SpyVsPie Posted November 26, 2018 Posted November 26, 2018 40 minutes ago, Vyxenne said: I'm trying to color an SMP wig. Read the following how-to on Page 3 of this forum.: "... move to the bottom pane, scroll down till you see "Hair Tint Color" - this is the one to tweak. Double click on the little colour wheel to bring up an interactive one, or double click the hex colour value to enter numbers directly as RGB values." On an auburn ("redhead") wig, I have the following "RGB values": 0.330, 0.200, 0.200. These are not "hex color values." They aren't RGB values either- RGB ranges from 0 to 255 and a fractional RGB value between zero and less than one would be such a light tint as to be virtually undetectable. Can someone please tell me what format "0.330, 0.200, 0.200" could possibly be so I can recolor a wig? Thanks. Unless I'm mistaken (which is certainly possible) the RGB value is displayed after you finish entering the .330, .200, .200 values, so in this case, those values in nifskope: Would be: Or 54, 33, 33, which according to my sources at the internet is not unlike auburn ?♂️.
Vyxenne Posted November 27, 2018 Posted November 27, 2018 17 hours ago, sharonasbar12 said: I'm sorry, I should have been more specific. Yes I meant wigs. KS wigs to be honest. The rest is very clear, I do have cbbe. Thank you very kindly for taking the time to point these things out. Also would I need and have to edit the cbbe smp config file or do I only need the hdt smp framwork and physics files? You can rename the CBBE-SMP file if you want to, but just commenting out the reference to it in DefaultBBPs.xml as I described above should kill it deader'n'a doornail without doing anything to CBBE-SMP.xml.
Vyxenne Posted November 27, 2018 Posted November 27, 2018 2 hours ago, SpyVsPie said: Unless I'm mistaken (which is certainly possible) the RGB value is displayed after you finish entering the .330, .200, .200 values, so in this case, those values in nifskope: <snip> <snap> <snoppity snup> #543333 is the hex color. Entering a hex color is not an option in the meshes I'm dealing with in NifSkope- it is clearly marked "RGB" and has 3 separate input boxes (one R, one G and one B) but "R=0.330 G=0.220 B=0.220" is not, in fact, valid RGB notation. I just need to know how to "tell" NifSkope what color I want. I know what color I want. I know it in hex notation. I know it in RGB notation. I know it in HTML5 notation. But I don't effing know it in any notation whose maximum range is 1.0. I'm sure it's not rocket science, but without knowing what insane notation NifSkope "wants" in the Hair Tint Color boxes where all hue values are less than 1, I have no basis for learning, and the color-picker pages online do not show any such "zero to one" color notation schemes. OMG Finally! Welcome to my new Fuchsia/Cerise pony tail, proudly featuring NifSkope's proprietary color R=0.835, G=0.615, B=0.835 ... aka 212, 156, 212 and #d49cd4! I got it by dividing the real RGB notation components by 255- so, for example, 212 / 255 = 0.831372549 so I entered 0.83 and it was a little low so I made it 0.835 and voilà! Sorry about the image being taken at night- I was so excited to come back here and show it to you that I completely forgot to advance time of day to noon or whatever. ? And thanks for your help! I need some pie after all that finagling. Now that I have this, I can delete one of my other wig mods whose sole purpose was to contain my previous pink ponytail. This is not my favorite hair, but it is the ONLY long-ish style I have that doesn't clip through my shoulders and back. So now I'm going to compare mesh-to-mesh, xml-to-xml with a wig that I would prefer to wear if only it didn't continuously sink into my back all the time, even poking out from my boobs sometimes after passing through my body when I'm sneaking. @Gromilla said he had a breakthrough with hair collisions without resorting to invisible collision surfaces glued to my limbs but I fear we have run him off, poor man. Haven't heard from him in days. Maybe you should bake him a pie?
SpyVsPie Posted November 27, 2018 Posted November 27, 2018 2 hours ago, Vyxenne said: Snip Well sorry I wasn't any help. I haven't seen nifskope do what you're describing, it is a mysterious beast indeed. Glad you got it working though.
