markTheLustOne Posted March 14, 2019 Posted March 14, 2019 5 hours ago, Vyxenne said: I did. It "just worked" when I installed it, although the wigs fail to collide with my back and/or shoulders despite statements from an expert in the field that they collide "automatically" ... so when I enter combat stance or sneak, the hair falls straight through my back and sticks out the front of my chest. So I can't wear the pony styles or the long-hair styles. If I remember well the Wigs use a Predefined mesh name as reference to body( for this reason Yundao have good a good HDT, they use a invisible body as proxy), changing to the body you use in the xml can solve it... at least for me one of the wigs begin to get collisions 1
Yoxgg04 Posted March 15, 2019 Posted March 15, 2019 unp is sexy with cbpc, i only dont like that i cant use uunpmorphs.esp but the other body sliders work fine.
Gromilla Posted March 15, 2019 Posted March 15, 2019 While the forum is half-dead .. Spoiler https://gfycat.com/glitteringcookedamazondolphin https://gfycat.com/improbablerapidamericancreamdraft 1
Guest Posted March 16, 2019 Posted March 16, 2019 On 3/15/2019 at 1:38 AM, Yoxgg04 said: unp is sexy with cbpc, i only dont like that i cant use uunpmorphs.esp but the other body sliders work fine. Guide https://www.reddit.com/r/skyrimmods/comments/ac8bme/guide_how_to_make_uunp_and_uunp_ingame_morphs/
Vortec Posted March 16, 2019 Posted March 16, 2019 Does the SMP files have to be up-dated to the new SKSE. Or is Hydrogen not bothering with it...again?.
Yinkle Posted March 16, 2019 Posted March 16, 2019 26 minutes ago, Vortec said: Does the SMP files have to be up-dated to the new SKSE. Or is Hydrogen not bothering with it...again?. Hydrogen has been very courteous and provided updates for skse SSE past versions. Whether he does it again is up to him, these things take time so be patient.
tasairis Posted March 16, 2019 Posted March 16, 2019 30 minutes ago, Vortec said: Does the SMP files have to be up-dated to the new SKSE. Or is Hydrogen not bothering with it...again?. Yes, it has to be updated. Not sure what you mean by Hydrogen "not bothering again" because he did update it last time...
TechnicallyAPerson Posted March 17, 2019 Posted March 17, 2019 On 3/14/2019 at 9:15 AM, markTheLustOne said: If I remember well the Wigs use a Predefined mesh name as reference to body( for this reason Yundao have good a good HDT, they use a invisible body as proxy), changing to the body you use in the xml can solve it... at least for me one of the wigs begin to get collisions What do you mean by this? Can you explain what you did to get these collisions to work in a little more detail?
TechnicallyAPerson Posted March 17, 2019 Posted March 17, 2019 On 3/10/2019 at 9:59 PM, Kokan said: https://vimeo.com/322589250 May I ask which hair you are using there and if you have the link for it?
Vyxenne Posted March 17, 2019 Posted March 17, 2019 On 3/14/2019 at 7:15 AM, markTheLustOne said: If I remember well the Wigs use a Predefined mesh name as reference to body, changing to the body you use in the xml can solve it... at least for me one of the wigs begin to get collisions I think there must be several versions of KS Wigs HDT-SMP floating around, and I have no idea which one I have. All I know is that what @Gromilla said months ago ("collisions are automatic") is not happening- in fact, all of my Pony Tail styles have become static- no hair movement at all. Wait- come to think of it, this fulfills Gromilla's prediction perfectly! My 100% static "HDT-SMP-NOT" pony tails are not poking through my body at all.... because they don't move at all! Woohoo! ? Also, "use a predefined mesh as reference to body" is just technobabble when I look at the actual xml's for the KS Hairdo's (sic) wigs- there is no "body" tag at all in the xmls, so I can't change them to UUNP or whatever you are suggesting because I don't know what to change. The only tag I could find that is remotely related to collisions is a "no collide with" tag for left and right breasts. Since I have no collisions at all anyway, telliing it what NOT to collide with seems counterproductive, except for its intended purpose of saving the system the overhead of calculating collisions with (whatever the tagged part is.) What I need are some YES ZOMG COLLIDE WITH MY BODY FFS tags! And before you ask, yes I have looked for tutorials on SMP xmls and all of the ones I found were either unfollowable or flat-out wrong (for example, an entire paragraph attempting to explain the difference between "penetration" and "prenetration" even though the latter is clearly just a misspelling of the former.) Maybe someone could link a copy of the big KS Hairdo's (sic) SMP mod xmls that actually work? Clearly the ones I have (I got them from a link in someone's signature months ago) are the wrong ones.
