doereoh Posted June 7, 2019 Share Posted June 7, 2019 (edited) Hi everyone!Finally got my hands on an good and working HDT SMP! YAY!I'd love to post the link but I am not sure if that would be against the rules since HDT has become a bit of a taboo, sadly. :sad: If anyone knows weather we are aloud to link to off site stuff in the forums here I'd be glad to.---- Anyways, to my dismay, it's a lot more complicated to edit the config compared to CBP/CBPC!I'm having trouble getting more jiggle. The default is quite stiff compared to the CBP I was using.Could anyone please give me a bit of an explanation on which parameters need to be changed? <bone-default name="breast" extends="prebreast"> <mass>1.000000</mass> <inertia x="10" y="10" z="10"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="2" z="0"/> </centerOfMassTransform> <gravity-factor>0.3</gravity-factor> </bone-default> There's also Pre Breast before this code, and Breast 01 after it.Should i change the Basis X values to make them higher? Or should I change the mass, inertia and gravity???And on an other note, I use the "CBBE Special" preset when I body slide. So should I be editing "cbbe-tbbp.xml" or just "cbbe.xml"Thanks in advance! <3 Edited June 7, 2019 by doereoh Link to comment Share on other sites More sharing options...
DaedricBard Posted June 7, 2019 Share Posted June 7, 2019 doereoh, I apologize for the off-topic response, but in anticipation that some jiggle experts may come by to reply to your post, please indulge my inserting my own question for them... Basically, my jiggle's up and gone. Used to be there, but something's gone awry and now nobody's jiggling anymore. Running through the grasslands with my all-female crew just ain't as fun as it used to be. I am using CBPC + CBBE. Again, sorry for the hijack. Link to comment Share on other sites More sharing options...
doereoh Posted June 8, 2019 Author Share Posted June 8, 2019 (edited) No worries! :tongue:Have you tried reinstalling or removing then installing anew? You know, refresh them to their original state.I've done that a few time for animation related things that overlapped and conflicted with each other. No CTDs or anything, just not getting the desired results. After removing everything related and reinstalling usually worked great thanks to Vortex.Hope that helps.Also, I assume you're using HDT also? Are you using the default .xml's or did you find some pre-edited ones? Edited June 8, 2019 by doereoh Link to comment Share on other sites More sharing options...
DaedricBard Posted June 8, 2019 Share Posted June 8, 2019 I disabled HDT and installed CBPC. Maybe I should re-enable HDT and give that another chance. I haven't messed with the ini file. But given that there are only 5 variables (inertia, gravity and mass) and the algorithm is based on real-world physics, it shouldn't take long to figure what's what. Link to comment Share on other sites More sharing options...
PsychoSlammer Posted June 8, 2019 Share Posted June 8, 2019 If you're using cbp and hdt then did you change the name of your file in SKSE folder? Then disable the links in defaultbbp.xml? Sorry, not at my computer to remember the names of anything but wanted to tie in so I could come back later to help :) Link to comment Share on other sites More sharing options...
DaedricBard Posted June 8, 2019 Share Posted June 8, 2019 Thanks for the post, PsychoSlammer, but I have not idea what you're on about. I'd been told that CBP and HDT were mutually incompatible and to use only one or the other. Are you saying the incompatibility is due to them sharing a file name? Link to comment Share on other sites More sharing options...
doereoh Posted June 9, 2019 Author Share Posted June 9, 2019 Well I'm not sure about them being used together. I too was under the same impression.And the files used are completely different. CBP doesn't use .xlm's. Link to comment Share on other sites More sharing options...
PsychoSlammer Posted June 17, 2019 Share Posted June 17, 2019 sorry, forgot bout this post.to run both CBP and HDT take your "cbp.dll" file and rename it to "xcbp.dll" the in the "hdtSkinnedMeshConfigs" folder open the file "defaultBBPs.xml" in notepad and add <!-- just after <default-bbps> line then add --> just before </default-bbps> basically youre "commenting out" all the HDT body links so CBP will take care of the bodys and HDT will take care of the clothes. i think that was it. Link to comment Share on other sites More sharing options...
