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Hi,

 

Thanks for speedy reply.

 

So this mod is a d.i.y xml kit that won't work right out of the box? I see...

I read the faqs you gave to add hdt to meshes. But my meshes both male and female already has hdt belly, breast/male chest and butt (vag included, but not schlong).

So your xml only give jiggle but not collision without further edit in nifskope. And that this process is what havok object is all about, which is attaching collision (not jiggle) to meshes.

 

Is the nifskope to add collision to my meshes, since the jiggle already exist?

 

So I need to attach :

1. Defaultbbp and hdt vag to femalebody 0 and 1 nif.

2. Default bbp, hdt finger, hdtm to malebody 0 and 1 nif.

 

Is this correct?

 

I hope you can help and explain. But no matter what, I think you did great.

 

Thank you Bazinga,

 

Blitz

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So this mod is a d.i.y xml kit that won't work right out of the box? I see...

Well, kinda, but not exactly. The xmls are the physics setting files HDT Physics Extensions uses to set up everything from movement&bounce physics to collisions. Everybody is free to edit these files, the only problem is that it can be very confusing with all the data in them. So the main thing my mod does is provide xml files that work out of the box so you don't have to do this on your own.

 

I read the faqs you gave to add hdt to meshes. But my meshes both male and female already has hdt belly, breast/male chest and butt (vag included, but not schlong).

The meshes don't have physics themselves, it's all in the xml files.

But the meshes still need to have proper weight painting... Just open a mesh in Outfit Studio, select one of the mesh parts in the upper right window and then open the bones tab there, afterwards select one of the bones to see if the mesh is weight painted so it moves when the bone moves (which only moves through HDT PE when set up to do so in the xmls).

 

And in addition to the weight painting the meshes also need to have the file path to the physics xmls you want the game to use attached as NiStringExtraData or NiStringsExtraData. The game needs to know where you put these files and how you named them, it won't figure that out on its own. Hence the xml attachment to the meshes.

If you equip an armor and the armor mesh doesn't have any xmls attached then don't worry, HDT PE will load the xmls attached to the naked body meshes when loading a save or maybe an ingame cell. In any case jiggling will still work as long as the xmls are attached to some part of the naked body that the character in question uses.

But collisions won't work. For these to work the xmls need to be attached to one of the meshes equipped at the moment which can be a hassle with armors. Luckily armors aren't exactly needed during sexual intercourse so the attachment to the naked main body mesh is good enough for most users.

Oh and if you feel like you really need to use that tacky "sexy" idle where females fondle their breasts all the time then you might want to download the Havok Object I included in the download section and keep that equipped. ^^

 

Is the nifskope to add collision to my meshes, since the jiggle already exist?

So I need to attach :

1. Defaultbbp and hdt vag to femalebody 0 and 1 nif.

2. Default bbp, hdt finger, hdtm to malebody 0 and 1 nif.

 

Is this correct?

Not really, no.

Males don't use the default bbp xml, that's for females only. And for the rest that depends on the content of the xmls too. My mod doesn't use the hdtfingers.xml for example, unless you use it in combination with FloppySOS in which case you would have to use the hdtfingers instead of the hdtm.xml.

And for the question what naked body meshes you should attach the xmls to:

If you decide to use the body meshes in my mod (repainted or original UUNP Special source file for Bodyslide and most of the relevant schlongs for males) you won't have to attach anything. After all I made that FOMod installer so you wouldn't have to deal with this yourselves if you don't want to.

Even if you use Clams you should be fine without using Nifscope. Just make sure to delete the SKSE folder from the Clams mod, at least on my setup it creates stability issues.

 

In case you want to attach everything on your own then I included a readme in my mod explaing which of my xml files does what. Depending on that you should be able to decide yourself which naked body you have to attach them to.

It doesn't matter if you attach the xmls to the hands, feet, main body mesh or any other part of the body. The only thing that matters is that you attach the same xml to both the 0 and 1 version of the mesh and that the mesh gets loaded on your character (if she's naked then the main nude body mesh obviously got loaded for example).

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Hi,

 

Thanks once again.

 

1. The male and female body meshes were weighted already. That's what I meant.

When I opened them in nifskope, they already have l breast r breast etc. Those things stays, I assume?

 

2. Yes. I read the readme.

So if I uses no floppy sos then no need for hdtfingers, only hdtm.

 

For now I used hdtvag for female, hdtm for male and hdtdefaultbbp xml for both (my male mesh is weighted too).

I assume that if I ever used floppy sos I can then rename hdtfinger to hdtm and swap them without further repath in nifskope right?

 

Also,

I just tried it in game and it worked, except the schlong stays static, so I guess its only for collision and not jiggle then. I'm gonna try to use colonol nutty mod to add item based schlong hdt to it, and change the hdt into schlong only, no balls hdt (already using from your xml) and hoped it work.