Vyxenne Posted November 27, 2018 Posted November 27, 2018 25 minutes ago, SpyVsPie said: I haven't seen nifskope do what you're describing, it is a mysterious beast indeed. Glad you got it working though. Au contraire, mon frère ma soeur, you posted a screamshot of it doing exactly what I am describing! This one: Note that this "alleges" that R-0.330, G=0.200 and B=0.200 are RGB values that would return an auburn hue. This is ludicrous and doesn't match any known color notation that I have ever seen or that I was able to find earlier tonight as I racked my brain trying to figure out what perverse game the authors of NifTools were playing... in actual RGB format, the decimal values shown by NifSkope would depict as solid black. You can test this for yourself by going to the Color Picker (I see you use the same one I do ) and entering 1, 1, 1 into the RGB entry page and look at the color you get back, realizing that the decimal values shown in your screenshot would all be even blacker. Clearly, something is wildly amiss with the NifSkope color value system- they apparently relate to a PERCENTAGE of the max possible value of "real RGB," which is 255. So mathematically expressed, Nifskope "RGB" = (RGB Value / 255). Hence, the values shown in your screenshot above expressed in real RGB format would be approximately 84, 51, 51, which, again, you can test on the color-picker page and see that it returns the auburn hue #543333 I found in the wig mod. So thank you from the bottom of my non-pie-baking heart for your response and let me know if you'd like to have a yummy fuchsia-ish pony tail that doesn't sink into your back and shoulders. To put that in Baked Goods perspective, "I'm on a roll." *flees as she picks up a shoe to throw*
SpyVsPie Posted November 27, 2018 Posted November 27, 2018 4 minutes ago, Vyxenne said: Au contraire, mon frère ma soeur, you posted a screamshot of it doing exactly what I am describing! This one: Note that this "alleges" that R-0.330, G=0.200 and B=0.200. This is ludicrous and doesn't match any known color notation that I have ever seen or that I was able to find earlier tonight as I racked my brain trying to figure out what perverse game the authors of NifTools were playing... in actual RGB format, the decimal values shown by NifSkope would depict as solid black. You can test this for yourself by going to the Color Picker (I see you use the same one I do ) and entering 1, 1, 1 into the RGB entry page and look at the color you get back, realizing that the decimal values shown in your screenshot would all be even blacker. Clearly, something is wildly amiss with the NifSkope color value system- they apparently relate to a PERCENTAGE of the max possible value of "real RGB," which is 255. So mathematically expressed, Nifskope "RGB" = (RGB Value / 255). Hence, the values shown in your screenshot above expressed in real RGB format would be approximately 84, 51, 51, which, again, you can test on the color-picker page and see that it returns the auburn hue #543333 I found in the wig mod. For some reason I could have sworn you said something about a pop up box with RGB values, which is what I was referring to having never seen but I guess I completely made that up. I have no idea what I'm doing I guess ?. I blame lack of sleep.
R246 Posted November 27, 2018 Posted November 27, 2018 4 hours ago, Vyxenne said: #543333 is the hex color. Entering a hex color is not an option in the meshes I'm dealing with in NifSkope- it is clearly marked "RGB" and has 3 separate input boxes (one R, one G and one B) but "R=0.330 G=0.220 B=0.220" is not, in fact, valid RGB notation. I just need to know how to "tell" NifSkope what color I want. I know what color I want. I know it in hex notation. I know it in RGB notation. I know it in HTML5 notation. But I don't effing know it in any notation whose maximum range is 1.0. I'm sure it's not rocket science, but without knowing what insane notation NifSkope "wants" in the Hair Tint Color boxes where all hue values are less than 1, I have no basis for learning, and the color-picker pages online do not show any such "zero to one" color notation schemes. OMG Finally! Welcome to my new Fuchsia/Cerise pony tail, proudly featuring NifSkope's proprietary color R=0.835, G=0.615, B=0.835 ... aka 212, 156, 212 and #d49cd4! I got it by dividing the real RGB notation components by 255- so, for example, 212 / 255 = 0.831372549 so I entered 0.83 and it was a little low so I made it 0.835 and voilà! Colour values in that format are intended for shaders. NifSkope is displaying them quite correctly, it doesn't hate you
Vyxenne Posted November 27, 2018 Posted November 27, 2018 Just now, R246 said: Colour values in that format are intended for shaders. NifSkope is displaying them quite correctly, it doesn't hate you You'd think by now, after all we've been through together, you'd've learned ("learnt") to spell color correctly. Imperial oppressor.
