zarzil Posted December 10, 2017 Share Posted December 10, 2017 So you've upgraded your potato and made/want to make the jump to SMP. Good! It's easier than ever, now that there's a Bodyslide 2 option that produces accurate collision shapes ready for use in sex scenes. (Support for males is my next project, so don't let the futa tag scare you off.) But you have to turn off HDT-PE on bodies to use SMP on bodies. That often leaves you with an armor problem, huh? What if I told you that with a few quick text edits, you could have SMP take over where PE left off? And you could get this done quick and dirty? Read on. This for-dummies guide requires no experience on the reader's part. All steps are clearly shown in screenshots and described in text. While this guide is primarily intended to assist beginner-level users of my SMP preset kit (already linked above), anyone can apply the concepts herein if they want a hasty method of making their armor work on their own SMP setup. Requirements: Bodyslide 2/Outfit Studio are required, as is a working SMP installation. Notepad++ is recommended for easy XML editing. This control xml for reference bodies: cbbe-hdt-vag-collisionsoff.xml Recommended: The XMLs from my Futa SMP kit Click the spoiler tag to proceed. Spoiler #1. To begin, open Bodyslide 2, click the Outfit Studio button, click Load outfit. #2. Browse to whatever directory your armor or clothes is stored. Load up your first torso armor piece's _0 version. #3. We need to know the shape name of the reference body used by your armor. Look at the Meshes tab on the right. (A reference body is something body armor loads in place of your normal body to ensure whatever you're equipping actually fits your character.) #4. Different armor sets use different shape names for the reference body. It can be named anything, although it is commonly BaseShape or UUNP or something similar. If you're not sure which one it is, use the eye-shaped visibility toggles to find out. Click them until you see the body wearing the armor disappear. #5. Now that you know what it's called, close Outfit Studio (don't bother to save anything) and browse to the folder HDT-SMP stores all the control XMLs in. Now's a good time to copy paste the XML I attached to this guide into this folder. (Up to date as of version 1.3.1 of my SMP kit - and it's not actually CBBE anymore, that's just a piece of ancient naming history.) #6. Open defaultBBPs.xml. This file is the master list that SMP uses to link the names of mesh shapes to the XMLs that control their physics. This structure allows one to conveniently assign different physics settings to objects on an individual basis. #7. Create a new entry using the shape name (UUNP, in this example) you learned in Step #4, with the file information pointing to the preset physics xml (cbbe-hdt-vag-collisionsoff.xml) I attached to this guide, or your own preferred physics xml. You can copy paste one of the other entries and change the two bits of information you're specifying. Save the file. That's it! You're done! If you want to add more armor sets that have reference bodies with different shape names, simply create another entry for them. Notes: The resulting armors will probably not have thigh jiggle physics. Most HDT-PE reference bodies don't have the bone data for this. Similarly, the resulting armor will not have SMP's collision effects. These require collision objects to be built into the armor and a replacement of the reference body. You may also see clipping as a result of SMP making various parts jiggle in ways that were different from the author of the armor. If you've been using Bodyslided HDT armor, you already know the drill here. This process may also cause some armor parts to jiggle in ways that are not intended, such as rigid breastplates bouncing freely. This can be fixed by firing up Outfit Studio, changing the reference body's shape name to something original, right clicking the reference body in the shape list and activating "set reference", exporting the file to nif with reference (overwriting the old one), making a second copy of the xml I attached with a new name, deleting any entries for the bones you don't want moving (such as anything with the word "breast" in it) and finally creating an entry for the new shape name and new physics xml in defaultBBPs.xml. 19 Link to comment
SassaAria Posted December 10, 2017 Share Posted December 10, 2017 Coolsies to see you are generously doing this for SMP beginners to get going. +rep. 1 Link to comment
darkevilhum Posted December 15, 2017 Share Posted December 15, 2017 What is this wizardry. How does the collision off xml work? -This whole thing confused the shit out of me and I thought this was some magical xml that would take me to valhalla, my bad *slowly walks away*. I'm right in now understanding that I don't have a use for this if I've got my SMP setup and working with my own collision meshed body? I was intrigued because I never actually had armor jiggle on anything with SMP without manually tagging every armor.nif as the baseshape naming convention varies a lot in my experience. Link to comment
