The cloak sure looks great with physics, well done.
I'm not sure if the mod is still being worked on, but for me the cloak clips right through the character's body as if it was immaterial/not detecting any collision. I use Faster HDT-SMP, and this happens on a male vanilla body, all the other HDT mods I have work flawlessly.
Hello! Please, what would the complete console command be like? player.additem 04000801 1 ? because it is not possible for me to acquire the cape. Please someone write me the complete command. thank you so much.
wonder if anyone can help me. cape isn't on me but it is clipping through the middle lower half of my body, like it's inside of my stomach. Can't seem to get it to work properly.
it's looking really stretched out for me for some reason, i am going to assume it's because of AE, i don't suppose you'll update this for compatibility?
Those are just test files for now, I hope I get sometime to do what you said. As I don't have much experience with weight painting, collision mesh in armor version is not that much beneficial. Though, it might be the reason that I'm using merchant clothes as collision mesh. So, solution was to tweak physics.xml to have such constraints that will help in avoiding clippings...
Yeah I don't really know the best way to weight it either. The cape behaves nicely when walking and running fine, but acts stiff when the actor crouches. It angles up with the back. Not sure how to fix that. Each nif could use a flat ground collision mesh eventually too. I know SWTOR does capes really well - not that it helps. If the player sits on the floor, their cape/robes will pile up and it's all physics based.
I've been comparing this mod's havoc config with similar mods: https://www.nexusmods.com/skyrimspecialedition/mods/19542 https://www.nexusmods.com/skyrimspecialedition/mods/38847
There is a lot of similarity between Xana mod and the cape. In the <generic-constraint-default> parts, are you limiting the pivot of the vertex? That may be why the cape seems stiff when the actor's back is angled. Did you experience a lot of jitteriness relying on collision physics before going that route?
I take it back. After messing with HDT-SMP on an unreleased project, going the constraints route is more sustainable instead of relying on collision objects. Things tend to break down during non-smooth animations when relying on collision objects.
I added constraints because I was unable to work with collision objects, because I didn't know that both "shapes" in configs need to have a can-collide-with (something) and reference each other. After knowing this, I wanted to try this out on normal clothing. I went with merchant clothes to see if I can make its skirt flow with SMP. As there is a 81 bones limit, I only added 6 columns which ended up with a blocky flow.
Of-course collision was working with legs, but it ended up very unsatisfactory. Tried to add constraints but that did not help in this use case.
I just tested this and your other mods, they seem to do as advertised. Nice job, your doing the lords work and i will endorse when that ridiculous cooldown allows me to.
That said, i dont mean to sound or come off like some kind of entitled child, but is there any chance we could get one with body physics as well? I like to have my options open.
I would prefer if body physics stuff was added by cbbe owners :). Thats why I didn't touch that part. I think it is fairly easy to do. There might be a youtube tutorial too. Simply open Nightingale armor in Outfit Studio and load Cbbe Physics as reference body, copy bone weights of parts that you want to have physics. Save and you are done. Backup before doing anything major!
38 comments
The cloak sure looks great with physics, well done.
I'm not sure if the mod is still being worked on, but for me the cloak clips right through the character's body as if it was immaterial/not detecting any collision. I use Faster HDT-SMP, and this happens on a male vanilla body, all the other HDT mods I have work flawlessly.
Cheers!
When using this mods HDT cloak - the cloak loads in the middle of the armor.
Altair155 - would it be possible to generate a mesh/patch for Immersive Armors? I attempted in Outfit Studio but my results caused CTD.
Edit: Copying bone weights resolved the CTD.
Oh it says:
Add physics to the cape of Hammerfell Garb.
Female (CBBE, BodySlide Required)
Male (Works out of the box)
As I don't have much experience with weight painting, collision mesh in armor version is not that much beneficial. Though, it might be the reason that I'm using merchant clothes as collision mesh.
So, solution was to tweak physics.xml to have such constraints that will help in avoiding clippings...
https://www.nexusmods.com/skyrimspecialedition/mods/19542
https://www.nexusmods.com/skyrimspecialedition/mods/38847
There is a lot of similarity between Xana mod and the cape. In the <generic-constraint-default> parts, are you limiting the pivot of the vertex? That may be why the cape seems stiff when the actor's back is angled. Did you experience a lot of jitteriness relying on collision physics before going that route?
Of-course collision was working with legs, but it ended up very unsatisfactory. Tried to add constraints but that did not help in this use case.
That said, i dont mean to sound or come off like some kind of entitled child, but is there any chance we could get one with body physics as well? I like to have my options open.
Simply open Nightingale armor in Outfit Studio and load Cbbe Physics as reference body, copy bone weights of parts that you want to have physics.
Save and you are done. Backup before doing anything major!