Fish_Hook Posted November 27, 2018 Posted November 27, 2018 I was led to believe that they were percentages. So 1.0=100%=255/255 on the rgb scale. So say you want 90% red (0.9), do 255x90%=229.5.
R246 Posted November 27, 2018 Posted November 27, 2018 3 minutes ago, Vyxenne said: Imperial oppressor. Yes, things are so much different now. Gone are the days of rule by a half British insane autocrat...
Vyxenne Posted November 27, 2018 Posted November 27, 2018 13 hours ago, Fish_Hook said: I was led to believe that they were percentages. So 1.0=100%=255/255 on the rgb scale. So say you want 90% red (0.9), do 255x90%=229.5. Yes, that's exactly what I (eventually) posted last night. Thanks.
Grey Cloud Posted November 27, 2018 Posted November 27, 2018 OPPRESSION ALERT. 15 hours ago, R246 said: Welcome to my new Fuchsia/Cerise Puce.
Aldebaran Posted November 27, 2018 Posted November 27, 2018 7 minutes ago, Grey Cloud said: OPPRESSION ALERT. Puce. *is dying of lol* ?
Vyxenne Posted November 28, 2018 Posted November 28, 2018 6 hours ago, Grey Cloud said: OPPRESSION ALERT. Puce. Huggles.
Vyxenne Posted November 29, 2018 Posted November 29, 2018 9 hours ago, Yinkle said: Armour, Colour, Armour, Colour! You forgot glamour. And flavour, behaviour, harbour, honour, humour, labour, neighbour, rumour, splendour and probably others that escape me while I'm in this American English-Major stupour on account of all the misspellings.
Grey Cloud Posted November 29, 2018 Posted November 29, 2018 On 11/28/2018 at 2:33 AM, Vyxenne said: Huggles. P.S. Doughnuts.
D3athbySp0rk Posted November 30, 2018 Posted November 30, 2018 Figured this might be the best place to post such: I'm wondering how you convert a UNP mesh from a peice of armor to a UNP HDT-SMP. or I guess it's really called: TBBP? I gave it a go using outfit studio for SSE, tried using the UUNP body from OldSkyrim bodyslide, and using UNP HDT's for SSE to copy the weights to the mesh. Looks like it didn't work. So what am I doing wrong? I've thrown up the files I was copying the bone weights to, they're from this mod: https://www.nexusmods.com/skyrimspecialedition/mods/2309 bikiniB_0.nif bikiniB_1.nif
jesseg Posted November 30, 2018 Posted November 30, 2018 9 hours ago, D3athbySp0rk said: Figured this might be the best place to post such: I'm wondering how you convert a UNP mesh from a peice of armor to a UNP HDT-SMP. or I guess it's really called: TBBP? I gave it a go using outfit studio for SSE, tried using the UUNP body from OldSkyrim bodyslide, and using UNP HDT's for SSE to copy the weights to the mesh. Looks like it didn't work. So what am I doing wrong? I've thrown up the files I was copying the bone weights to, they're from this mod: https://www.nexusmods.com/skyrimspecialedition/mods/2309 bikiniB_0.nif bikiniB_1.nif Have you tried renaming the body in the nif to the shape that's declared in your xml file? Or declaring the shape name of the body in the nif to your defaultbbps xml file....
QuietPippin Posted November 30, 2018 Posted November 30, 2018 any progress on smp wigs ? like the Yundao pack on the nexus I know the wigs don't work with CBP for the latest skse version yet.
