand meshes (6 nif files in total) and the corresponding tri files (one for each body part, meaning 3 total) with each of my xmls attached to one of them and with no other xmls attached. After you're finished you can go on rebuilding the armors, clothes and especially underwear and jewelry (those always have clipping issues with new body shapes). Of course you need Bodyslide CBBE or UUNP compatible armors (depending on if you use Clams or UUNP) etc for that to work.I'm using this and this (original mod required!), some of these (again, original mods required!) and this and a few other things.For rebuilding all this stuff first select the preset you had for the body (you better still know what you changed if you adjusted the sliders ^^).Now click the greyed out x in the Group Filter box and then click the small magnifiera and arrow symbol to the left of it.Select Choose Groups and then check all the boxes except for Naturalistic Bodybuilding (you built that already), Unified UNP and CBAdvanced.Now click Build Morphs again and then Ctrl + click the Batch Build field next to that checkbox.Now rightclick and select all.Then click build. This will take a while so go make yourself a cup of coffee. After the "All sets processed successfully!" message zip the meshes folder you just created and again load it into your mod manager, overwriting everything else. Also check out post 2 of the mod topic. There's more additional stuff like a basic workflow to edit and test xmls with the game open in there. Credits:HydrogensaysHDT for HDT PEHydrogensaysHDT and Monsto Brukes for Just for FunAshal for the SexLab frameworkSmurf, Vector and b3lisario for SOSOusnius and Caliente for Bodyslide and the Outfit StudioStevierage for the HDT vaginaBringTheNoise and Cell for that sexy UUNP Special bodyscivirus for the just as tasty Clams of Skyrim bodyLeito for his Schlong Addon for SOS and for all these great animations he's makingWhoever created that Chinese UUNP Special variant in the first place - 突然晕倒 or Túrán yūn dǎo ... maybeOthers I forgot to mention. Sorry. Submitter Bazinga Submitted 10/30/2015 Category HDT Physics Requires HDT PE 14.28, XPMSE >v3.21, Clams of Skyrim or UUNP Special or similar body with a 3D HDT vagina, SOS, optional: SOS Strapon for Bodyslide, Leito Schlong Addon, Bodyslide for building the body meshes Special Edition Compatible No 24
Bazinga Posted October 30, 2015 Author Posted October 30, 2015 edit: Since some people either don't bother to read my admittedly very verbose instructions or don't understand this gibberish I went with the times and made a demonstration video (without sound though, left clicks have a red circle special effect, right clicks a blue one) to show you how to attach xml data to meshes. The xmls don't have to be attached exactly as shown here, in fact my mod uses a different layout. Also you could use NiStringExtraData instead if you only want to attach one xml to a mesh. Anyway, here's the video: xml attachment demonstration.mp4 original post: Can't wrap your head around how this physics stuff works, let alone what these xmls are for? I finally bothered to write that stuff up with my own words so here you go: http://www.loverslab.com/topic/25485-setup-attaching-hdt-to-an-existing-mesh/?p=1750903 And here's a little FAQ of sorts: http://www.loverslab.com/topic/71765-hdt-collision-tips-femalehands-nifs/?p=1790080 And another tutorial I wrote, this time for building body and armor meshes with Bodyslide. But be warned, it's very short and without pictures: http://www.loverslab.com/topic/71410-issue-butt-deformation-when-equipping-hdt-based-items-on-waist-or-near-butt/?p=1790967 Now first let me share my workflow for trying out the changes without too much hassle ingame: So there's an xml you edited or wrote from scratch in Just For Fun and now you want to test it ingame? But always reloading savegames to update the changes you made to that xml is getting tiresome? No problem, you can trigger xml updates without loading savegames too and it's often a lot faster and makes it easier to compare changes for each edit you do. The first and easiest thing to do is just using the console command showracemenu (doesn't have any negative impact on Sexlab animations btw) and immediately closing the menu again. That only works for meshes your character has equipped at the moment though, so if you want the strapon xml to reload after changing values your char has to be the one wearing it or it won't get updated. ... Everything in the next text part assumes that you play a female char btw, but I hope you can deduce what to do for male chars. What if you char is on the receiving end and you want to see the strapon xml changes? That xml update is even easier to trigger, just press the swap actor positions key during the Sexlab animation and the game loads the nif plus the attached havok xml. The hdtm.xml for schlongs is a bit more tricky to update while ingame though (this assumed you play a female char ... for male chars it already updates with the showracemenu command - the hdtPhysicsExtensionsDefaultBBP.xml won't get updated in that case though). You can equip and unequip the armor he's carrying in his inventory using console commands (select NPC for ingame console -> "inv" -> "equipitem ..." -> "unequipitem ..."). Another option is to link the havok object not to the hdtPhysicsExtensionsDefaultBBP.xml, but to the strapon.xml. Only equip and after updating the xml reequip it when a strapon is dangling from your char of course. In any case you should really really use a borderless window mod for doing this stuff. I can recommend this one here, works as intended. Vanilla Skyrim isn't stable when minimized so you would have to restart the whole game after every change you did in your xmls. And the border in the windowed mode looks like crap anyway. Some things to keep in mind when changing xmls: 1. Always know which nif(s) the xml in question is attached to so you know if the game updates the havok data or not when reloading a mesh. Opening racemenu reloads every mesh your char consists of so all the xmls linked to in those will reload too. 2. Don't change more than one value at a time, also if there are 2 mirror bones influencing weight painted meshes you can work with (2 breasts, 2 butt cheeks, 2 ... well 4 but here it's just the 2 ... labias), then only change one side so you can compare the results of your changes without having to rely on your "feelz". 