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40 minutes ago, cminnow said:

Cool. I was just about to ask if you could make some better textures since you sounded pretty experienced with texture editing! Do you know who made the original textures? Maybe I'll try my hand at making some too sometime. Do you have symbol design theme or are your just going to add blank colored versions first... or perhaps cool textured ones for different fabrics (stitched, knit, woven, ect.)?

I just have to see where it takes me. Most likely I'll make some blank ones for people to add to however they want. If there is anything specific you would like, ask and I'll see what I can do.

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1 hour ago, dlfmaqmf said:

Thank you good mod.

and I wanna tell you one thing.

All men's cloaks pass through the body, Except Dawnstar cloaks.

and women winterhold cloak also pass through body.

and I changed meshes, now work find.

So I just wanted to tell you the problem.

Thanks for the feedback. As far as the meshes passing through the bodies, some of the meshes don't have the base body.  I didn't really do to much to the oldrim files. I just converted the meshes to SSE and tweaked the XML.

 

I'm working a more comprehensive cloak mod with high rez textures and such, so keep checking back. Maybe end of next week I'll have something to share.

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1 hour ago, TheWilloughbian said:

Thanks for the feedback. As far as the meshes passing through the bodies, some of the meshes don't have the base body.  I didn't really do to much to the oldrim files. I just converted the meshes to SSE and tweaked the XML.

What did you have to do to convert them? Is there a more detailed way than nifoptimizer? Perhaps I could try adding a body mesh in nifskope by copying the ninode from another cape and editting the XML to make sure it recognizes it.

 

edit: here's the updated nif with the body and feet added back in

 

cloakmwinterholdworkingfemale.nif

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55 minutes ago, cminnow said:

What did you have to do to convert them? Is there a more detailed way than nifoptimizer? Perhaps I could try adding a body mesh in nifskope by copying the ninode from another cape and editting the XML to make sure it recognizes it.

I just used nif optimizer. As for the capes that don't collide with the body, Easiest thing to do is copy the Dawnstar cape (which seems to be the only one with working collision with the body) and retexture it.  If you compare the meshes in Nifskope you will see that the MaleBodyB and MalefeetB are ordered different in the Dawnstar mesh than the others and I guess it matters to HDT for some reason.

 

I'll move getting some capes done closer to the top of the stack.  That's the problem with my freeform modding style, I have too many projects going on at once. I get going on a project and then I see something else that grabs my attention. I promise I'll have something cool next week. I can take a break from redoing the collision on the Daedric Shrine meshes. (yup, I have to do all of them...sigh)

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21 hours ago, TheWilloughbian said:

Updated. Fixed the lack of collision with the body on some of the meshes.  I'll have some retextures for people to try out in a couple of days.

Nice. I'm not sure I understand the SMP collision system though. Why did we have to add the hidden body mesh for the hair to collide with? Shouldn't it be possible for SMP collisions to happen between different meshes? I thought that was the point of the no-collide tag.

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26 minutes ago, cminnow said:

Nice. I'm not sure I understand the SMP collision system though. Why did we have to add the hidden body mesh for the hair to collide with? Shouldn't it be possible for SMP collisions to happen between different meshes? I thought that was the point of the no-collide tag.

I'm still learning myself, I think the thing with SMP is going to be this weight-threshold business, which I only have the most basic understanding of how it works. Once I got the cape XMLs sorted out, I sort of moved away from studying XMLs and started on textures.

 

This is from the Shanoa outfit. I guess bones with a weight-threshold will only collide with something that has an equal or greater weight assigned to it. At least that my understanding. I haven't taken it apart and really looked at it yet.