zarzil Posted December 15, 2017 Author Share Posted December 15, 2017 39 minutes ago, darkevilhum said: What is this wizardry. How does the collision off xml work? -This whole thing confused the shit out of me and I thought this was some magical xml that would take me to valhalla, my bad *slowly walks away*. I'm right in now understanding that I don't have a use for this if I've got my SMP setup and working with my own collision meshed body? I was intrigued because I never actually had armor jiggle on anything with SMP without manually tagging every armor.nif as the baseshape naming convention varies a lot in my experience. It's the reverse of manually tagging armors one by one - figure out what the author used, and do some XML copy pasting to include it. A time-saver for massive libraries, the people who want a quick fix, and nothing more. 1 Link to comment
zarzil Posted December 16, 2017 Author Share Posted December 16, 2017 1 hour ago, mowdig said: I tried this and did everything it said, but i still couldn't get the jiggle for armors. If i did use the cbbe-hdt-vag.xml file i could thouhgl. but it make the tits bouce but not up and down, more like farwards and backwards. So it makes it looks really bad. Do i need to do any changes in the cbbe-hdt-vag-collisionoff.xml for it to work or have i maybe done some kind of mistake? It does work if i write in the console first Removeallitems and then Resurrect. But i dont really wanna have to do that one every single female npc. I'm not sure what you mean by removeall and resurrect. Is this a follower who equipped them? If so, do they work normally on a player-controlled character? Could you link me to the file containing the armors you're trying to make work, so I can check them out? Link to comment
zarzil Posted December 16, 2017 Author Share Posted December 16, 2017 21 minutes ago, mowdig said: Well i mean, it works on my character since i can just easy reequip the armor, and i haven't tried on a follower but i guess it would work the same there, just equip and reequip an armor piece for it to work. So i guess the problem is that the armor needs to be requipped for it to work, hence the needing of removeall then resurrect for the npc to get their items back and to get the correct bounce/jiggle. And like i said in the previous post, i need to use cbbe-hdt-vag.xml file in the defaultBBPs.xml with UUNP for it to even give some effect. Its no bouce/jiggle at all if i use the cbbe-hdt-vag-collisionsoff.xml you linked in this post in my defaultBBPs.xml file. The armor i used to find out what body my character had, but its the same with any kind of armor that is using the UUNP body in the Outfit Studio bikini3_0.nif Okay, I tested the armor file you sent me, and it performed normally. Actually, if you're using my futa-smp pack and the xmls inside, your bikini armor should all work by default. I made the XMLs to include it because I use it, too. Would you send me copies of your cbbe-hdt.vag.xml, defaultBBPs.xml and cbbe-hdt-vag-collisionsoff.xml? I want to double check and make sure I didn't include any bugs with them, as I patch stuff a hell of a lot, and to double check that you didn't accidentally mess anything up. Link to comment
zarzil Posted December 16, 2017 Author Share Posted December 16, 2017 It looks like one or more of those is from prZ's all-in-one. Replace them with these, and let me know if it solves your problem. Make sure every single file in this archive overwrites the others. Patch 1.3.2.7z It has support for the bikini armor built in already. If it still doesn't work we know it isn't the mesh and it isn't the xmls. Link to comment
zarzil Posted December 16, 2017 Author Share Posted December 16, 2017 Oh, I figured out your problem. Damn, this one again. OK, you have an operating system that wants , instead of . in XMLs. I've added a version I'm sure will solve your problem. I'm going to start including the alternate punctuation type in a separate XML set for my SMP pack, so people don't run into your problem. What country you from, mowdig? Patch 1.3.2 localization fix.7z Link to comment
zarzil Posted December 16, 2017 Author Share Posted December 16, 2017 My fault, I think I replaced some commas that shouldn't have been replaced. I'm sure I can figure this out, prZ knew how to solve it. Give me 5 minutes to double check what he did. Link to comment
zarzil Posted December 16, 2017 Author Share Posted December 16, 2017 Try this one. I think I know what I did wrong - parts of the XML structure in EU operating systems still use . in some places. I replaced too much with the first attempt. Patch 1.3.2 alternate localization.7z Link to comment
zarzil Posted December 16, 2017 Author Share Posted December 16, 2017 Glad we got it figured out. I'm sure our discussion will save other people in your position a good deal of frustration (and myself haha). Making armor collide is a lot more work than this. If you've ever opened the SexySMP body in Outfit Studio you'll see the collision objects attached to it. You'd have to replace the reference body in the armor with your SexySMP body, as well as copy in the collision shapes one by one in a not very convenient process (if you're using outfit studio). I wrote a guide to help people prepare bodies for SMP: https://www.loverslab.com/topic/87146-a-picture-guide-to-accurate-collision-objects-in-hdt-smp/ But it doesn't cover armor very well. If you send me the _0 and _1 versions of one bikini armor piece and the SexySMP body you built through bodyslide, I can prepare one for you to use as an example, if you want to try it yourself. Making a total collision-enabled Bikini armor SMP conversion that works in bodyslide is one of my long-term goals. Link to comment