3. Don't toy around with all the tools in the box, only change very few key parameters and see if you can produce satisfying results that way. Physics often is about modeling reality with as few parameters/variables as possible that still give you sensible results you can test in the lab. I'm not saying that this havok engine is even trying to simulate reality but by playing around with all the dampened harmonic oscillation and constraint settings in it you can still get very far. 4. Don't be reluctant to check no collision boxes during testing. It's very easy to mistake the jiggling from one collision for another one you are in the middle of finetuning. It would be a good idea to not be lazy and just put every bone under category 0, the no collision boxes are a handy tool to make sure that only the bones you want to "collide" with each other. 4. Always make backups of your xmls. Lots of backups. Sometimes what you thought made sense an hour or 2 ago suddenly turns out to be bollocks. For example I first tried to influence the bouncing/collisions over angular movement but it turned out that the movement patterns were far too chaotic and hard to control that way. I'm still not sure about the values for the basis vectors though (looking them up in the skeleton led to that erratic, chaotic movement I couldn't get rid of. But who knows, maybe I just screwed up.) So linear constraints suddenly started to look far less boring as an alternative. 5. Open 2 instances of Just For Fun if needed. You can compare different xmls easier that way. 6. Install a mod that lets you switch between animations by choosing from a list so you can directly play an animation that uses the collision that you want to check. Defeat has that feature for example. Sexlab Tools has an even better menu where you can filter the list for specific tags. 7. Wanna know which xmls are refreshed/reloaded by your game at any given point? Nothing easier than that. Open the hdtPhysicsExtensions.log file under SKSE\Plugins (if there is none maybe add EnableDiagnostics=1 under [General] in the skse.ini in the directory above?) and see for yourself. Possible conflicts/problems when using this xml set and what you can do about it: 1. You're using the HDT version of KS Hairdos. Sorry, but that won't work. The xmls in that mod edit the same bones as mine. Either the hair physics will be screwed up or the collisions in my mod. Making that stuff compatible is a hell of a lot of work and I don't intend to do it since the hair still behaves very erratic especially when turning around your char fast. 2. You didn't check which xmls were attached to which nifs. So maybe the wrong xmls get loaded ingame. Go check it. Load the nifs your game uses in nifscope and in the Block List look for an entry named NiStringExtraData. Check the path there (should be SKSE\Plugins\***.xml with the *** standing for the filename of the xml you want to have attached; for Strapons it's usually the strapon directory under meshes though) and if the xml file isn't where it should be move it there or change the entry in the mesh. 3. Your game loads the same xml 2 times, from different sources, with the second one being an xml not by me, overwriting mine. Check if all the nifs your char consists of point to the same files (see 2.). And please let my mod overwrite everything else. That's especially true for XPMSE which you usually should load last. I edited a few skeletons from that mod and if you let XPMSE overwrite my altered skeletons then the corresponding creature animations won't work as intended. 4. There is data in the remaining xmls that influences the same stuff my xmls do, with these changes overwriting mine. Check the xmls that I didn't provide (mainly hdt.xml) and that your char loads (want to know which ones are loaded? see point 7 under "things to keep in mind") and delete the entries conflicting with mine. The same bone shouldn't be mentioned 2 times under rigid bodies in the whole of your xml setup! One example especially in versions 2 or newer would be hdtfingers.xml. My HDT Physics set doesn't include that file anymore. If you got it from some other mod and have it attached to one of the body meshes weird shit will happen. Well at least collisions won't be as intended. 5. The breasts won't stop jiggling. Decrease the Linear Limits -> Linear Motor Spring Constant values or increase the Linear Damping values (using JFF to edit the hdtPhysicsExtensionsDefaultBBP.xml). 6. There are weird deformations (crushed butt etc) during sexlab animations. This might be caused by the hdt.xml. I don't use or have any need for that file so if the female or male bodies have it attached as reference then delete that entry (NiStringExtraData pointing to the hdt.xml). edit: updated this post a bit, some stuff was plainly wrong and other stuff unnecessary. 3
BringtheNoise Posted October 30, 2015 Posted October 30, 2015 If you used the JFF (Just for Fun) tool to create/edit the xml there is a section at the bottom on the bones that says what bones will collide with what part. I use an old version from Carlos32 for butt, belly, and breast jiggle (I think I had to change the bone name for the belly in it to make it work with xpmse 2.0 and greater). Skyrim Havok Just for Fun tool http://www.loverslab.com/topic/25491-hdthavokmodifier-just-for-fun-jff-v4/
khrenj Posted October 30, 2015 Posted October 30, 2015 In my game with this config breast, belly and butt are bouncing continuously. Sorry for my English.
