Gromilla Posted October 29, 2018 Posted October 29, 2018 14 minutes ago, Yinkle said: So in theory you could apply cloth physics to all outfits fairly easily Now we need to get around the clipping issue how did you build collisions? You talked about virtual meshes. Maybe even show the picture?
Vortec Posted October 29, 2018 Posted October 29, 2018 News Flash All of Hydrogensays SMP stuff is gone from the 9dmsite.
Asrienda Posted October 29, 2018 Posted October 29, 2018 4 hours ago, Vyxenne said: So, it only applies to CBBE? *hugs her UUNP body and sobs softly in the corner* Have to ask, why the UUNP loyalty? I loved UUNP in LE, but when I moved to SE I liked the idea of only one body to deal with, plus CBBE SE could morph into the body I was using in LE
R246 Posted October 29, 2018 Posted October 29, 2018 8 minutes ago, Vortec said: News Flash All of Hydrogensays SMP stuff is gone from the 9dmsite. 9DM has changed, hydro's stuff is still there though: Framework http://9dm.zhongyidiantong.com/thread-61877-1-1.html SMPhttp://9dm.zhongyidiantong.com/thread-61878-1-1.html
Vortec Posted October 30, 2018 Posted October 30, 2018 35 minutes ago, R246 said: 9DM has changed, hydro's stuff is still there though: Framework http://9dm.zhongyidiantong.com/thread-61877-1-1.html SMPhttp://9dm.zhongyidiantong.com/thread-61878-1-1.html Oh good someone found it. Thanks.
Vyxenne Posted October 30, 2018 Posted October 30, 2018 2 hours ago, Asrienda said: Have to ask, why the UUNP loyalty? I loved UUNP in LE, but when I moved to SE I liked the idea of only one body to deal with, plus CBBE SE could morph into the body I was using in LE Well, I currently only have one body to deal with: my UUNP body. I also have hundreds, maybe even a thousand, outfits that I have hand-crafted OS/BS slidersets for. Plus, I just like UUNP better, and it's theoretically (read about it but haven't tried it myself) less load on my potato than the new Hi-Poly CBBE body would be. And why, pray tell, do you "have to ask?"
Asrienda Posted October 30, 2018 Posted October 30, 2018 Cause I have the curiosity of a cat and have to ask about everything!
sharonasbar12 Posted October 30, 2018 Posted October 30, 2018 Where can I find this new Hi-Poly CBBE body ? I would love a little more bounce in the smp version.
Asrienda Posted October 30, 2018 Posted October 30, 2018 2 minutes ago, sharonasbar12 said: Where can I find this new Hi-Poly CBBE body ? I would love a little more bounce in the smp version. It's the standard CBBE SE body. I wish they renamed it so people wouldn't confuse it with CBBE LE, which also exists and people do make outfits for CBBE LE on SE... Which isn't compatible with CBBE SE. It's ridiculous.
mindmonkey Posted October 30, 2018 Posted October 30, 2018 i just installed the latest hdt framework and physics plus cbbe se. i ran the physics body through body slide and now i got this. does anyone have an idea what could cause this? i am running the latest sse and skse64 versions
Jesus Christ Denton Posted October 30, 2018 Posted October 30, 2018 Is there a body with anus collision? Preferably CBBE.
Vortec Posted October 30, 2018 Posted October 30, 2018 1 hour ago, mindmonkey said: i just installed the latest hdt framework and physics plus cbbe se. i ran the physics body through body slide and now i got this. does anyone have an idea what could cause this? i am running the latest sse and skse64 versions Are you using the latest XPMSE skeleton, and that the Skeleton hasn't been overwritten. Xpmse has to be amoung the last mods in your mod lists and not overwritten.