Spoiler
 
  <per-triangle-shape name="skirt">
    <margin>1</margin>
    <prenetration>0</prenetration>
    <tag>cloth</tag>
    <no-collide-with-tag>hand</no-collide-with-tag>
    <no-collide-with-tag>cloth</no-collide-with-tag>
    <no-collide-with-bone>NPC L Forearm [LLar]</no-collide-with-bone>
    <no-collide-with-bone>NPC R Forearm [RLar]</no-collide-with-bone>
    <no-collide-with-bone>NPC L ForearmTwist1 [LLt1]</no-collide-with-bone>
    <no-collide-with-bone>NPC R ForearmTwist1 [RLt1]</no-collide-with-bone>
    <no-collide-with-bone>NPC L ForearmTwist2 [LLt2]</no-collide-with-bone>
    <no-collide-with-bone>NPC R ForearmTwist2 [RLt2]</no-collide-with-bone>
    <!-- <no-collide-with-bone>NPC L Calf [LClf]</no-collide-with-bone>
    <no-collide-with-bone>NPC R Calf [RClf]</no-collide-with-bone>
    <no-collide-with-bone>NPC L Thigh [LThg]</no-collide-with-bone>
    <no-collide-with-bone>NPC R Thigh [RThg]</no-collide-with-bone>
    <no-collide-with-bone>NPC Pelvis [Pelv]</no-collide-with-bone> -->
    <weight-threshold bone="NPC L Breast">1</weight-threshold>
    <weight-threshold bone="NPC R Breast">1</weight-threshold>
    <weight-threshold bone="NPC L Breast01">1</weight-threshold>
    <weight-threshold bone="NPC R Breast01">1</weight-threshold>
    <weight-threshold bone="NPC L Thigh [LThg]">1</weight-threshold>
    <weight-threshold bone="NPC R Thigh [RThg]">1</weight-threshold>
    <weight-threshold bone="NPC Spine [Spn0]">1</weight-threshold>
    <weight-threshold bone="NPC Spine1 [Spn1]">1</weight-threshold>
    <weight-threshold bone="NPC Spine2 [Spn2]">1</weight-threshold>
    <weight-threshold bone="NPC Pelvis [Pelv]">1</weight-threshold>
    <weight-threshold bone="NPC L Clavicle [LClv]">1</weight-threshold>
    <weight-threshold bone="NPC R Clavicle [RClv]">1</weight-threshold>
    <weight-threshold bone="0400">1</weight-threshold>
    <weight-threshold bone="0500">1</weight-threshold>
    <weight-threshold bone="0600">1</weight-threshold>
    <weight-threshold bone="0700">1</weight-threshold>
    <weight-threshold bone="0800">1</weight-threshold>
    <weight-threshold bone="1100">1</weight-threshold>
    <weight-threshold bone="1200">1</weight-threshold>
    <weight-threshold bone="1300">1</weight-threshold>
    <weight-threshold bone="0401">1</weight-threshold>
    <weight-threshold bone="0501">1</weight-threshold>
    <weight-threshold bone="0601">1</weight-threshold>
    <weight-threshold bone="0701">1</weight-threshold>
    <weight-threshold bone="0801">1</weight-threshold>
    <weight-threshold bone="1101">1</weight-threshold>
    <weight-threshold bone="1201">1</weight-threshold>
    <weight-threshold bone="1301">1</weight-threshold>
  </per-triangle-shape>
</system>

 

 

 

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  • 1 month later...

As far as I know, it sort of works on followers/NPCs. But the physics act up when you change cells. My experience was that the capes on followers would go stiff after a load screen and that I needed to have them re-equip to get to working again. To be honest, I haven't been playing around with SMP too much lately. Occasionally I'll try converting an SMP armour, but if it doesn't work, I just scrap it.  

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  • 1 month later...

@TheWilloughbian I've got a question for you myself actually.. How did you get an invisible body into the cloak mesh? The reason I'm asking is because I'm about to finish two sets of armor mods and the female body from the cloaks works just fine, but the male body is being a rather pain in the ass. 

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It was in the original mesh that I got from Prz. What makes it invisible is that none of the corresponding body (forearms, body, calves) slots are used in the ArmorAddon in the CK. In the Ck the capes use slot "60 unnamed", so the cape shows up but not the body. I'm not certain how that is set up in Nifskope, though. From what I can see in the SMP XMLs I've looked at, these cloak XMLs use the old way of doing the collision. The newer stuff seems to use bone weights and thresholds rather than an invisible body collision shape. There are people way better at this than me, I just did a basic conversion and tweaked the XML slightly. If someone comes up with an updated way of doing things for these meshes, I'm sure Prz, wouldn't mind if we share the results here on LL. We would just need to ask. 

