Skyrim Special Edition
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  1. momotori1
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    For some reason it does not work....
    If you are using MO2, adding CBPC More Haptics is a
    Mod Organizer 2/mods/CBPC - Fomod installer - MAIN FILE/SKSE/Plugins
    Am I correct in this?
    Sorry for the rudimentary question.
    1. ziher
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      EDIT: Read Shizof response for MO2 installation instructions

      They are CBPC config files and you need to install them manually:
      '- download CBPC More Haptics manually, copy CBPCMasterConfigAR.txt into SkyrimVR\Data\SKSE\Plugins\ folder.
      Next DON'T OVERWRITE but insert additions from provided CBPCollisionConfig into your
      existing SkyrimVR\Data\SKSE\Plugins\CBPCollisionConfig.txt. Additions are between
      START->END comments.'
    2. momotori1
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      Thanks for the reply.
      I have looked at the SkyrimVR\Data\SKSE\ but the Plugins folder does not exist.
      I have CBPC1.5.1 installed with MO2.
      CBPC is working fine.
      Where am I making a mistake?
    3. Shizof
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      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.
    4. momotori1
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      It worked!
      I held his hand and the MPs arrested me!
      I also found out that I was hated by the whole city (LOL)!
      (I am a dragonborn who has never committed a crime)
      Thank you!
  2. Belgeode
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    Ziher!!! I had no idea you were the mastermind behind this little gem. I just discovered it yesterday and was like, well this should be fun. I am not a huge fan of PLANCK, seen it do some weirdness that I am like... nah... great mod but not for me. But this one hits the spot. When your werewolf follower starts grinning as you give her headrubs and chin scritches, that just makes me smile to no end. The ingame wifey also seems to be impressed with my newfound prowess in and out of bed. LOL.

    I saw a comment below where I think a BHUNP user suggested modding 2 ini configs. I use 3BA with my CBPC. I had to modify the same two in order to get the full body capability. CBPCollisionConfig.txt AND CBPCollisionConfig_Female.txt. When I only did the first one, it only recognized the BBP parts.

    I'm not sure if "Female Commander" voice has any positive lines. My werewolf follower has that voice, but she never actually said anything to me, just grinned her sheepish grin of approval.  Of course, that could just be her personality too. LOL.

    In any event, thanks for this. Great mod as always. Ok back to the ship with me and my crew!
    1. ziher
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      I finished up with this mod after adding positive reactions to 3 most common follower voices (and Serana). Condescending was supposed to be next but i couldn't find enough appropriate vanilla lines (xVASynth generated voices were not good enough for this). Same for Commander. That's why they are silent, but at least you can see reaction:)
    2. Belgeode
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      Honestly I think it is kind of funnier this way, since not many of my followers have either voice. The toothy grin more than makes up for it!
    3. Belgeode
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      Ok Ziher, weird question time... 

      Since installing this back in November, I have noticed something that may or may not be related to this mod or others I have...

      NPC eyes. I notice sometime when I load in a save, SOME of my NPCs' eyes are "locked" in certain directions. Making them react does not fix it, fast travel or teleport spells do not fix it. I think I even tried disable enable but I do not recall if that even did anything. Rolling back to an earlier save does not seem to fix it either. Closing the game and reloading fixes it about 99% of the time, however it may not stop other NPCs from suffering the same "side-eye fate".

      I also have Expressive Facial Animation -Female Edition-, so I am wondering if perhaps there may be a conflict somewhere? Right now I have action/reaction loading directly after Expressive. It was the other way around before, but neither priority seems to change things. I do not think that has an effect.

      I have not yet tried removing your mod, but that is probably the next step. I forget why I even added expressive... probably another mod I use that needed it. But truth be told I really love this mod (yours), so removing it is a last option. I am just curious if you think there may be a connection somewhere or a conflict?

      It is a minor but very noticeable issue. The NPCs are not affected in any other way, except giving me the side-eye suspiciously all the time.
    4. ziher
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      Checkout this thread, it's a known bug when using MFG Fix with this mod.
    5. Belgeode
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      Interesting. I am not using MFG fix in this load order. Shows I never even downloaded it. Ok let me read this through and see if i can get an idea where the issue is coming in. Glad to know I am not alone though! Thought I was going crazy there for a moment (though I may still be).

      As I am reading this thread you linked you mention something about not blinking, and yeah... I am noticing this as well.

      Edit - After reading through, I decided to try the following:

      In the CBPCMasterConfigAR I added a # in front of NPCEyeBone
      Same for CBPCCollisionConfig_Female (#NPCEyeBone).

      Eyes function normally, Action Reaction still works. I get reactions touching near neck, shoulders, all the other parts. Have not tried head pats but to be honest I rarely ever head pat anyone... except maybe my werewolf follower. I can try her later.