Bazinga Posted October 30, 2015 Author Posted October 30, 2015 If you used the JFF (Just for Fun) tool to create/edit the xml there is a section at the bottom on the bones that says what bones will collide with what part. I use an old version from Carlos32 for butt, belly, and breast jiggle (I think I had to change the bone name for the belly in it to make it work with xpmse 2.0 and greater). JFF Collision Settings.jpg Skyrim Havok Just for Fun tool http://www.loverslab.com/topic/25491-hdthavokmodifier-just-for-fun-jff-v4/ Yeah, I used Just for Fun too. And the "no collision" boxes are all set up if you look at the files. Still no collision on anything else than the hands, vagina and strapon/schlong. I'm in the middle of trying to figure out why that is so, maybe it's a problem with string constant settings way too low (but they need to for the jiggling not to look shit) or something else completely. The main reason I released this very early version is that I hope for any helpful input/advice about what I might have missed. In my game with this config breast, belly and butt are bouncing continuously. Sorry for my English. That's a problem with all xmls, they don't really fit every setup. Might be a problem with different body weights/shapes or maybe you have some redundancies in you xml setup (2 xmls influencing the same bone/weight mesh), but it's easy to adjust with Just for Fun. I'll update the second post later today and describe what exactly you can do. I'll also add other xmls while continuing to develop this set. Short version so you can try it immediately: Load my hdtPhysicsExtensionsDefaultBBP.xml in JFF, click on the easy to overlook constraints tab at the bottom, and for every one of the constraints under "Linear Limits" change the Spring Constant value for Linear Motor Z (or better look at your char with free camera to see in which direction the neverending bouncing happens, X is sideways, Y is forward, Z is upward). Cut it in half for the first try. Don't change anything else and save the xml, then let the game reload it (showracemenu). If that didn't have the desired effect, do the opposite (increase the spring constraints settings). I'm not exactly sure what your continuous bouncing looks like.
bahamut2119 Posted October 30, 2015 Posted October 30, 2015 The fingers xml never had that before or seen one where should i be attaching it? Currently i have hdtm attached to male hands but if you recommend me swap that to hands then move hdtm to the schlong i will. So far im liking the movement mostly im altering the belly myself atm.
sidfu Posted October 30, 2015 Posted October 30, 2015 gave these a try and when equip the havoc object on a npc the breasts move up and stop bounceing. also im useing Trepleen-Daie HDT CBBE body + Vagina2.4 and the pussy libs just spread out atg start and stay there.
Bazinga Posted October 31, 2015 Author Posted October 31, 2015 gave these a try and when equip the havoc object on a npc the breasts move up and stop bounceing. also im useing Trepleen-Daie HDT CBBE body + Vagina2.4 and the pussy libs just spread out atg start and stay there. The breasts moving up and stopping might be a problem with your body not fitting my setup. This was developed using the UUNP Special body. I finetuned the values for the different bones under RigidBodies using that body. See point 6 under Possible problems in post 2. For the always welcoming vagina problem again the same solution might work. Another possible solution: To make the vag close again increase the Linear Motor X -> Spring Constant value under Constraints -> Linear Limits in my hdtvagina.xml. The string might be too weak to close it (maybe has sth to do with friction too, there has to be some rest of plausible physics in these files, lol) Double it, check, maybe double it again. It's better for Sexlab animations if it doesn't close too fast after being opened though, since that tells you that it won't resist / react faster to penetration and behave like it should there.