Vyxenne Posted November 30, 2018 Posted November 30, 2018 14 hours ago, D3athbySp0rk said: Figured this might be the best place to post such: I'm wondering how you convert a UNP mesh from a peice of armor to a UNP HDT-SMP. or I guess it's really called: TBBP? So what am I doing wrong? I can help you with the "how do you do it" part, but I can't begin to guess about your second question "what did I do wrong-" the possibilities are, quite literally, endless. There are two things you must do: 1. Restore the UUNP capability that the CBBE/Bodyslide Team removed from SSE Bodyslide; and 2. Build your default body and your outfits to a UUNP-HDT spec. In this instance, "UUNP-HDT" just means a UUNP body with the physics bones. You can use any one of a number of available physics (or physics-imitating animations) to provide the jiggle and bounce. Here's how to get the UUNP stuff back into SSE Bodyslide: If you do NOT have an existing Bodyslide installed for Skyrim (Oldrim): 1. Manually download Bodyslide FOR OLDRIM from Skyrim Nexus but DO NOT INSTALL IT. 2. Extract the archive to some convenient place that you can find again. Now, either from your existing Oldrim Bodyslide OR a newly-extracted version of it: 1. Back up your current SSE Data\CalienteTools\Bodyslide folder just in case something goes wrong in the following steps. 2. From the Oldrim Data\CalienteTools\Bodyslide folder, multiselect the ConversionSets, ShapeData, SliderCategories, SliderGroups & SliderPresets folders and Copy them. 3. Now go to your SSE Data\CalienteTools\Bodyslide folder and Paste the copied Oldrim folders into it so as to merge the Oldrim folders with the identically-named SSE folders. Be careful not to overwrite any of the new CBBE stuff with the Old CBBE stuff from Oldrim because new CBBE and old CBBE are incompatible. 4. Now, merge the Oldrim RefTemplates.xml with the SSE (all-CBBE) one by Copy>>Pasting the internal UUNP entries from the Oldrim xml into the SSE xml file. Be careful not to select any CBBE entries from the Oldrim file, and also do NOT copy the opening and closing tags (first and last lines) of the Oldrim xml file because they are already in the new SSE xml file. You will find Notepad++ very helpful for this but if you don't have that and don't want to get it, Notepad will also work for this. 5. Finally, run NifOptimizer on the Shapedata folder to update the meshes to SSE specs. Once you have done the above, which takes no more than 5 minutes, you will be able to use SSE Bodyslide to create and modify all that UUNP goodness in SSE. I hope it goes without saying that it would be a good idea to make a full backup of your Bodyslide folder at this point in case the intrepid Bodyslide Team comes up with some other clandestine scheme to kill UUNP in some future Bodyslide update. Building your default body in Bodyslide is child's play: open Bodyslide, pick UUNP-Special (labia physics) or UUNP-HDT (static labia) body type and any preset shape you like- open the Preview window to see it- and press Build. Then you must build your outfit using UUNP-HDT (there's no point in using UUNP-Special for outfits since your vagina will likely not be visible while you are wearing the outfit) and the same preset you used for your default body. Here is my mini-guide on how to do that: How to convert any armor to UUNP with physics after you install the armor/clothing mod into the game- if your body choice is CBBE, simply substitute that for "UUNP" below: 1. Open Bodyslide, then open Outfit Studio (lower-right button) 2. Click New Project (top-left button) 3. Select UUNP-HDT if you want physics, or just UUNP if not, and click Next 4. Name the project for what it will be, e.g. "Scarlet Dawn Armor UUNP-HDT" (this is just the internal Bodyslide name but it should be at least similar to the outfit name) 5. Hit Browse, then navigate to the high-weight mesh variant of the torso item- example "torso_1.nif" and select it 6. Delete the included body if any (the one that does not say UUNP in bold green font) 7. Fit the reference body as close as you can to the outfit using the outfit's current, pre-conversion body-shape ("UNPB" etc.) high-weight slider first, then fine-tune with various body-part ("Breasts" etc.) sliders if required 8. Click File > Make Conversion Reference and name the conversion reference something descriptive like "Scarlet Dawn Armor ConvRef" 9. Highlight one or more outfit shape(s) and fit the outfit perfectly to the body using the brushes along the toolbar at the top of the left pane 10. Once the fit is perfect, click Slider > Conform All 11. Edit the slider (click the eye-shape at the left end of the slider) and fix any slight remaining clipping. If there's more than a tiny bit left to fix at this point, close OS and start over- it should have been fixed in Step 9 before hitting Slider > Conform all! 12. Disable slider edit and drag the slider to 100% 13. Click Slider > Set Base