Guest Posted March 17, 2019 Posted March 17, 2019 5 hours ago, TechnicallyAPerson said: May I ask which hair you are using there and if you have the link for it? https://www.nexusmods.com/skyrimspecialedition/mods/18566
Skyrim-Kirito Posted March 17, 2019 Posted March 17, 2019 Highly Recommend updating BodySlide to 4.7.1 version. Now the exceed-80-bones issue can be solved by using the outfit studio to separate the partition, which means more smp outfits can be fixed and converted to SE.
Xing SkyrimSE Posted March 17, 2019 Posted March 17, 2019 3 hours ago, Skyrim-Kirito said: Highly Recommend updating BodySlide to 4.7.1 version. Now the exceed-80-bones issue can be solved by using the outfit studio to separate the partition, which means more smp outfits can be fixed and converted to SE. this is true,and thanks a lot to BS&OS team
Masterzero67 Posted March 17, 2019 Posted March 17, 2019 15 hours ago, Yinkle said: Hydrogen has been very courteous and provided updates for skse SSE past versions. Whether he does it again is up to him, these things take time so be patient. New version are up I have them if anyone needs them
sameon.dylone Posted March 17, 2019 Posted March 17, 2019 8 hours ago, Masterzero67 said: New version are up I have them if anyone needs them I want it, past all the relevant files :3
Guest Posted March 18, 2019 Posted March 18, 2019 53 minutes ago, realclone said: smp has update Link?
Yoxgg04 Posted March 18, 2019 Posted March 18, 2019 1 hour ago, Kokan said: Link? http://www.9damao.com/thread-61878-1-1.html
Svarogor Posted March 18, 2019 Posted March 18, 2019 6 hours ago, realclone said: smp has update dowload link? please. My English bad, my chinese = 0
Guest Posted March 18, 2019 Posted March 18, 2019 25 minutes ago, Svarogor said: dowload link? please. My English bad, my chinese = 0 Chrome translate
mimichacha Posted March 18, 2019 Posted March 18, 2019 Hi, after update to 1.5.73(both SKSE and HDT-SMP), all my SMP clothes keeps shaking. They all worked well before the update. Dose anyone have the same issue? Or know the possible cause? Thanks in advance.
stardude228 Posted March 18, 2019 Posted March 18, 2019 Has anyone figured out how to get collisions with this physics? CBBE special has vagina but it is useless without collisions.
Vyxenne Posted March 18, 2019 Posted March 18, 2019 On 3/13/2019 at 1:51 AM, Kokan said: copy -paste "ShapeData, SliderGroups, SliderSets" from oldrim BodySlide and Outfit Studio My mini-guide to restoring the UUNP functionality the Bodyslide/CBBE Team removed from Bodyslide: The first thing you need to do is get the UUNP Presets, Templates, Slidersets and Groups 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. 4
Guest Posted March 18, 2019 Posted March 18, 2019 37 minutes ago, Vyxenne said: My mini-guide to restoring the UUNP functionality the Bodyslide/CBBE Team removed from Bodyslide: Hide contents The first thing you need to do is get the UUNP Presets, Templates, Slidersets and Groups 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. +1
waywarden Posted March 18, 2019 Posted March 18, 2019 10 hours ago, Svarogor said: dowload link? please. My English bad, my chinese = 0 Someone should have pity. Spoiler https://mega.nz/#!pkJCDCLR!5wQ3VNNioPQ5Sj9Cdft_4P2ZFYyYSAXcL1lkvm3pdcY hdtSSEFramework_1_5_73.7zhttps://mega.nz/#!w1ZUAarQ!pS7DLQM05qglvzoYVgCK1wJKlr4UQeka2Ucjh7_MDVY hdtSSEPhysics_1_5_73.7z 2
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