Bazinga Posted October 31, 2015 Author Posted October 31, 2015 The fingers xml never had that before or seen one where should i be attaching it? Currently i have hdtm attached to male hands but if you recommend me swap that to hands then move hdtm to the schlong i will. So far im liking the movement mostly im altering the belly myself atm. I attached it to ... let me check ... for the men it's linked to the hand nifs and for the females ... the feet nifs, lol. Works like a charm for both that way though (except breast collision, but I'll figure that out too). Be aware that I have put hand bone entries in my hdtfingers.xml, those entries conflicts with the hand entries most mods add to the hdtPhysicsExtensionsDefaultBBP.xml. Maybe I'll change that for the next version though, might be the reason why hand breast collision doesn't work... I'm not sure if there's even a need for the hdtm.xml being referenced to in the malehand nifs tbh. The thing is that this xml is only influencing the male genitals anyway and is already linked to by the schlong nifs. Maybe try deleting that entry in the malehands nifs and report back if that changed anything? Would be very helpful information. ... Wait a sec! I just opened the hdtm.xml of Trepleen-Daie HDT and it's full to the brim with all sorts of bone entries (most is just pointless list stuff though, placeholders I guess)... including the hands. Conflicts with my hdtfingers xml big time, don't use both together! Or any other hdtm.xml from other sources. Instead copy the strapon.xml I provided to the SKSE\Plugins directory and rename it to hdtm.xml. ... I'll upload another version, give me a minute. The hdtfingers.xml should be attached to one of your male nifs though, or else there won't be any hand or finger collision during sex scenes involving fisting/fingering done by men. It doesn't matter which one of the nifs you add that reference to, but better be sure that the relevant body part gets naked during sex scenes (set it up in the Sexlab MCM) ... and don't bother adding anything to the head, that doesn't work more often than not, especially for NPCs.
Bazinga Posted October 31, 2015 Author Posted October 31, 2015 New version is up, now with my own custom hdtm.xml. The content is not exactly the same as the strapon.xml though, I gave the strapon one a Z axis offset for the collision boxes to take into account the offset between the bones and the mesh. Also tweaked the constraints settings.
HeroedeLeyenda Posted October 31, 2015 Posted October 31, 2015 Bazinga you have done a very great job, I tested your xml yesterday and work very well. Your belly collision is awesome, I would be glad if I could use your files in my mod.
Bazinga Posted October 31, 2015 Author Posted October 31, 2015 Bazinga you have done a very great job, I tested your xml yesterday and work very well. Your belly collision is awesome, I would be glad if I could use your files in my mod. Wait a minute! You got belly collision?! I don't have any, lol. Must have missed something very very basic there, wtf... And of course you can include them in your mod, I'm glad you like them. Be aware that this is just an alpha for now though so better wait a bit... But if it already works then go ahead.
HeroedeLeyenda Posted October 31, 2015 Posted October 31, 2015 Bazinga you have done a very great job, I tested your xml yesterday and work very well. Your belly collision is awesome, I would be glad if I could use your files in my mod. Wait a minute! You got belly collision?! I don't have any, lol. Must have missed something very very basic there, wtf... And of course you can include them in your mod, I'm glad you like them. Yes, I replaced only 3 files you provide hdtFingers (now opens vagina more), hdtVagina and hdtPhysicsExtensionDefaultBBP. I didn't replace hdtm with strapon, I left the one I had to play fast and the result is amazing. I'm going to make some gifs to post them here.
Bazinga Posted October 31, 2015 Author Posted October 31, 2015 Oh wait, now I have belly collision again. Checked some no collision boxes in the files I'm testing with (for testing purposes). Unchecked them again and now it works as intended. Doesn't affect the uploaded version though.
HeroedeLeyenda Posted October 31, 2015 Posted October 31, 2015 Oh wait, now I have belly collision again. Checked some no collision boxes in the files I'm testing with (for testing purposes). Unchecked them again and now it works as intended. Doesn't affect the uploaded version though. Good!! Excelent job.
Stevierage Posted October 31, 2015 Posted October 31, 2015 Can't test in-game because my GPU died a few days ago, but had a look through the xmls in JFF to compare with my xmls. What's the difference between 'ConvexTranslateShape' compared to 'CapsuleShape'?.