 

His tutorials explain how he did things better that I can.

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19 minutes ago, TheWilloughbian said:

It was in the original mesh that I got from Prz. What makes it invisible is that none of the corresponding body (forearms, body, calves) slots are used in the ArmorAddon in the CK. In the Ck the capes use slot "60 unnamed", so the cape shows up but not the body. I'm not certain how that is set up in Nifskope, though. From what I can see in the SMP XMLs I've looked at, these cloak XMLs use the old way of doing the collision. The newer stuff seems to use bone weights and thresholds rather than an invisible body collision shape. There are people way better at this than me, I just did a basic conversion and tweaked the XML slightly. If someone comes up with an updated way of doing things for these meshes, I'm sure Prz, wouldn't mind if we share the results here on LL. We would just need to ask. 

 

His tutorials explain how he did things better that I can.

I'll look into reaching out to Prz. I need to figure out how to get this damn invisible body to work with the new XML file for males skirt for Resplendent. The female works fine, but the damn male armor is being a rightful pain in the ass. Thanks for the explanation it really helped me a lot. I'll definitely putting you in the credits for helping me out with this issue. 

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2 hours ago, Melliejoy said:

Weeeeeeeeee!!

 

I just wanted to throw my two cents in. Downloaded your mod dude and it works FLAWLESSLY I AM SO UNBELIEVABLY HAPPY THANK YOUUUUU

Glad you like it, but It's not mine. I just did the conversion and edited some textures. You should give your thanks to prZ, https://www.loverslab.com/profile/1044726-prz/ as he did the original SMP mod.

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  • 2 weeks later...

If you want to take a look at my modlist/load order I'll post it here.

I installed the latest version of HDT SMP, 1 5 39.7. It's possible that I installed it incorrectly though.

So, I installed hdtSSEPhysics 1 5 39.7z, and I installed hdtSSEFramework 1 5 39.7z.

I added both files to NMM and installed them. Then I installed SMP Capes SSE using NMM.

Anyways, here's my load order:

