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3 hours ago, Andarus said:

I'm getting more and more annoyed with lots of Mods not being available anymore for Skyrim, so I was looking at switching over. How is teh Status with SSE? Do we have full HDT Bodies with working HDT Vaginas, Bellys etc?

 

 

The only significant/major mod/feature that worked in Oldrim and not in SSE is DSR- Dual Sheath Redux. That said, I have read about successful and fully-functional conversions of DSR having been made, but sadly, they haven't been published. Everything else (Every. Single. Other. Thing.) is now fully functional and available for SSE- including 3-way body physics (UUNP) and 2-way body physics (CBBE.)

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4 hours ago, jimmywon34 said:

development on hdt smp sse has stopped, correct? I read that the author didn't want to continue developing it and it was left in a buggy state.

Not correct- it has been promptly updated with the last 3 Bethesda Sales & Marketing "updates" *barf*

 

As far as "product improvements" are concerned, not so much, but on the other hand it is already fully functional with only a few minor annoyances. Also, @Shizof has made a great body-physics/collisions mod called CBP-C, available here and on the Nexus, that does everything HDT-SMP does except cloth physics, at a much lower performancer cost.

 

So from a user standpoint, the future of physics in SSE is a bright one.

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16 hours ago, Pfiffy said:

I thought of doing it with 3DS or gimp, but i found a way of repositioning in Nifskope. Maybe it helps... I moved the chain into the 'right' position and lifted it a bit up. (The ball seemed to be sticking in the ground maybe this is why it is falling throu) 

 

BallAndChain01.nif

It looks ok in nifskope, but doesn't have physics as is in game. At least it  didn't make me CTD.  I replaced the skeleton and added the virtual ground back in. The chain still is not connected to  the ankle cuffs and the ball is not connected to the chain in game, but it shows as connected in the nif still after the adjustments. And it had physics again after the change.

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8 hours ago, Vyxenne said:

The only significant/major mod/feature that worked in Oldrim and not in SSE is DSR- Dual Sheath Redux. That said, I have read about successful and fully-functional conversions of DSR having been made, but sadly, they haven't been published. Everything else (Every. Single. Other. Thing.) is now fully functional and available for SSE- including 3-way body physics (UUNP) and 2-way body physics (CBBE.)

I really liked this here:

 

Is that available? Before I used that the Physics always bugged out and everything. Someone told me most people use CBBE Physics and thats a kinda poor man's HDT/SMP. ?

 

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12 hours ago, zarantha said:

It looks ok in nifskope, but doesn't have physics as is in game. At least it  didn't make me CTD.  I replaced the skeleton and added the virtual ground back in. The chain still is not connected to  the ankle cuffs and the ball is not connected to the chain in game, but it shows as connected in the nif still after the adjustments. And it had physics again after the change.

I played around with your mesh a bit. I managed to attach the NC_1 node to the chain attach node. This magically placed the chain and the ball in the right position in Nifskope and made them disappear ingame....

 

BallAndChain01.nif

 

I wonder if this happened because i did it wrong, or if the xml has to be rewritten. 

 

 

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1 hour ago, Pfiffy said:

I played around with your mesh a bit. I managed to attach the NC_1 node to the chain attach node. This magically placed the chain and the ball in the right position in Nifskope and made them disappear ingame....

 

BallAndChain01.nif

 

I wonder if this happened because i did it wrong, or if the xml has to be rewritten. 

 

 

It works, I removed the chain attach node from being a kinematic bone in the xml....

Changed the path in the nif to the correct location for the xml.....

And here you go, attached to ankles properly and physics working!!!

 

Spoiler

 

1257980904_TheElderScrollsVSkyrimSpecialEditionScreenshot2018_12.29-16_44_05_01.png.4bce10680aea10f847740c53ec75c016.png1023194106_TheElderScrollsVSkyrimSpecialEditionScreenshot2018_12.29-16_38_33_80.png.3f8a02a63e3b4b66e86f4f604f6cdc25.png347277094_TheElderScrollsVSkyrimSpecialEditionScreenshot2018_12_29-16_36_29_16.png.f991cde78d38cf726009f4cf5a0b20de.png

 

 

BallAndChain01.nif

BallandChain01.xml

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7 minutes ago, jesseg said:

It works, I removed the chain attach node from being a kinematic bone in the xml....

