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  1. mouiahuo
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    Sticky
    the moment i dropped CBPCMasterConfigAR.txt file into my cbpc folder or cbbe 3ba folder under data skse plugin within MO2 mods folder, my npc eye tracking will break. they try to turn their face to me as much as possible, but with completely straight eyes.
    i used this mod a year ago with my last pc and last play through, i also included it after i built a new pc and modding my skyrim vr again.
    i have been digging on this straight eyes issue for a very long time and i finally found it was caused all by that one file.
    i noticed there is a NpcEyeBone line in CBPCMasterConfigAR.txt, i wonder what that is for?
    don't tell me they were supposed to gaze at where on thier body the pc is touching, that would be a extremely lovely feature, how ever it is currently breaking my npc eyes possibly.
    any ideas?
    i am also using mfg fix vr for things, and expressive facegen morphs with expressive facial animation both male and female.
    i would love to know what is conflicting, much appreciate.

    edited: forgot to say, just copying CBPCollisionConfig.txt parts into cbbe 3ba files alone for some reason gives me controller vibration upon collisions to npc body already, but i am also tyring to get your cbpc action reaction to work, corrently my girl smiles and toss some lines to me only when i tried on her chest, patting her head dosen't sees trigger any reaction other than "i got your back" style of lines i don't know if are from this mod or just vanilla. also the vibration, i wonder if it is from planck or this mod, i don't know if planck offers haptic feedback or not.

    edited: i think i got it, the NpcEyeBone line is there to trigger npc head collision, but for some reason anything you put there will stop moving without animation. i tired to erase that line and npc started to move their eyes in my game again, but with your cbpc action reaction giving them smile and lines on all other body parts i touch, they didn't reaction to head pats. then i tried put in npc head [head] there, all npc stopped head tracking. they will try so hard to gaze my pc with their eyes with head comletely straight. very interesting. i also tried to put mce head [head] like you did with other body parts, but it did not work. basically i don't really know what am i doing, i was just trying my best to mess things around and hoping to find something.

    edited: how ever though, erasing that line dose solve the npc eye tracking issue for me. now i just don't know how to make head pat work with your cbpc action reaction. and i wonder if the reason you use NpcEyeBone is because cbpc has no defined head node, i think both cbbe 3ba and buhnp do. and in cbbe 3ba CBPCollisionConfig.txt file, there is also a NPC Root [Root], not sure what that is.
    1. ziher
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      You are correct, i use NPC eye bone for head collision because using NPC Head instead was giving me CTDs.
      As for eye tracking breaking i noticed this when i first installed Mfgfix.
      Sending Setphonememodifier() would break NPC eye tracking and sending ResetPhonememodifier() would fix it back. I thought it was some bug with VR release and i made sure whenever i used phoneme modifiers on NPCs i'd reset them back shortly after.
      Not sure how you got that fixed by removing lines in CBPC config because i still get this bug even if i completely disable CBPC. Unless there is some other correlation between the two that i haven't noticed.
      Do you use Action - Reaction, or maybe some other mod that adds expressions to NPCs? AR mod only sends vanilla SetExpressionOverride() to change expression on touched NPC and then clears it with ClearExpressionOverride() after short while. I do use my own separate mod to handle all NPC expressions with both Setphonememodifier() and SetExpressionOverride() combined.
      I'll do some more testing to find out exactly which commands break eye tracking.
    2. mouiahuo
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      Hi, thank you very much for your reply, I posted something in "Mfg Fix" posts as well. Basically at this point from my shallow discovery, any mod that changes NPC expressions those require "Mfg Fix", will break NPC eye track. Such as "conditional expression for NPC", "blush see" or "random emotions with follower". But any mod that uses mood system instead of Mfg Fix, will work fine for me, such as "expressive favegen morphs", expressive face animation" both male and female and your "cbpc action reaction". Therefore, in my case, I have "Mfg Fix" installed along with a mod that requires it, but the mod only kicks in during certain scene and animation, and does not change NPC expression otherwise, so it doesn't break NPC eye tracking during other aspect of game play, and as long as I removed the "NPCEyeBone" line from your "more haptic" "CBPCMasterConfigAR.txt" everything works totally fine other than no head pat.

      Edited: and yeah, if you are as well using your own separate mod which utilizes "Mfg Fix" commands, that is the one breaking your NPC eye tracking at this moment. If you disable that mod, then erase the "NPCEyeBone" line as well, also not using any other mods those utilizing "Mfg Fix", I would say I pretty much guarantee your NPCs will start looking around with eye movement again.
    3. mouiahuo
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      Also, as in my little experiment.
      First, I tried only change "NPCEyeBone" line to "NPC Head [Head]" in "AR.txt", it did not give me CTD, but it broken my NPC head tracking. Their eyes started to move with my PC but they all got stiff neck.
      Then, I tried to change all "NPCEyeBone" lines to "NPC Head [Head]" in both "AR.txt" and "Collision Config.Text", that is where it gave me CTD right after load save. I think this is because they were not connected in my first attempt, but now in my second attempt as they all connected to each other with same line, things just started to go wrong.
      I also wonder why other body parts are labeled as "CME" instead of "NPC"? Now that I also changed all lines to "CME Head [Head]" which I do have controller vibration upon contact, but it doesn't give me reaction from "Action Reaction". I wanted to go change some files from "Action Reaction" to see if I could some how connect them together, but ooof, they are all script files... Totally out of my realms.
    4. ziher
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      I did some Mfgfix testing with CBPC completely disabled to avoid interactions with Mfgfix.

