thehangman23 Posted March 26, 2016 Posted March 26, 2016 I've been looking around for this, but I can't really seem to find anything on how to properly achieve this. I'm using a custom UUNP Special body created by Bodyslide, so it has working physics and vaginal xml references to start with. I've got the KS HDT Hairdos working with it all, too. But I am trying to get collision between the hand and breast during idle animations, while also having everything else working simultaneously. Guides that I've found on this are either outdated, confusing, or have files for CBBE. Not to mention some brave souls talking about utilizing the old HDT Havok Object. Does anyone have xmls that can do all of this without the physics wonking out? Or at least clear directions for how to do this myself?
darkevilhum Posted March 27, 2016 Posted March 27, 2016 Adding the hdt or hdtfingers xml to your characters hand.nifs? Lots of tuts around the place on how to add it this way, erm something like adding a nstringextradata, name = HDT Havok Object, value = location of the xml eg skse/plugins/hdt.xml and then use ctrl + up arrow to position it as node 1 right after 0 Edit, can do one better, attached my hands nif which has the stringdata which allows collisions to work. femalehands_1.nif
Mud Posted March 29, 2016 Posted March 29, 2016 Actually, wait, this is confusing me. Don't the KS HDT Hairdos automatically enable collision when used? I never installed anything special for collision, or added a collision XML to my bodies and outfits, but I've been seeing collision activate when using a KS HDT hair and deactivate when switching it out. This goes for hands/arms on breasts, the HDT skirts, the hair, anything with HDT. Is that not working the same way for you? Am I correct in assuming that to get collision to work, all you need is one currently active body part with a collision XML?
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