      For now - tl;dr Simply adding a # on NPCEyeBone entries seems to have fixed my side-eye and no blinky issues without any detrimental effect so far to Action Reaction.
    6. ziher
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      Probably something else breaks it. Anyway, disabling NPCEyeBone in CBPC master config seems to fix this for anyone with this bug.
  3. deathtome1998
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    on the cbpcmasterconfig.txt file that I copy into, do I copy from the downloaded file into it under more haptics 1/2 only, or 2/2 as well?
    1. ziher
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      Copy both 1/2 and 2/2.
    2. deathtome1998
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      thanks for the reply.
  4. Can we get a a more detailed discription of what this mod does? Is it just sexual and guard interaction or are is there more to this mod?
    1. ziher
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      It overlaps with PLANCK's negative reactions to player's touch, adds negative reactions for touching private parts and adds positive reactions to NPCs with high relationship rank with player. You don't need this mod if you are only interested in generic negative reactions since PLANCK covers it and my mod has them disabled by default.
  5. calcanuck
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    Copied from a post by Shizof 7 months ago:
    How to adjust reaction to touching an NPC, so you don't start a fight or get arrested:
    You can set doAggression to 0 in activeragdoll.ini file of PLANCK to disable aggression.
    If you want to keep the complaining when you touch them, but don't want to cause combat alarm, keep doAggression as 1 and set these to (The values I use):
    aggressionStopDelay = 5.0
    aggressionRequiredGrabTimeLow = 1.5
    aggressionRequiredGrabTimeHigh = 10.0
    aggressionRequiredGrabTimeAssault = 1000.0
    aggressionStopCombatAlarmDistance = 10.0
  6. BeastRU
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    Ok, so how to prevent flower-hookers from getting mad when i play with their titty physics?
    1. ziher
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      Pay them:) If i remember correctly i left negative reactions outside of scenes intentionally. Or you can use console, select them and raise their relationship rank to lover with 'setrelationshiprank player 4'.
    2. BeastRU
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      Thanks :)
  7. ZachariaszPL
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    So if I'm using BHUNP I need to edit CBPCollisionConfig.txt AND CBPCollisionConfig_Female.txt ?
    1. ziher
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      Honestly not sure, i don't use it. Try backing up config files and test it out until it works.
  8. Ivanovich71
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    How would I go about adding Karliah to the mod?  I've got adding the voice and lip files down,. just not sure how to add a "FemaleUniqueKarliah" directory with the right file names.
    1. ziher
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      Are you trying to add it with Xedit? I only used CK for adding voices so can't really help you with that.
    2. Ivanovich71
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      Actually, with a little exploring and messing with it, I got it to work.  Can even use xVASynth to alter the dialogue.  But yes, had to be done in the CK.
  9. terry225111111111
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    This is disturbing
  10. Binak
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    Is there a way to add more phrases to the list of reactions? For scientific purposes, of course.
    1. ziher
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      Only by editing .esp. You would need to make new voice files with xVASynth or reuse existing ones.
    2. Binak
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      Hmm... I will have to work to learn about it. I see you have worked a lot in some voice types but those don't and some are even missing like orc voice. xVaSynth is kind of easy to use but difficlut to give the correct voice acents, but the difficult part is going to be the .esp
    3. GroLak2020
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      To piggyback off this, is adding to the quest the only thing needed for additional lines/sounds/etc, or would I have to edit and recompile your scripts to ensure they are included. That last part is a step I had to do for mods like Let's Dance Again, so I was hoping you could let me know before I go diving in.

      Edit: I also wanted to ask if there could theoretically be a velocity component to this. For example, the harder your collision, the greater the chance for a negative reaction.
    4. ziher
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      Depends. If you want to add more responses under existing topics then no. But if you want to add a new topic that would create a specific response like for example, touching NPC leg then yes, you would need to make it work by changing the script and recompiling.
      As for velocity theoretically yes, but that's on CBPC side of things.
  11. Zane410
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    it works and i really like this mod but for some reason i only get negative reactions even when i change it in mcm, i downloaded it through vortex btw
    1. ziher
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      Not sure, try lowering both Max and Min RR to lowest first. This should give you positive reactions from everyone.
  12. SotiCoto
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    The CBPCollisionConfig file already in my SKSE plugins folder is very different to the one provided with this mod, even outside of the commented extra sections... so I'm a little confused as to how much I should or shouldn't be adding... 