 

I cant believe I manage to figure it out. This mod, fnis and tesv edit are the ones that made me branch out of my comfort zone. I was nervous trying them out but so glad I did.

 

Thank you

 

Blitz

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I assume that if I ever used floppy sos I can then rename hdtfinger to hdtm and swap them without further repath in nifskope right?

Sorry, but no. FloppySOS has a built in feature in its script that detects if a xml named hdtm.xml is loaded. And if it is then there are warnings and ... I think the data from that file gets deactivated or something. Never tested it myself and it's been a while since I took a glance at the FloppySOS scripts.

That's why I named the male body physics file for FloppySOS users hdtfingers.xml, so it doesn't get blocked by that mod. It doesn't include any schlong data btw since FloppySOS already covers that.

 

The part about weight painting the male body to work with the hdtphysicsextensionsdefaultbbp for females makes me curious. Does that really work for you? The jiggle settings in that xml should be much too wobbly for males. And the collisions I set up should be a problem for them too.

There is some mod for male jiggle physics here on loverslab, but mine is not intended to be used for that. For males I only provide collision boxes (schlong, arms, hands, fingers, tongue) and the wobbling balls. And all of that is in the hdtm.xml (or one of the variants of that file, depends on the schlong type)

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I assume that if I ever used floppy sos I can then rename hdtfinger to hdtm and swap them without further repath in nifskope right?

Sorry, but no. FloppySOS has a built in feature in its script that detects if a xml named hdtm.xml is loaded. And if it is then there are warnings and ... I think the data from that file gets deactivated or something. Never tested it myself and it's been a while since I took a glance at the FloppySOS scripts.

That's why I named the male body physics file for FloppySOS users hdtfingers.xml, so it doesn't get blocked by that mod. It doesn't include any schlong data btw since FloppySOS already covers that.

 

The part about weight painting the male body to work with the hdtphysicsextensionsdefaultbbp for females makes me curious. Does that really work for you? The jiggle settings in that xml should be much too wobbly for males. And the collisions I set up should be a problem for them too.

There is some mod for male jiggle physics here on loverslab, but mine is not intended to be used for that. For males I only provide collision boxes (schlong, arms, hands, fingers, tongue) and the wobbling balls. And all of that is in the hdtm.xml (or one of the variants of that file, depends on the schlong type)

 

 

Hey,

 

So basically hdt fingers is hdtm without schlong data right? I see.

 

What I'm planning to do is using another mod which adds 2 items which basically added jiggle to schlong and/or balls. It's in nexus by Colonol Nutty.

What I did was only switching it's xml with floppy sos' xml (schlong jiggle only, as there are many flavors, and they jiggle better than colonol nutty's imo) and distributed them to male npcs.

It worked before but not with your hdtm now cos it's double hdt which you warned in your mod page, so I hoped at least the schlong only ver would work with your balls only hdt. I'm trying it now.

I'm so used in seeing them jiggle it would weird not to see it anymore.

 

Yes the male body mods worked. I think the jiggliness looked as good as the original defaultbbp xml from Kou Lei Foh. I've tried others, but yours are the most similar. Looks natural to me.

It's on vectorplexus.com. But the sos ver by Tweens here worked too I suppose.

 

Cheers,

 

Blitz

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so I hoped at least the schlong only ver would work with your balls only hdt.

There is no balls only HDT in my mod. The male xml for FloppySOS users does have neither balls nor schlong data in it, because all of that is already done by FloppySOS.

If you want my hdtm.xml without the schlong collisions then that's a 2 seconds edit of the xml in JFF, its just one collision box anyway.

...

Here you go:

hdtm.xml

 

Finger, hand, forearm and tongue collision boxes plus the free moving testicles. NPC Genitals06 collision box removed.

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so I hoped at least the schlong only ver would work with your balls only hdt.

There is no balls only HDT in my mod. The male xml for FloppySOS users does have neither balls nor schlong data in it, because all of that is already done by FloppySOS.

If you want my hdtm.xml without the schlong collisions then that's a 2 seconds edit of the xml in JFF, its just one collision box anyway.

...

Here you go:

attachicon.gifhdtm.xml

 

Finger, hand, forearm and tongue collision boxes plus the free moving testicles. NPC Genitals06 collision box removed.

Hi,

 

Thank you. You're so nice.

 

Actually I'm here to report that my plan worked.

Basically your mod give schlong collision, but no jiggle, but the balls have both jiggle and -maybe- collision, but I wanted the schlong to have jiggle as well. Thus why I'm using an item based mod that add hdt schlong, without affecting balls nor body. It's like wearing an hdt cape.

 

So here's what I did.