      - using vanilla SetExpressionOverride and ClearExpressionoverride works as expected.
      - using mfgfix SetPhonemeModifier breaks eye tracking and dialogue mouth animations
      - this can be fixed only by mfgfix ResetPhonemeModifier
      - using two common functions used to reset NPC appearance UpdateWeight and QueueNiNodeUpdate, while mfgfix SetPhonemeModifier is used, will reset expression but will leave eye tracking broken

      So in conclusion mfgfix SetPhonemeModifier command takes over facial animations, breaks eye tracking, mouth anims and freezes blinking in the process and that can only be reverted by using ResetPhonemeModifier.

      I'm curious how edits to CBPC config make a difference for you, for me there is no difference in behaviour if i use CBPC or not.
      But if it works for you i could add CME Head to bones used by AR script and upload here as optional file.
    5. mouiahuo
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      Yes, I would also love to have a "Action Reaction" with "CME Head" trigger version and I will see if they works for head pat reaction without breaking the eye track or CTD.
    6. mouiahuo
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      Edited: Sorry, Nexus bugged out and I posted above content twice for some reasons. Not sure how to delete this..
      By the way, may I copy a few lines where which commands breaks NPC eye tracking from your post with mentioning your user name in "Mfg Fix" posts? Just want to give the Mfg author something more specific to look at and perhaps make it easier for them if they are interested about fixing it.
    7. ziher
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      I added AR script to optional files, check if it works for you.
      You can post my test to Mfgfix thread, just to note that it was done on my fully modded install (with and without CBPC). If needed i can repeat the test on clean install.
    8. mouiahuo
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      thank you for both!
      first, i tried the altered AR files, i tried both overwrite AR main file with it in MO2, also tried to just copy and replace files into AR main file folder, non worked. head patting NPC still won't give me any reaction, with shoulder or neck patting give me a sweet smile instantly.
      maybe CME Head just dosen't link to anything, and i still don't know what is giving me the controller vibration during NPC head patting, i am using "CBBE 3BA", and i did copy both text parts from "CBPCollisionConfig.txt" of "more haptics" into boht "CBPCollisionConfig.txt" and "CBPCollisionConfig_Female.txt" under "CBBE 3BA" folder, as well the "AR.txt" file, also changed all "NPCEyeBone" lines to "CME Head [Head]" in all text files. which 3BA text files already including way more nodes than original CBPC text files, not sure what was triggering the haptics on head patting for me and why it isn't tiggering reaction.
      second, i posted your test results in "mfg fix" thread, thank you very much for all that, and not sure if they are interested to maybe dig a bit into it.
    9. ziher
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      Thing is, CME Head bone needs to be defined in skeleton nif first in order for CBPC to recognize it. I thought you used some other skeleton than XP32 that has it defined so that's why it worked for you. Haptics could be coming from PLANCK, not sure.

      But.. creating new bones is actually easy, i made dozen of them for my specific setup. Simply open skeleton file in Nifskope (backup original first), find NPC Head [Head] node and then find any bone that doesn't have child records, like NPCEyeBone or NPC Head MagicNode [Hmag] for example. Now right click on one of them, let's say NPCEyeBone, and select Copy branch. Next right click on NPC Head [Head] and Paste branch. You would now have two NPCEyeBone under NPC Head [Head] branch.
      Now simply rename the one you pasted to CME Head [Head] and that bone will now work for haptics when defined in CBPC. You can even position it where you'd like by changing translation values.
      If you have problems following this i could write an article describing the process with pictures.

      As for Mfg fix i thought that's probably how it's intended to work. Maybe one day author will get a VR headset and find solution to eye tracking problem.
    10. mouiahuo
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      thank you for your instruction, i will give it a try of adding a new CME Head [Head] bone from a copy of NPCEyeBone, your instruction is quite detailed enough that even i never really touched NifSkope but almost can imagine out a pictuer of process just based on your descriptions.

      and yes, as so far the Mfg Fix conversation i had over their thread, in a nut shell, it is how it works,  apply custom modifier to character will override default behavior like eyes movement, and newer SE and AE version have over came this problem.
      but the author them selves at this point can't update the VR version because of lacking access to VR version of Skyrim, the current version was made under the help of someone else.

      how ever, thank you very much for our long conversation and all your hleps with informations, i will try to make a copy of skeleton file and mess around with it in NifSkope to see what i can get out of it.