    Oh well.  Using it anyway.   And it seems even with the BBP or whatever option turned on, it gets mostly overridden by Planck's commentary (i.e. I hear the sound files start to play, then immediately get interrupted by the "Hey, hands off!" from Planck).  Because being friends with characters bypasses Planck's negative reactions, they seem to trigger from this mod all the more.
    As far as positive reactions go, it doesn't seem to work for female Khajiit... but then most dialogue-related things don't seem to work well for female Khajiit.  It doesn't work properly for Voldsea either (Dunmer with Commander voice, and my character's wife, though not normally marriable)...  though Jordis seems to be getting off on all the fondling just fine. 
    1. ziher
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      You have few options. Disable PLANCK reactions and use mine only, mix both or use only positive reactions from mine. Mod is setup initially to be used together with PLANCK. 'BBP only' option will send commentary for collision with private parts that PLANCK doesn't specifically cover. But there will always be some overlap. If that bothers you check 'Disable negative reactions'.
      As for beast races and orcs i didn't add any custom dialogue to them due to lack of interest. For positive reactions i added custom dialogue only for few voice types as an example.
      Main purpose of this mod right now is to use it as a starting point for making personalized NPC reactions. Meaning anyone with some CK and xVASynth knowledge can start adding up reactions to his preference.
    2. SotiCoto
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      Ah...  I see.  So it was never intended to be a complete result so much as an intermediary for others.  Fair enough...    So that is why Lydia and Jordis have vocal reactions while Voldsea (Commander voice type, same as Uthgerd) doesn't...  I thought maybe it was just because Voldsea wasn't meant to be a follower / wife candidate in her case.  
      Still... kinda unfortunate.  I wish the same had been extended to all the voice types.  Follower Commentary Overhaul doesn't do anything with female Khajiits either,  which leaves Ra'zhinda with a total vocal range of "Yes" and "Can I help you?".   Bethesda's fault.  Entirely Bethesda's fault for not giving Khajiit equal treatment. 
    3. SotiCoto
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      You wouldn't happen to be able to better explain how the Max Relationship Rank for Negative Reactions thing works, would you?   I mean it is set to 0... but I've got friends with relationship rank 1 giving negative reactions...   so I guess either I force the positive reaction zone lower to encompass friends or...  well, I dunno. 
      Oh, and Voldsea's eyes seem to have broken.  They stopped moving, perpetually stuck to one side.  You wouldn't happen to be familiar with this issue and any solution to it, would you?


      [Edit]:  Even turning the Max Negative Reaction RR down to -4 doesn't seem to do anything.  Friends still give negative reactions.  I guess I'll have to turn the Min Positive Reaction RR down to 1... since there are no neutral reactions. 
    4. ziher
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      Reactions work like this by default:
      - RRank from -4 to 0 (negative): NPC's don't like to be touched, anywhere
      - RRank from 1 to 3 (neutral): NPC's can be touched on 'social' nodes (arms and shoulders) but still don't like being touched elsewhere. This is to allow grabbing followers by arms and moving them out of the way.
      - RRank 4 (positive): this one is intended for spouse and lovers, you can touch them anywhere
      As for Khajiit eye tracking breaking do you use Mfg fix? Check this pinned thread where issue is discussed:
      https://www.nexusmods.com/skyrimspecialedition/mods/40749?tab=posts
    5. SotiCoto
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      Reactions work like this by default:
      - RRank from -4 to 0 (negative): NPC's don't like to be touched, anywhere
      - RRank from 1 to 3 (neutral): NPC's can be touched on 'social' nodes (arms and shoulders) but still don't like being touched elsewhere. This is to allow grabbing followers by arms and moving them out of the way.
      - RRank 4 (positive): this one is intended for spouse and lovers, you can touch them anywhere

      Oh.  Hmm.   I see.  I guess taking followers by the arms and gently leading them aside is something one could do, which I didn't really think of....  on account of getting used to picking them up by the butt one-handed and carrying them around that way.  I don't know why it works that way, but grabbing hold of the crotch or the buttcrack allows for maximum leverage.  The upper body just sorta flops over if not propped up separately, but it doesn't make any difference to the ability to cart them about like a sack of potatoes.   It works on corpses too:  they break free of head-grabs and hand-grabs easily, and even chest-grabs, but it is easy to fling corpses about if grabbing them by the butt or crotch. 

      ...  I probably sound kinda sociopathic saying these things.  Oh well. 


      As for Khajiit eye tracking breaking do you use Mfg fix? Check this pinned thread where issue is discussed:
      https://www.nexusmods.com/skyrimspecialedition/mods/40749?tab=posts

      If it is the thread I think it is then I witnessed the rough transcript of it against the MFG Fix page itself.   Yes, I've installed that...  but it only "fixes" the issue in the sense that it enables the console commands that allow me to temporarily fix the issue when it arises.  And apparently eye-tracking is completely broken, but that doesn't bother me much if the eyes aren't stuck in weird positions.