PsychoSlammer Posted June 17, 2019 Share Posted June 17, 2019 Hi everyone! Finally got my hands on an good and working HDT SMP! YAY! I'd love to post the link but I am not sure if that would be against the rules since HDT has become a bit of a taboo, sadly. :sad: If anyone knows weather we are aloud to link to off site stuff in the forums here I'd be glad to. ---- Anyways, to my dismay, it's a lot more complicated to edit the config compared to CBP/CBPC! I'm having trouble getting more jiggle. The default is quite stiff compared to the CBP I was using. Could anyone please give me a bit of an explanation on which parameters need to be changed? <bone-default name="breast" extends="prebreast"> <mass>1.000000</mass> <inertia x="10" y="10" z="10"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="2" z="0"/> </centerOfMassTransform> <gravity-factor>0.3</gravity-factor> </bone-default> There's also Pre Breast before this code, and Breast 01 after it. Should i change the Basis X values to make them higher? Or should I change the mass, inertia and gravity???And on an other note, I use the "CBBE Special" preset when I body slide. So should I be editing "cbbe-tbbp.xml" or just "cbbe.xml" Thanks in advance! <3you would be editing which ever file your "defaultBBPs.xml" points the "CBBE" to. i could be wrong but <mass> would be like how heavy they are and <inertia> would be how far they bounce/flow it takes some time to get them to look right and not all glitchy. also when editing the numbers if you are in game then minimize then edit and go back to game and put on a shirt or somthing then take off it rereads the xml files so you dont have to shut the game off to test it. Link to comment Share on other sites More sharing options...
PsychoSlammer Posted June 17, 2019 Share Posted June 17, 2019 here is mine <bone name="NPC L PreBreast"> <mass>0.000000</mass> <inertia x="0" y="0" z="0"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0</linearDamping> <angularDamping>0</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC R PreBreast"> <mass>0.000000</mass> <inertia x="0" y="0" z="0"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0</linearDamping> <angularDamping>0</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC L Breast"> <mass>100.000000</mass> <inertia x="50" y="50" z="50"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="-2"/> </centerOfMassTransform> <linearDamping>0.650</linearDamping> <angularDamping>0.99</angularDamping> <friction>0.650</friction> <rollingFriction>0.99</rollingFriction> <restitution>0.90</restitution> </bone> <bone name="NPC R Breast"> <mass>100.000000</mass> <inertia x="50" y="50" z="50"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="-2"/> </centerOfMassTransform> <linearDamping>0.650</linearDamping> <angularDamping>0.99</angularDamping> <friction>0.650</friction> <rollingFriction>0.99</rollingFriction> <restitution>0.90</restitution> </bone> <generic-constraint bodyA="NPC L Breast" bodyB="NPC L PreBreast"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-4" y="-2" z="-13"/> <linearUpperLimit x="4" y="2" z="13"/> <angularLowerLimit x="-0" y="-0" z="-0.1"/> <angularUpperLimit x="0" y="0" z="0.1"/> <linearStiffness x="800" y="800" z="800"/> <angularStiffness x="1096" y="1096" z="1096"/> <linearDamping x="12" y="12" z="12"/> <angularDamping x="10" y="10" z="10"/> <linearEquilibrium x="0" y="0" z="-3"/> <angularEquilibrium x="0" y="0" z="0"/> <linearBounce x="0.6" y="0.2" z="0.6"/> <angularBounce x="0.6" y="0.6" z="0.6"/> </generic-constraint> <generic-constraint bodyA="NPC R Breast" bodyB="NPC R PreBreast"> <frameInB> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-4" y="-2" z="-13"/> <linearUpperLimit x="4" y="2" z="13"/> <angularLowerLimit x="-0" y="-0" z="-0.1"/> <angularUpperLimit x="0" y="0" z="0.1"/> <linearStiffness x="800" y="800" z="800"/> <angularStiffness x="1096" y="1096" z="1096"/> <linearDamping x="12" y="12" z="12"/> <angularDamping x="10" y="10" z="10"/> <linearEquilibrium x="0" y="0" z="-3"/> <angularEquilibrium x="0" y="0" z="0"/> <linearBounce x="0.6" y="0.2" z="0.6"/> <angularBounce x="0.6" y="0.6" z="0.6"/> </generic-constraint> Link to comment Share on other sites More sharing options...
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