Gromilla Posted October 30, 2018 Posted October 30, 2018 This happens when a part of the body (mesh, or shape as you like) is, and there is no bone to hold it. Moreover, the mesh has a weight and therefore flies down. As already rightly said, reinstall the latest version of the XPMSE skeleton for your version of the game and supply it with the latest in loading mod manager. Until there is no physics, all this is unnoticed. But it can also affect durigy fashion and give CTD in the game or other artifacts. 1
Gromilla Posted October 30, 2018 Posted October 30, 2018 And once again I will note for all who want to start their journey with physics: 1. Start step by step, install a follower with a separate body, textures, and without unnecessary additions, just for for experiments. Install all the framework files for your version of the game and SKSE. 2. Select the desired body, arms, legs and textures corresponding to this body (install for your "mouse for experiences" follower). 3. Install your favorite physics configuration files. 4. Test in the game. 5. Read the lessons Do not blindly establish what you saw in the distribution! If you don’t understand what you are doing, don’t touch anything at all :)) It’s better to ask in advance than to painfully reinstall a hundred mods. Of course, my words will still go into the sand of time, but if my colleagues repeat them once or twice, then something may change. I hope.
megat Posted October 31, 2018 Posted October 31, 2018 Is there anywhere in this thread a list of popular HDT mods that I could see to convert? Since I never played Oldrim, I'm not quite sure what kind of cool HDT mods there are that were never converted
Illuminati Posted October 31, 2018 Posted October 31, 2018 On 10/29/2018 at 4:42 PM, R246 said: 9DM has changed, hydro's stuff is still there though: Framework http://9dm.zhongyidiantong.com/thread-61877-1-1.html SMPhttp://9dm.zhongyidiantong.com/thread-61878-1-1.html Does anyone still have the link to hdtsseHighHeels?
Gromilla Posted October 31, 2018 Posted October 31, 2018 9 hours ago, Illuminati said: Does anyone still have the link to hdtsseHighHeels? http://9dm.zhongyidiantong.com/thread-39231-1-1.html
SapphireXTyphoon Posted October 31, 2018 Posted October 31, 2018 Is there any topic suggesting they're already working on the new skse 2.0.10 version of HDT-SMP? Just so I know.. Thanks.
R246 Posted October 31, 2018 Posted October 31, 2018 38 minutes ago, SapphireXTyphoon said: Is there any topic suggesting they're already working on the new skse 2.0.10 version of HDT-SMP? Just so I know.. Thanks. SKSE64 getting a bugfix doesn't mean that all SKSE plugins stop working. It's a different scenario to SKSE64 being updated due to Bethesda forcing it. 2.0.9 plugins should work fine with SKSE64 2.0.10.
megat Posted October 31, 2018 Posted October 31, 2018 I don't quite understand what this file is meant for or how exactly I should go about converting it. Anyone understand what exactly it is doing? CollisionBody.xml
Gromilla Posted October 31, 2018 Posted October 31, 2018 6 minutes ago, megat said: I don't quite understand what this file is meant for or how exactly I should go about converting it. Anyone understand what exactly it is doing? CollisionBody.xml This is a file for HDT PE physics. For HDT SMP , it is not relevant.
megat Posted October 31, 2018 Posted October 31, 2018 18 minutes ago, Gromilla said: This is a file for HDT PE physics. For HDT SMP , it is not relevant. Oh, ok. Thanks!
megat Posted October 31, 2018 Posted October 31, 2018 When working with hair meshes, aside from the bones in the hair itself, which other bones should I work with? I've included the head, spines, and neck but some infinity stretching is happening, leading me to believe I'm missing something
Gromilla Posted October 31, 2018 Posted October 31, 2018 15 minutes ago, megat said: When working with hair meshes, aside from the bones in the hair itself, which other bones should I work with? I've included the head, spines, and neck but some infinity stretching is happening, leading me to believe I'm missing something Honestly, I didn’t work with wigs well enough. But for the samples that I have I can say that it is enough to prescribe the basic (kinematic) hair bones and <bone name="NPC Head [Head]"/> <bone name="NPC Neck [Neck]"/> continue to prescribe dynamic wig bones and collision functions. See how it's done in KS Wigs.
megat Posted October 31, 2018 Posted October 31, 2018 5 minutes ago, Gromilla said: Honestly, I didn’t work with wigs well enough. But for the samples that I have I can say that it is enough to prescribe the basic (kinematic) hair bones and <bone name="NPC Head [Head]"/> <bone name="NPC Neck [Neck]"/> continue to prescribe dynamic wig bones and collision functions. See how it's done in KS Wigs. Okay, I'll take a look there. Had forgotten that one got ported
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