ssiimmoonnllsspp Posted November 8 Share Posted November 8 We often create a VirtualGround plane in HDT-(F)SMP models. However, the VirtualGround is binded to Bone "NPC Root", which moves away when the character is in ragdoll state. How to solve this issue? The Virtual Ground plane is shown in example: Virtual ground when character standing or moving, correct. Virtual ground when character is dead or in ragdoll state, moved to the hips. The HDT-FSMP Tail is still interacting with the virtual ground plane, but already under ground (Taken with tfc on). Is there a mod to solve this issue? Link to comment Share on other sites More sharing options...
ssiimmoonnllsspp Posted November 8 Author Share Posted November 8 This bug has been reported 4 years ago in reddit, but there was no response. https://www.reddit.com/r/skyrimmods/comments/mx9nd2/hdtsmp_ground_plane_and_ragdolling/ Link to comment Share on other sites More sharing options...
Karna5 Posted November 9 Share Posted November 9 Do you have both HDT-SMP and Faster SMP installed? If you have Skyrim AE or the latest version of Skyrim SE you shouldn't have HDT-SMP installed. You should be using Faster SMP. Link to comment Share on other sites More sharing options...
ssiimmoonnllsspp Posted November 9 Author Share Posted November 9 5 hours ago, Karna5 said: Do you have both HDT-SMP and Faster SMP installed? If you have Skyrim AE or the latest version of Skyrim SE you shouldn't have HDT-SMP installed. You should be using Faster SMP. No, I am using FSMP now. I mean that this is a problem existing in both SMP and FSMP. Link to comment Share on other sites More sharing options...
DaydreamingDay Posted November 9 Share Posted November 9 Thank you for the bug report. There is currently no solution to this that I know of. There might be 2 possible solutions: 1) a hack consisting for FSMP to always reposition the ground horizontally (only when in ragdoll state?). Would it solve your problem? I'm not sure. 2) I have some experimental code somewhere where I launch rays around the skeleton to detect the near objects, then instantiate an invisible copy of these objects to be collided with in a smp way, then removed when they're too far. The goal is to be able to collide with walls, boats, ground, whatever. I haven't had the time to finish it at the time, and honestly don't have the time to work on this right now. But if somebody is interested, I could find this code and give it. I must stress it doesn't work yet. Link to comment Share on other sites More sharing options...
Recommended Posts