Bazinga Posted October 31, 2015 Author Posted October 31, 2015 Can't test in-game because my GPU died a few days ago, but had a look through the xmls in JFF to compare with my xmls. What's the difference between 'ConvexTranslateShape' compared to 'CapsuleShape'?. Basically the shape of the collision box. Look inside the ConvexTranslateShape entry, there's a "child shape" there. The child shape influences the basic shape of your collision box and the translation lets you place it with an offset from the bone in question. The thing is that there's also an entry named ConvexTransformShape that basically lets you do the same thing... The Inertia tensor values are lower for that too which means that I might have to switch to that maybe, will see. Maybe only the transformshape one moves the bone for collision purposes so that might make more sense. Will test some more. For the breasts the capsule shape didn't make sense to me, because well, it's a balloon. Capsules have the other problem that you have to take into consideration in which direction you want the capsule to point. Unnecessary headache when the shape is already round imo. Then again I still have no breast collision so take everything I write about this stuff with a grain of salt. ^^ On the other hand I did exactly the same thing for the pussy bones in the hdtvagina.xml and there it works like a charm and lets me control the collision box coordinates very accurately...
Bazinga Posted October 31, 2015 Author Posted October 31, 2015 Stevierage It just dawned upon me that the vagina I'm playing around with is the HDT one made by you, right? Just wanted to tell you how grateful I am for that! And are you in any way involved in making the body that has it attached by default and that I use atm, UUNP Special? Or was that BringtheNoise ? A big thank you to him too in any case, that body is part of his UUNP package after all and without it I wouldn't have found it.
Stevierage Posted October 31, 2015 Posted October 31, 2015 Stevierage It just dawned upon me that the vagina I'm playing around with is the HDT one made by you, right? Just wanted to tell you how grateful I am for that! And are you in any way involved in making the body that has it attached by default and that I use atm, UUNP Special? Or was that BringtheNoise ? A big thank you to him too in any case, that body is part of his UUNP package after all and without it I wouldn't have found it. Yes and thx. Some what involved, when i first released the 7B hdt vagina, BTN took the mesh and incorporated it into UUNP, but there was a small problem with the weights being transferred through mesh rigger. I only really provided the 'template' needed to get the correct weight paints to go with the xmls (the vagina.xml and hdtm.xml that comes with BS2 are the same ones that comes from the 'My Files 3' xmls from my mod minus the finger.xml). BTN and Cell, would be the main people behind UUNP Special.
Cezul Posted October 31, 2015 Posted October 31, 2015 I just wanna say, this is some excellent work my man.i r8 8/8 m8
Kestrel77 Posted October 31, 2015 Posted October 31, 2015 great work thanky can you little reduced butt collision ,bcs i have deformation butt on sex animations
Bazinga Posted October 31, 2015 Author Posted October 31, 2015 great work thanky can you little reduced butt collision ,bcs i have deformation butt on sex animations Only on Sexlab animations? I'm pretty sure that this is caused by the interplay between my xmls and the hdt.xml. In the hand, feet, head and body meshes under meshes\actors\character\character assets check the xml entries (NiStringExtraData), both for males and females. If there's a hdt.xml referenced anywhere in those that might be the cause. It sets up collision boxes I don't need and want. Also the group ID settings and "No collide with" settings in that file don't make any kind of sense... You might want to delete such entries pointing to the hdt.xml.
Kestrel77 Posted November 1, 2015 Posted November 1, 2015 great work thanky can you little reduced butt collision ,bcs i have deformation butt on sex animations Only on Sexlab animations? I'm pretty sure that this is caused by the interplay between my xmls and the hdt.xml. In the hand, feet, head and body meshes under meshes\actors\character\character assets check the xml entries (NiStringExtraData), both for males and females. If there's a hdt.xml referenced anywhere in those that might be the cause. It sets up collision boxes I don't need and want. Also the group ID settings and "No collide with" settings in that file don't make any kind of sense... You might want to delete such entries pointing to the hdt.xml. hmmm yes on sexlab animations, i dont trying on 0SEX animations yet,but i think it will be the same, but we return to things i dont using hdt.xml file on meshes, only i use hdtPhysicsExtensionDefaultBBP.xml and this file is entered to attach (nistringextradata) to meshes. btw. I do not understand one thing do I have must hdt.xml too? and must be entered to attach(nistringextradata) for meshes, for me it is head.nif and hands.nif, if yes then tell me what must contain this hdt.xml file that liaising with hdtPhysicsExtensionDefaultBBP.xml?
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