1. Used your mod normally. Normal hdtm.

 

2. Dl floppy sos 1.7, use only the xml for schlong only ver (there's also balls only and both), they're not hdtm, but appropriately named xml according to where it give hdt. I didn't dl the script etc. Cos it crashed on me. Thus, the 3rd move...

 

3. Dl colonol nutty sos, rename the schlong xml from floppy sos into the name from colonol nutty, in this case, "flaccid ring"

 

4. Put the entire "outfit" menu from skyrim.esm or any other dlc you want into colonol nutty.esp, add the master.esm as neccessary then added the flaccid ring into each of the outfit. It has to be part of the outfit or they wont wear it. Use tesv edit.

It's a ring, you can change the slot usage as well, I used slot 46 from the original 36, so I can wear other ring.

 

5. In this case, every npc and follower that's nude will wear that ring and "wiggle" around as they walk. (After 30 days console or new game).

 

Before, I tried the balls only xml ver from floppy, and both balls schlong xml ver (meaning both schlong and balls got hdt) from floppy to be renamed into colonol's mod but neither of them worked with your mod, it got spaztic and glitchy.

So I used the never previously used in my set up, schlong only xml. (Again, its only affecting schlong. Only schlong.)

So it was xml that's equipped into a ring or armor slot, which added hdt, like when you equip a cape.

 

Except, when a sex anim started, the item unequipped and maintain your schlong collision and balls jiggle and collision.

I think since your xml didn't make the schlong jiggled, that's why it didn't got spaztic as when using other xml from floppy, and therefore still able to maintain collision and didn't get broken/no hdt/collision even after it got removed.

While it does get broken when I used other xml from floppy in which the balls got hdt since its doubling the hdt from 2 xmls.

 

I hope my explanation is easy to understand.

I've tried it today and all seemed well. I'll give more reports if I learned something new.

 

This way I have schlong flaccid jiggle (from colonol nutty mixed with floppy) and hardness colision while maintaining the balls jiggle and collision (from your xml).

 

Cheers,

 

Blitz

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Thank a lot for this cool mod but i is there any way for me to put collision on the hands off the female so when she touch her breast there is a collsion on them ? 

 

Ps sorry about my bad englise  :shy:

Let me guess, you didn't strip her naked, right?

She has to be or there won't be collisions. If you still want collisions when clothed then download the havok collision object I provide in the download section and equip that on her.

To do so activate the havok collision object mod, then ingame open the console and type help havok

Write down the number associated to it ... the one after ARM0: (

For example for me it would be 7E001021

For you it should be a similar number with the two first digits being different (because these are the mod index number depending on your plugin load order).

Now with the console still open type player.equipitem ??001021 (replace the question marks with the mod index)

Close the console and check your inventory. The havok collision object should be equipped meaning you now have collisions when clothed.

They won't be very visible though. The breast collision box I use is still pretty small compared to some other mods and thanks to gravity it is a little below the mesh. Meaning the hands will clip through the upper part of them.

I still have to do something about that ... without introducing enormously oversized collision boxes that screw up sex animations because the boobs get stuck in weird ways.

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They won't be very visible though. The breast collision box I use is still pretty small compared to some other mods and thanks to gravity it is a little below the mesh. Meaning the hands will clip through the upper part of them.

I still have to do something about that ... without introducing enormously oversized collision boxes that screw up sex animations because the boobs get stuck in weird ways.

 

Done. Turns out ConvexTransformShape was a bad choice for the breast collision boxes. Still don't know why though, but collisions work better when using ConvexTranslateShape.

If the breasts get stuck in animations then just rotate the scene with the key assigned for that in the Sexlab MCM and they should snap out of it.

 

Ok, since that issue is fixed too now I don't think that I will update this any further. From now on I'll concentrate on sex toy collisions, Beast HDT and that armor deterioration project I also had going.

 

Don't hesitate to post any remaining issues though, I'll see what I can do about them.

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Well thank you. ;)

 

I just noticed something. Some of the UUNP piercings that I repainted to match my body repaint don't have a weight 0 and 1 version meaning they only fit characters with weight 1. Bummer, but I inherited that issue from the original mod. Will see if that's easy to fix, but if not then better only use these piercings on weight 1 characters.

 

edit: It only seems to affect SED piercings, the weight slider is working fine for newmiller and AH1. This means you should only use SED nipple piercings (ingame names "Nipplering" + material / "Nippleshield" + material) on a weight 1 character. The SED navel piercings (barbell) might have the same issue, didn't test them.

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What value do I need to edit to make the breasts appear less Crushed(?) when standing still? The rest of this I like quite a bit, but it seems to crush in the breasts so they are only stick out like a third as much as they would without HDT.

That shouldn't be happening.

If you mean that they sag / sink down a bit then that's gravity + HDT at work.