Shape 14. Click File > Load Reference and select the same reference body you loaded in Step 3 15. Click Slider > Conform All (yes, again) 16. Toggle editing on applicable sliders one at a time, e.g. UNPB High/Low, UNP High/Low, whatever shape(s) you actually plan to build into your game 17. Copy Physics bone weights if required (multi-select bone(s) to copy on the Bones tab, then select shape(s) on the Meshes tab, right-click and hit Copy Selected Bone Weights) 18 Click File > Save Project As and make sure "Copy reference shape into output" is checked only for torso items 19. Click OK 20. Close Outfit Studio 21. In Bodyslide, right-click the tiny down-arrow in the Outfits filter box at the top right corner and select "Refresh Outfits" so your new sliderset will become available for use in Bodyslide 22. Select the Body Type (e.g. "Unified UNP-HDT") in the top-left dropdown and the preset shape (e.g. UNPB, UNP-Pushup, UNPCM, My Custom UUNP Preset, etc.) in the dropdown under that 23. Enter all or part of your new slider/outfit name in the Outfit Filter (e.g. "Scarlet" for Scarlet Dawn Armor) 24. Click the Batch-Build button in the lower left corner- if multiple slidersets show up, tick or untick as appropriate 25. Click OK to build the new outfit to your selected body type and shape. Bodyslide will tell you "success" when it's done 4
D3athbySp0rk Posted November 30, 2018 Posted November 30, 2018 22 minutes ago, Vyxenne said: I can help you with the "how do you do it" part, but I can't begin to guess about your second question "what did I do wrong-" the popssibilities are, quite literally, endless. There are two things you must do: 1. Restore the UUNP capability that the CBBE/Bodyslide Team removed from SSE Bodyslide; and 2. Build your default body and your outfits to a UUNP-HDT spec. In this instance, "UUNP-HDT" just means a UUNP body with the physics bones. You can use any one of a number of available physics (or physics-imitating animations) to provide the jiggle and bounce. Here's how to get the UUNP stuff back into SSE Bodyslide: Reveal hidden contents If you do NOT have an existing Bodyslide installed for Skyrim (Oldrim): 1. Manually download Bodyslide FOR OLDRIM from Skyrim Nexus but DO NOT INSTALL IT. 2. Extract the archive to some convenient place that you can find again. Now, either from your existing Oldrim Bodyslide OR a newly-extracted version of it: 1. Back up your current SSE Data\CalienteTools\Bodyslide folder just in case something goes wrong in the following steps. 2. From the Oldrim Data\CalienteTools\Bodyslide folder, multiselect the ConversionSets, ShapeData, SliderCategories, SliderGroups & SliderPresets folders and Copy them. 3. Now go to your SSE Data\CalienteTools\Bodyslide folder and Paste the copied Oldrim folders into it so as to merge the Oldrim folders with the identically-named SSE folders. Be careful not to overwrite any of the new CBBE stuff with the Old CBBE stuff from Oldrim because new CBBE and old CBBE are incompatible. 4. Now, merge the Oldrim RefTemplates.xml with the SSE (all-CBBE) one by Copy>>Pasting the internal UUNP entries from the Oldrim xml into the SSE xml file. Be careful not to select any CBBE entries from the OPldrim file, and also do NOT copy the opening and closing tags (first and last lines) of the Oldrim xml file because they are already in the new SSE xml file. You will find Notepad++ very helpful for this but if you don't have that and don't want to get it, Notepad will also work for this. 5. Finally, run NifOptimizer on the Shapedata folder to update the meshes to SSE specs. Once you have done the above, which takes no more than 5 minutes, you will be able to use SSE Bodyslide to create and modify all that UUNP goodness in SSE. I hope it goes without saying that it would be a good idea to make a full backup of your Bodyslide folder at this point in case the intrepid Bodyslide Team comes up with some other clandestine scheme to kill UUNP in some future Bodyslide update. Building your default body in Bodyslide is child's play: open Bodyslide, pick UUNP-Special (labia physics) or UUNP-HDT (static labia) body type and any preset shape you like- open the Preview window to see it- and press Build. Then you must build your outfit using UUNP-HDT (there's no point in using UUNP-Special for outfits since your vagina will likely not be visible while you are wearing the outfit) and the same preset you used for your default body. Here is my mini-guide on how to do that: Reveal hidden contents How to convert any armor to UUNP with physics after you install the armor/clothing mod into the game- if your body choice is CBBE, simply substitute that for "UUNP" below: 1. Open Bodyslide, then open Outfit Studio (lower-right button) 2. Click New Project (top-left button) 3. Select UUNP-HDT if you want physics, or just UUNP if not, and click Next 4. Name the project for what it will be, e.g. "Scarlet Dawn Armor UUNP-HDT" (this