      Edited: hey, just a follow up on skeleton.nif editing. I followed your instruction and it worked very well for me! So far I haven't see if there is any glitch or side effects yet. My previous problem was, in my installation, even without the interference of Mfg Fix, character eyes will still stuck because the "NPCEyeBone" node was listed in AR.txt file. And I don't know why, putting any NPC node there will stops the bone from working right, in my case, stuck eyes for "NPCEyeBone" or stiff neck for "NPC Head [Head]", but putting CME nodes there will work without a problem. So now, this copy of "NPCEyeBone" renamed to "CME Head [Head]" within skeleton file according to your instruction fixed all my problems. Thank you very much again!
    11. ziher
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      Np, glad it worked:)
  2. Mypussyissowet
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    The installation description is really confusing me, I'm using cbbe 3bbb body, do i have to copy and paste stuff into it's text folder or just paste the files into my folder, please help. Also is the optional file a patch or is it a standalone version, i'm using action-reaction that's why I'm asking.
    1. ziher
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      You need to copy parts of the text into your existing CBPC config files. 
    2. Mypussyissowet
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      For 3bbb, which text folder do I need to copy n paste into?
    3. ziher
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      Find your SKSE plugins folder either in SkyrimVR/Data or, if using mod manager:

      "If you are using MO2, open your CBPC folder from MO2:

      Right click on the mod on the left side of MO2.
      Press "Open in Explorer".
      That will open the folder with the files in. You'll see SKSE\Plugins folders there and inside all the config files from it.
      If you are using another mod like 3BA-BHUNP etc. that overwrites its
      config files, you need to do this on that mod entry instead.

      Since you are using MO2, anytime someone says SkyrimVR\Data\ etc. you should
      look at individual mod entries for this. MO2 does its thing at runtime
      and keeps your SkyrimVR data folder clean."

      So if using body mod that overwrites base CBPC config files you will need to edit files from that folder.
  3. blackopsflyer
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    Any additions for BHUNP?  It has its own CBPC collision config. 
    1. ziher
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      It should work if you copy additional lines from this mod into its CBPCollisionConfig.txt
  4. Dragulos
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    Hey there! Just want to let you know that this config leads to CTD with Quest 2 playing through SteamVR. 
    1. ziher
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      Should be fixed with new config for CBPC 1.5.0
  5. alandtse
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    Given the changes in format to the newest CPBC, should the template files be updated?

    EDIT: Specifically cbpc just added the ability to define multiple master files. 

    • Added support for multiple CBPCMasterConfig***.txt files to make defining [ConfigMap] lines easier and modular.
    1. ziher
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      Probably, right now i'm in the middle of something else but when i eventually get to updating CBPC i'll update the files.
  6. lightsourced
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    This is a little unrelated to this mod... however, since you know how to make more haptic collisions... I was wondering if you know how to disable haptic collisions on the body completely. It's so annoying running around and constantly getting feedback :(

    I have VRIK, Higgs, CBPC and 3BA - I'm only getting feedback when I touch chest, bum, and other bits, I'm pretty sure those aren't holsters O.O
    1. ziher
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      Just set HapticStrength  to 0 in CBPCSystem ini (if i remember correctly)
    2. hanselmarcel
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      There is a setting in VRIK MCM, disable holster vibration (or whatever the exact name was).
  7. Gumbersome
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    Added the extra command lines into CBPCMaster and CollisioinConfig.txt files but no haptics on the other body parts. Using CBBE 3BA (no HDT) with XP32. Default parts work as intended.

    Maybe it just works on UNBP?
    1. ziher
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      Shouldn't be, i think collision relies on XP32 skeleton only. In my game i even get haptics on males with nodes that share same name with females. Try maybe adding only head node at first and see if it works.
  8. SEAAJI
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    how do I install this? I installed it and it doesn't work, please help mee
  9. wolfylover
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    hello just wanted to ask for some help, I have installed this the correct way from what I can tell I have pasted the parts in the right location but I cannot feel any vibrations in game. I have 3bbb and using MO2 so the skse is not in skyrim root folder but MO2's own folder. I cant figure out why the haptics arnt working so perhaps someone could run me through a very detailed explanation on how to install properly just in case ive missed something?
  10. BlueGunk
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    Many thanks for doing this! I use the 3BAmazing body from Acro748 but I see your collisions is for UNPB.  Are you likely to add Acro748's 3BBB/BA haptics? Or do you think this will be fine anyway?
    1. ziher
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      It should work with any body type that works with XP32 Maximum Skeleton, so basically all of them. Only thing that could differ is positioning of certain bones, so some position tweaking could be required.
    2. BlueGunk
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      Cheers!
  11. GroLak2020
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    Not quite sure how to do this, but maybe you can clarify. For me, the controllers already vibrate on boobs by default, but it's way too much and kind of annoying. Is there a way to use your mod to disable the haptics specifically but also keep the collision? The description says "You can disable individual haptics by commenting out or deleting node you don't fancy in [AffectedNodes] section," but I'm worried that just deleting the node will also remove collision. Also, can you clarify if those instructions apply to the MasterConfig or the CollisionConfig?
    1. ziher
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      You need to edit both to be as in files i uploaded to get it to work.
      I'm not sure i understand correctly but do you want to disable collision haptics completely?
      In that case you don't need this mod, you would want to set HapticStrength to 0 in CBPCSystem ini.
      You would not need it because it adds only haptic feedback and not visible collision like with boobs.