DarkFlame277 Posted August 26, 2016 Posted August 26, 2016 Hello, I've looked everywhere but couldn't find how to add collisions to an HDT preset that doesn't already have it. I need collisions for My Body Is Not Jello, can someone please tell me how to add collisions myself. Or better yet, can someone please do it for me. Or even better than both of those, has this already been done? Thanks,
spoonsinger Posted August 26, 2016 Posted August 26, 2016 It's a Nifscope'y/XML thing. Which you can do - there are posts on this site - but tedious. May I suggest one of the less bouncy options from HDT Bounce and Jiggle CBBE , (http://www.nexusmods.com/skyrim/mods/59416/? ). One is very similar to the My Body Is Not Jello physics, (can't remember which, just go for the least bouncy and work up).
DarkFlame277 Posted August 27, 2016 Author Posted August 27, 2016 I use this already but even the one with the least amount of bounce is still very bouncy... I'll probably just keep that one anyway...
Xemnas23 Posted August 27, 2016 Posted August 27, 2016 gonna have to let me know if the collisions are satisfactory or not but i just made a xml from my body is not jello collision enabled from my own personal xml's collisions with all hope its good enough for you enjoy :ps didnt test at all so hopefully it doesnt spax out it shouldnt tho cus there is no belly node also make sure your .nif's for your characters hands or your feet meshes have a nistringextradata line connected to your hands.xml like this one i attached just make sure the _1 nif also is attached using my uploaded ones as a example: hdtPhysicsExtensionsDefaultBBP.xml femalehands_0.nif femalefeet_0.nif
DarkFlame277 Posted September 14, 2016 Author Posted September 14, 2016 Sorry I'm replying so late. I decided to take the time to try to set up my own collisions (before Xemnas23 made that post) and came up with the attached file. So far it's pretty good for me. But I use the Havok Collisions Object from Bounce and Jiggles to enable my collisions. Should I do the nistringextradata thing also? hdtPhysicsExtensionsDefaultBBP.xml
Xemnas23 Posted September 15, 2016 Posted September 15, 2016 i would recommend attaching nistringextra data as it makes it so collisions are active even if your wearing something that would normally cover the slot the havok object uses and also eliminates the need for such a object uunp special can be used as reference for what xml should go to what other then that you just set in the nistringextra data the folder path to your xml so basicly Data\SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml for example
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