zarzil Posted December 16, 2017 Author Share Posted December 16, 2017 Okay, test this out for me. I tried a much simpler process of copying the armor to the base body, which already had all the shapes I needed. If this works I'll make a quick guide for it. bikini3_0.nif bikini3_1.nif Link to comment
zarzil Posted December 16, 2017 Author Share Posted December 16, 2017 Hmmn. I know how to make that work by making it part of a bodyslide file, but I'm not sure how to generate a .tri file that would work for already-made armor. Link to comment
pmhaos Posted December 18, 2017 Share Posted December 18, 2017 in 2 sweet second i thougt that i could jump from PE to SMP by this guide, but immediately i realized that my armor mod is The Book of UUNP lol Link to comment
zarzil Posted December 18, 2017 Author Share Posted December 18, 2017 36 minutes ago, pmhaos said: in 2 sweet second i thougt that i could jump from PE to SMP by this guide, but immediately i realized that my armor mod is The Book of UUNP lol As far as I know, this guide applies to any armor that works with HDT-PE. Book of UUNP may or may not use a different shape name for its reference body, so you just punch that in, instead of what is shown in the screenshots. Link to comment
pmhaos Posted December 25, 2017 Share Posted December 25, 2017 On 19/12/2017 at 3:54 AM, zarzil said: As far as I know, this guide applies to any armor that works with HDT-PE. Book of UUNP may or may not use a different shape name for its reference body, so you just punch that in, instead of what is shown in the screenshots. thank you for your guide and reply but here i mean it too many armor to process lol Link to comment
27X Posted December 26, 2017 Share Posted December 26, 2017 Nothing ventured, nothing gained. 2 Link to comment
zarzil Posted December 26, 2017 Author Share Posted December 26, 2017 1 hour ago, 27X said: Nothing ventured, nothing gained. The funny part of this is that I just checked, and the author uses the standard UUNP name for the base shape, which is the default reference body name for armor sets in my xml. It would have worked for him with no changes at all. I think we're seeing a language barrier, really. Then again, that was why I included pictures... Link to comment
Xaqq Posted January 25, 2018 Share Posted January 25, 2018 OH. MY. GOD. you're my god now. how did i not find this sooner Link to comment
KazuyaM Posted May 14, 2018 Share Posted May 14, 2018 I've been trying this with some HDT-PE enabled items, but have had no luck what so ever. The objects are static in game, and as far as I can tell, they do not have a body attached to add the body name in the default xml (though I have tried adding entries in the .xml with whatever names I did find in the files). How can I get these HDT-PE enabled items to work with SMP? Link to comment
SkyAddiction Posted December 3, 2018 Share Posted December 3, 2018 This should be stuck to the top of the sub-forum. I'd been putting off the SMP switch time and again because of the effort required to convert outfits, but goddamn if this isn't just the kind of quick fix I needed. It worked flawlessly. Like any "batch" job it's far from perfect, but it's excellent for what it does, the problems are minor, and confined to specific outfits that can be fixed later with OS and/or xml editing. Took about 100min, and that's with my obsessive digging through every mod I'd forgotten I had hunting down outfits. More organized people could indeed do this in the advertised 10min. Excellent work. 1 Link to comment
Aki K Posted June 10, 2019 Share Posted June 10, 2019 Can't seem to find clear cut answers to my questions. If you can please answer the following questions so I can better understand this. 1. It replaces the original HDT, it's not an addon? 2. If I have a lot of mods/bodies based on the old HDT will they still work even if I don't convert them (though obviously not at same level as SMP)? 3. Is it installed like a mod or is it something else? 4. Are there any bodies it does not work with? 5. (If the answer to 2 is no) I have a mod, the succubus race lite, that uses a bodytype. I don't know what kind it is, but I can't edit it via bodyslide to my knowledge. It relies on HDT to work it seems. All my other race bodies use CBBE. Will it be effected or is there a way I can keep it functional? I think that's all for now. But truthfully I really don't understand the differences. There are some cool SMP outfits, but I don't want to ruin my whole mod list trying to get it to work for a few outfits. Especially if it makes my many others unusable. I've not had the most success with outfit studio or bodyslide. I'm using MO2 which can confuse things for those tools. Edit: I just went for it. MUCH easier than I thought it would be. If somebody had just explained it better to me to begin with i wouldn't have had these questions. All the more technical talk surrounding it confused me initially. Link to comment
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