Changed the path in the nif to the correct location for the xml.....

And here you go!!!

 

  Hide contents

 

1257980904_TheElderScrollsVSkyrimSpecialEditionScreenshot2018_12.29-16_44_05_01.png.4bce10680aea10f847740c53ec75c016.png1023194106_TheElderScrollsVSkyrimSpecialEditionScreenshot2018_12.29-16_38_33_80.png.3f8a02a63e3b4b66e86f4f604f6cdc25.png347277094_TheElderScrollsVSkyrimSpecialEditionScreenshot2018_12_29-16_36_29_16.png.f991cde78d38cf726009f4cf5a0b20de.png

 

 

BallAndChain01.nif

BallandChain01.xml

based on that, we can work out the others... Well I still dont understad how the xmls are written, but I think I can rework the niffs. Where is the best place to to put the xmls? Should they go with the nif, or should I place them into the SKSE/plugin folder?

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4 minutes ago, Pfiffy said:

based on that, we can work out the others... Well I still dont understad how the xmls are written, but I think I can rework the niffs. Where is the best place to to put the xmls? Should they go with the nif, or should I place them into the SKSE/plugin folder?

Well, I direct the nif to the location the xml's in the mod....I think it would be best to leave them where they are just direct the nifs to them....

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38 minutes ago, jesseg said:

Well, I direct the nif to the location the xml's in the mod....I think it would be best to leave them where they are just direct the nifs to them....

I'm missing something....

The chain and the ball are invisible here...

Spoiler

489830_20181229161709_1.png

 

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19 minutes ago, Pfiffy said:

I'm missing something....

The chain and the ball are invisible here...

  Reveal hidden contents

489830_20181229161709_1.png

 

Not sure, why it's coming up invisible for you....

I re-downloaded your nif just to test again, tested on both male and female.....

Works fine for me, any errors in your hdt physics log.... 

 

Spoiler

375553466_TheElderScrollsVSkyrimSpecialEditionScreenshot2018_12.29-17_52_59_15.png.2b08c0bcb1d4f4f842f97c03ab3ab63c.png375553466_TheElderScrollsVSkyrimSpecialEditionScreenshot2018_12.29-17_52_59_15.png.2b08c0bcb1d4f4f842f97c03ab3ab63c.png

 

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6 minutes ago, jesseg said:

Not sure, why it's coming up invisible for you....

I re-downloaded your nif just to test again, tested on both male and female.....

Works fine for me, any errors in your hdt physics log.... 

 

  Hide contents

375553466_TheElderScrollsVSkyrimSpecialEditionScreenshot2018_12.29-17_52_59_15.png.2b08c0bcb1d4f4f842f97c03ab3ab63c.png375553466_TheElderScrollsVSkyrimSpecialEditionScreenshot2018_12.29-17_52_59_15.png.2b08c0bcb1d4f4f842f97c03ab3ab63c.png

 

This could be... Well, everything is better than what we had before. I will have to go throu my setup and see why this happens. I guess the mistake sits in front of the computer....

So moving the bones to the skeleton did the trick for this one. I hope i can reproduce it for the others. I'm scared about the prisoner chains... The are a lot bones in it...

 

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1 hour ago, Pfiffy said:

How about that one....

BallAndChain02test.nif

 

Ok, so there is physics but had to rename the second chain shape as i had to change the xml path in the nif.....

That maybe the reason the chain is broken at the center....Going to try moving the xml to your specified path without renaming the shape to see if it fixes it....

EDIT - That was worse, having two shapes with same name....still broken at the center though but a lot worse...

 

EDIT2 - got it working!!!

Spoiler

1974624782_TheElderScrollsVSkyrimSpecialEditionScreenshot2018_12.29-19_38_02_04.png.85842cda396c6faedd2cf0a89090934f.png714067798_TheElderScrollsVSkyrimSpecialEditionScreenshot2018_12.29-19_37_54_21.png.806a428f7f12172187e8d119fad403b1.png

 

The Elder Scrolls V  Skyrim Special Edition Screenshot 2018.12.29 - 20.28.49.62.png

BallAndChain02.nif

BallandChain02.xml

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17 minutes ago, jesseg said:

 

Ok, so there is physics but had to rename the second chain shape as i had to change the xml path in the nif.....