For the player character you can use the pushup slider in racemenu to counter that.

If you want less saggy tits on all characters then I suggest rebuilding the body with Bodyslide and adjusting the pushup slider there.

 

This is not an issue with HDT or this mod, it's just the fact that most of the bodies weren't designed with a specific HDT preset or even with HDT in general in mind so they don't factor in gravity deformation.

If the deformation is too much for you then you could try the average size preset from my mod. That one has less bounce/sway and less saggy tits. Perfectly suitable for silicone enhanced porn stars.  :P

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It isn't so much that they are sagging down, as inwards I guess? It seems to mostly happen if an npc turns their torso instead of being straight on. If they lean back slightly or turn slightly to the side the breasts seem to massively compress. It's kind of weird.

 

The majority of the time they are completely fine.

 

My preset isn't really silicone infused pornstars lol http://i.imgur.com/iGFoaLl.png that is at 40 weight.

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Don't know what to tell you except that what you describe shouldn't be happening.

 

Here's an up to date video for v3.53 on a UUNP Special - UNPBB preset (slightly pregnant though ^^) using my repaint. The breasts compress a little when she's walking but not the way you describe it. There should be no squeezed breasts on poses and when standing still, except for a bit of gravity deformation.

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I'm playing the Animal Mansion quest now and I have noticed some beasts here (like skeevers or chaurus) are without collisions.

Kind of sad really, since they have quite a lot animations made for them and I think I don't mind to see how some of my female followers will "collide" with them... :lol:

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Don't know what to tell you except that what you describe shouldn't be happening.

 

Here's an up to date video for v3.53 on a UUNP Special - UNPBB preset (slightly pregnant though ^^) using my repaint. The breasts compress a little when she's walking but not the way you describe it. There should be no squeezed breasts on poses and when standing still, except for a bit of gravity deformation.

 

What animations replacers are you using? They look really nice.

 

I'll try and fiddle around with it my end, maybe its my animations idk.

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What animations replacers are you using? They look really nice.

Let me see ...

 

I'm using Female Animation Pack overwritten by ndh's Animation Overhaul

 

For the standing idle I installed one of the sexy idles where she doesn't fondle her breasts, I think it's animation 3.

 

 

Do breasts in this have built in hand collision? I am using Sexidles animation 1. The hand triggers collision with the belly, but not with the breasts. :s

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average or big choice in my FOMod installer: not so much, but still visible if you look closely

"off the scale" breasts: clearly visible collisions

 

The sexy idle animations seem to be made for very big boobs, so for example the boobies on my UNPBB preset from the video above are too small for the hands in the sexy idles to even reach them. And I refuse to make collision boxes that ignore that fact.

If you want more visible collisions either increase the breast collision box radius in the hdtphysicsextensionsdefaultbbp.xml using JFF v4 or install my "off the scale" preset, that one is for bodies like CHSCHB and has collision boxes that react very visibly on the sexy idles.

 

shortcut to the relevant xml edit for people who don't want to use JFF:

Open the hdtphysicsextensionsdefaultbbp.xml with a text editor and search for "#0101". Increase the radius parameter in this and in the following hkobject entry (that would be "#0100") from 3 to 4.

Now search for "#0111" and also change the radius parameter for this and the following "#0110" entry to 4.

Resave and test ingame. If that's not enough for you then increase to 5. I don't recommend more than 4 though since this screws with sexlab animations (boobs get stuck frequently).

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average or big choice in my FOMod installer: not so much, but still visible if you look closely

"off the scale" breasts: clearly visible collisions

 

The sexy idle animations seem to be made for very big boobs, so for example the boobies on my UNPBB preset from the video above are too small for the hands in the sexy idles to even reach them. And I refuse to make collision boxes that ignore that fact.

If you want more visible collisions either increase the breast collision box radius in the hdtphysicsextensionsdefaultbbp.xml using JFF v4 or install my "off the scale" preset, that one is for bodies like CHSCHB and has collision boxes that react very visibly on the sexy idles.

 

shortcut to the relevant xml edit for people who don't want to use JFF:

Open the hdtphysicsextensionsdefaultbbp.xml with a text editor and search for "#0101". Increase the radius parameter in this and in the following hkobject entry (that would be "#0100") from 3 to 4.

Now search for "#0111" and also change the radius parameter for this and the following "#0110" entry to 4.

Resave and test ingame. If that's not enough for you then increase to 5. I don't recommend more than 4 though since this screws with sexlab animations (boobs get stuck frequently).

 

I will give it a go thank you!

I think my issue is coming from the fact that I have a pretty big breast size scale change from 0-100. My 0 starts at an A cup with my 100 going to like a G cup. 

So I wasn't getting collision on my 100% breasts even though the hands were physically going through the breasts. 

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