  0  0     Skyrim.esm
  1  1     Update.esm
  2  2     Dawnguard.esm
  3  3     HearthFires.esm
  4  4     Dragonborn.esm
  5  5     Unofficial Skyrim Special Edition Patch.esp
  6  6     hdtHighHeel.esm
254 FE   0 PlayerCombatExpressions.esl
  7  7     UnlimitedBookshelves.esp
  8  8     Cutting Room Floor.esp
  9  9     SMIM-SE-Merged-NoRiftenRopes-NoSolitudeRopes.esp
 10  a     Alduin Is Strong.esp
 11  b     Beards.esp
 12  c     EnhancedLightsandFX.esp
 13  d     ELFX - Exteriors.esp
 14  e     S3DTrees NextGenerationForests.esp
 15  f     Verdant - A Skyrim Grass Plugin SSE Version.esp
 16 10     Landscape Fixes For Grass Mods.esp
 17 11     MagicalCollegeofWinterhold.esp
 18 12     Book Covers Skyrim.esp
 19 13     Prometheus_No_snow_Under_the_roof.esp
 20 14     SoundsofSkyrimComplete.esp
 21 15     Vivid WeathersSE.esp
 22 16     icepenguinworldmapclassic.esp
 23 17     Helgen Reborn.esp
 24 18     DeadlyCombat.esp
 25 19     DiverseDragonsCollectionSE.esp
 26 1a     HearthFire Display Case Fix.esp
 27 1b     ImprovedHearthfireLighting.esp
 28 1c     FollowerWander2.esp
 29 1d     Footprints.esp
 30 1e     Whistle.esp
 31 1f     LWPlayerHeadTracking.esp
 32 20     sandboxcylinderheight.esp
 33 21     NoBSAIProjectileDodge.esp
 34 22     NoKillmovesAgainstPlayer - Dawnguard.esp
 35 23     dD-No Spinning Death Animation.esp
 36 24     Runandwalkpaces.esp
 37 25     Proper Aiming.esp
 38 26     WetandCold.esp
 39 27     SkyrimIsWindy.esp
 40 28     FloraRespawnFix.esp
 41 29     dD - Enhanced Blood Main.esp
 42 2a     SoS_VividWeathers_Patch.esp
 43 2b     Vivid Weathers SE - SOS Patch.esp
 44 2c     SkyUI_SE.esp
 45 2d     Man Those Borders!.esp
 46 2e     WICO - Immersive People.esp
 47 2f     WICO - USSEP Compatible Patch.esp
 48 30     Original Opening Scene.esp
 49 31     SoS_ELFX_Patch.esp
 50 32     SkyTEST-RealisticAnimals&Predators.esp
 51 33     Holidays.esp
 52 34     SimplyBiggerTreesSE.esp
 53 35     WICO OPS Patch.esp
 54 36     ImperialSoldiersEscortFix.esp
 55 37     KillCamInvulnerability.esp
 56 38     First Person Horse Riding.esp
 57 39     Checkpoints of Skyrim.esp
 58 3a     Oblivion Gates Remade.esp
 59 3b     Cloaks.esp
 60 3c     fallentreebridges.esp
 61 3d     Immersive Patrols II.esp
 62 3e     UniqueBorderGates-All.esp
 63 3f     Dolmen Ruins.esp
 64 40     EmbersHD.esp
 65 41     Cloaks - Dawnguard.esp
 66 42     Cloaks - USSEP Patch.esp
 67 43     Skyshards.esp
 68 44     mihailesocenturion.esp
 69 45     MineVendors.esp
 70 46     Landscape Fixes For Grass mods - Cutting Room Floor Locations.esp
 71 47     The Paarthurnax Dilemma.esp
 72 48     HoldBorderBanners.esp
 73 49     MoreSmelters.esp
 74 4a     PassiveWeaponEnchantmentRecharging.esp
 75 4b     Dragon Claw Stands.esp
 76 4c     SeptimNotGoldWeightless.esp
 77 4d     FNIS.esp
 78 4e     FNIS_PCEA2.esp
 79 4f     SkyrimIsWindy-SimplyBiggerTreesSE-Patch.esp
 80 50     WeightlessTools.esp
 81 51     Animated Eating Redux.esp
 82 52     Verdant - Altered Forest Grass.esp
 83 53     Landscape For Grass Mods -Immersive Citizens PATCH.esp
 84 54     Oblivion Gates in Cities.esp
 85 55     The Legends-Breton Knight.esp
 86 56     Shields of the Hold.esp
 87 57     WICO - Immersive Character.esp
 88 58     WICO - Immersive Dawnguard.esp
 89 59     FCO - Follower Commentary Overhaul.esp
 90 5a     XPMSE.esp
 91 5b     Visible Favorited Gear.esp
 92 5c     TKDodge.esp
 93 5d     HDTcloak.esp
 94 5e     UIExtensions.esp
 95 5f     AddItemMenuSE.esp
 96 60     Open Cities Skyrim.esp
 97 61     Immersive Citizens - AI Overhaul.esp
 98 62     Relationship Dialogue Overhaul.esp
 99 63     RDO - CRF + USSEP Patch.esp
100 64     RDO - USSEP Patch.esp
101 65     Open Cities Skyrim - Holidays.esp
102 66     Immersive Citizens - OCS patch.esp
103 67     more idle markers.esp
104 68     RealisticWaterTwo.esp
105 69     RealisticWaterTwo - Watercolor.esp
106 6a     RWT Lod Fix.esp
107 6b     RealisticWaterTwo+-+Verdant+Patch.esp
108 6c     RealisticWaterTwo - Open Cities.esp
109 6d     Modern Brawl Bug Fix.esp
 

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