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HDT-PE Armor Conversion to HDT-SMP (SSE)


cheekygirl

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Posted
On 20.3.2018 at 8:43 PM, Jaguar said:

I want to do this. Bump! 

I don't know how advanced your skillset is in terms of nifskope/meshes/skeletons but in very quick : get the xpmse skeleton nif, open it in nifskope and delete everything except the skeleton branch.

Then past your desired body shape in the nif,  fe cbbe. Then past the virtual ground shape from another sip armor onto it, then past your wanted hdt pe armor on top of it. This is needed to have self body collisions. You always want the baseshape of the body you use inside there.now open the hdt pe armor in a separate window and check for bones which are not already in the xpmse skeleton, mostly for things like capes sleeves and other animated stuff except bbp. Then copy them over to the smp one into the right parents where they have to be.

 

As for XML writing, in my aio thread at the bottom I linked some tutorials of mine,

 

Add kinematics bones to the XML, then check in nifskope for extra bones used by the armor, add them and give them parameters, add collision part and make entry in controller file. XML writing is pretty much covered in my tutorials.

  • 1 month later...
Posted
4 hours ago, JjosephRie said:

I also want to know how to this. Please teach me someone.

Just told you all.

Posted
On 5/18/2018 at 6:57 PM, prZ said:

Just told you all.

I already converted it using nif optimizer and using nifskope to add virtual ground. And thats it.

  • 1 month later...
Posted
On 3/24/2018 at 2:20 AM, prZ said:

I don't know how advanced your skillset is in terms of nifskope/meshes/skeletons but in very quick : get the xpmse skeleton nif, open it in nifskope and delete everything except the skeleton branch.

Then past your desired body shape in the nif,  fe cbbe. Then past the virtual ground shape from another sip armor onto it, then past your wanted hdt pe armor on top of it. This is needed to have self body collisions. You always want the baseshape of the body you use inside there.now open the hdt pe armor in a separate window and check for bones which are not already in the xpmse skeleton, mostly for things like capes sleeves and other animated stuff except bbp. Then copy them over to the smp one into the right parents where they have to be.

 

As for XML writing, in my aio thread at the bottom I linked some tutorials of mine,

 

Add kinematics bones to the XML, then check in nifskope for extra bones used by the armor, add them and give them parameters, add collision part and make entry in controller file. XML writing is pretty much covered in my tutorials.

How do you deal with changing BSTriShape to NiTriShape?

  • 8 months later...
Posted

Sorry for the necro ?this thread is one of the first on the google search and I think it is missing this. 

Anyways I just found a "good" (don't do the same mistakes he did! ?) YT clip which shows and explains the whole procedure of converting an HDT-PE to HDT-SMP (even from Oldrim to SSE) 

I hope this will help out some of you getting started in converting the meshes and releasing those to the community ?
 

Posted
On 4/4/2019 at 7:19 PM, AstralBlader said:

Sorry for the necro ?this thread is one of the first on the google search and I think it is missing this. 

Anyways I just found a "good" (don't do the same mistakes he did! ?) YT clip which shows and explains the whole procedure of converting an HDT-PE to HDT-SMP (even from Oldrim to SSE) 

I hope this will help out some of you getting started in converting the meshes and releasing those to the community ?
 

You don't convert anything, you just write a xml. Theres no "conversion" happening at all

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