That maybe the reason the chain is broken at the center....Going to try moving the xml to your specified path without renaming the shape to see if it fixes it....

EDIT - That was worse, having two shapes with same name....still broken at the center though but a lot worse...

  Hide contents

1974624782_TheElderScrollsVSkyrimSpecialEditionScreenshot2018_12.29-19_38_02_04.png.85842cda396c6faedd2cf0a89090934f.png714067798_TheElderScrollsVSkyrimSpecialEditionScreenshot2018_12.29-19_37_54_21.png.806a428f7f12172187e8d119fad403b1.png

 

I dont know why Heretic made them in this way. As far as i understand it, he moved the Chain and the ball from the basic model and readded a renamed chain in the middle.. they are overlapping. I didn't expect the model to run out of the box. This is definitly strange stuff. I took a look at the collar... and that one is far more complicated. Maybe i should try it in the way I would have done it...

 

BallAndChain02test.nif

 

 

This one is build up in a different way. I took ball and chain01 added the 2nd chain and then moved the ball to the end. I renamed the bones. So the Names have to be changes in the XML , too....

 

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4 minutes ago, cminnow said:

Nice! Was the main problem in the nif where it wasn't connected to the chain? Is that why you added NC_9?

Sorry man NC_9 is in the nif...

The issue was the chain attach node, when pfiffy attached it to the NC_1 bone then i figured that we didn't need to declare it as long as NC_1 was declared as the kinematic bone in the xml....

I could be horribly wrong as I am fairly new to all of this....

 

image.png.1b631bfff1105a654a8dbf88a4ed02a6.png

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4 minutes ago, jesseg said:

Sorry man NC_9 is in the nif...

The issue was the chain attach node, when pfiffy attached it to the NC_1 bone then i figured that we didn't need to declare it as long as NC_1 was declared as the kinematic bone in the xml....

I could be horribly wrong as I am fairly new to all of this....

 

 

I meant in the ORIGINAL. It looks like NC_9 didn't exist and the ball wasn't quite connected.

 

test.PNG.4416d10a7da84de600282b96661397b4.PNG

 

3 minutes ago, Pfiffy said:

I didn't add anything... I just moved the bones to the position in the skeleton. 

Weird... not sure where NC_9 came from then...

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1 minute ago, cminnow said:

 

I meant in the ORIGINAL. It looks like NC_9 didn't exist and the ball wasn't quite connected.

 

test.PNG.4416d10a7da84de600282b96661397b4.PNG

 

Weird... not sure where NC_9 came from then...

I'm using:

 

DD - 4.1 SE Beta

DDa - 3.0e

DDX - 4.1 SE Beta

 

Not sure if it makes a difference or was updated from those versions....Honestly, i downloaded the mods a few months and installed them for the first time today, so I don't know if any changes were made...But I am using the nifs posted in this thread....

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14 minutes ago, jesseg said:

NC_9 is in the original, check the shape NC1 and keep expanding till you get to NC_9, it was moved to the ball, not by me, I don't know how to do that.....

But anyway @Pfiffythat second nif works a lot better, not sure if you mispelled or renamed NC2_6 to N2C_6....

BallandChain02.xmlBallAndChain02.nif

 

EDIT NiNode NC1 not shape

Rename it like the others...

Hm... NC1... maybe that is where the bone comes from...

Does it work?

 

 

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7 hours ago, Pfiffy said:

I played around with your mesh a bit. I managed to attach the NC_1 node to the chain attach node.

5 hours ago, jesseg said:

attached to ankles properly and physics working!!!

 

Thanks for the help jesseg and pfiffy! This is great stuff! This is the piece I was missing - I don't know how to attach nodes in nifskope yet. I'm going to see if I can figure out what you did. :D

 

5 hours ago, Pfiffy said:

Where is the best place to to put the xmls? Should they go with the nif, or should I place them into the SKSE/plugin folder?

I've been placing them in the skse/plugin folder and putting that path in the nif since that seems to be where most of the smp xmls for other mods were going. If we're going to use the original location, all the paths will need to be updated for the stuff I did already.

 

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