is just the internal Bodyslide name but it should be at least similar to the outfit name) 5. Hit Browse, then navigate to the high-weight mesh variant of the torso item- example "torso_1.nif" and select it 6. Delete the included body if any (the one that does not say UUNP in bold green font) 7. Fit the reference body as close as you can to the outfit using the outfit's current, pre-conversion body-shape ("UNPB" etc.) high-weight slider first, then fine-tune with various body-part ("Breasts" etc.) sliders if required 8. Click File > Make Conversion Reference and name the conversion reference something descriptive like "Scarlet Dawn Armor ConvRef" 9. Highlight one or more outfit shape(s) and fit the outfit perfectly to the body using the brushes along the toolbar at the top of the left pane 10. Once the fit is perfect, click Slider > Conform All 11. Edit the slider (click the eye-shape at the left end of the slider) and fix any slight remaining clipping. If there's more than a tiny bit left to fix at this point, close OS and start over- it should have been fixed in Step 9 before hitting Slider > Conform all! 12. Disable slider edit and drag the slider to 100% 13. Click Slider > Set Base Shape 14. Click File > Load Reference and select the same reference body you loaded in Step 3 15. Click Slider > Conform All (yes, again) 16. Toggle editing on applicable sliders one at a time, e.g. UNPB High/Low, UNP High/Low, whatever shape(s) you actually plan to build into your game 17. Copy Physics bone weights if required (multi-select bone(s) to copy on the Bones tab, then select shape(s) on the Meshes tab, right-click and hit Copy Selected Bone Weights) 18 Click File > Save Project As and make sure "Copy reference shape into output" is checked only for torso items 19. Click OK 20. Close Outfit Studio 21. In Bodyslide, right-click the tiny down-arrow in the Outfits filter box at the top right corner and select "Refresh Outfits" so your new sliderset will become available for use in Bodyslide 22. Select the Body Type (e.g. "Unified UNP-HDT") in the top-left dropdown and the preset shape (e.g. UNPB, UNP-Pushup, UNPCM, My Custom UUNP Preset, etc.) in the dropdown under that 23. Enter all or part of your new slider/outfit name in the Outfit Filter (e.g. "Scarlet" for Scarlet Dawn Armor) 24. Click the Batch-Build button in the lower left corner- if multiple slidersets show up, tick or untick as appropriate 25. Click OK to build the new outfit to your selected body type and shape. Bodyslide will tell you "success" when it's done My god, Thank you for such a detailed response. This information is impossible to find.
Vyxenne Posted November 30, 2018 Posted November 30, 2018 Just now, D3athbySp0rk said: Thank you for such a detailed response. You're very welcome. ? Just now, D3athbySp0rk said: This information is impossible to find. No it's not- you just found it!
Yinkle Posted November 30, 2018 Posted November 30, 2018 My hat is well and truly off to Vyxenne who has seemingly undaunting patience regarding most things. I hope folk appreciate it
Vyxenne Posted November 30, 2018 Posted November 30, 2018 5 hours ago, QuietPippin said: any progress on smp wigs ? like the Yundao pack on the nexus I know the wigs don't work with CBP for the latest skse version yet. The wigs won't work with CBP or CBPC for any SKSE64 version... until those authors are able to add cloth physics to their mods. I don't even know if that's possible, but @Shizof apparently thinks it can be done and is working to add cloth physics to CBPC. My point is that the inability of the two CBP mods to handle wig physics has nothing to do with "the latest version of SKSE" and everything to do with the fact that neither mod currently provides cloth physics. Also, there is an SMP version of KS wigs that has been linked in this thread several times. It works amazingly well and is the only wig package I know of that has 100% collisions with my body, which means the hair does NOT settle down and clip into my back or shoulders when I stop running or enter sneak mode. Finally, since I seem to have inherited YunDao wigs-SE, I can tell you that there are many issues with some of the wigs included (but not exposed to users, thankfully)- the mod is full of broken meshes that have mostly been disabled in the plugin so that users can't try to equip them. @Gromilla had offered to help me with the meshes and xmls with the goal of fixing at least some of the broken wigs and deleting whatever trash is left over in the mod before I release Version 5.5 on the Nexus. Sadly, Gromilla seems to have disappeared- I hope he's OK, but I haven't heard from him in a week or more so something may have happened to him- maybe it's flu season in Siberia. Meanwhile, I do not have the skills to fix the broken meshes and/or write new SMP xmls for those wigs that still have HDT-PE (Oldrim only) xmls.
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