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HDT Body Physics XML File Parameters

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This file documents the hdtPhysicsExtensionsDefaultBBP.xml file that accompanies the HDT Body Physics hdtPhysicsExtensions.dll SKSE plugin. Please post in the forum thread if you have information that could be added to this documentation.

Editor

You can use any text editor to edit the xml file: Notepad, Notepad++, UltraEdit, etc. However, I would recommend an editor specifically built for xml editing as it will have conveniences that a straight text editor would not. I used XML Notepad 2007.

Testing Environment

Manipulating the file and testing the changes is time consuming. The parameters are not available to the console and as such the game has to be completely restarted after each change. If you are going to work on your own parameters, it would be best to streamline your game load as much as possible.

Testing

  1. Remove all mods.
  2. Add Race Menu.
  3. Add Enhanced Character Edit.
  4. Add your body mesh of choice.
  5. Add your animation set of choice.
  6. Add your skeleton of choice.
  7. Start the game.
  8. From the main menu do not load a game.
  9. console > coc WhiterunDrunkenHuntsman (see below)
  10. console > showracemenu > modify the character
  11. console > save hdttest

Loading a small, simple cell will dramatically reduce load time. The Drunken Huntsman is a cell that is well lit, small, has little clutter and few AI. Bannered Mare has a bunch of clutter, more AI and is no better lit. Dragonsreach is large with a ton of clutter and a ton more AI but has better lighting.

Recommendations

Use the mod Review Studio. It adds 8 cg-studio-like rooms in white, blue, green and black. coc studio4 for a well lit seemingly infinite black space.

The mod manager Mod Organizer makes simple the process of different game configurations. It’s the kind of situation that it was designed for. It would allow you to keep your primary Skyrim setup while having a streamlined setup only for testing your xml. [With my setup, I am able to load the game, press enter twice (to load the only save game) and wind up in a black room facing the character.]

XML File layout

XML files are typically read whole into an array and then the array is queried for the information that is needed. In our case, this means that you can change the length of the file without breaking the game or the plugin.

As of v9-28, you can add to the file as needed as long as it doesn’t conflict with existing data. (You could probably remove data as well but I didn’t test it. There’s no real reason to do so.) This means that, if you are making extensive changes to the file, you could add fields describing your changes. An additional “description” field at the top and/or near where changes are made could provide information to other users.

The file itself is broken down into primary hkobject sections. Each has a name field with a 4 digit number for data. The numbers range from #0056 - #0088 and are not sequential in the file. Each hkobject contains hkparams sections whose data configures aspects of a bone or a weighted section of the mesh. In a few cases, the hkparams contain secondary hkobjects.

Physics Movement

The following information is based solely on my own observations. Additional observation will be added as I receive it.

To find the entry, search for the parameter (shown in monospaced font) and watch the name entry which will be shown somewhere above the hilighted search result. Look for the number you want.

springConstant affects speed, larger numbers = faster.

springDamping affects persistence, smaller number = longer.

pre<area> affects horizontal or sway.

<area> affects vertical or bounce.

0057        R Prebutt

0058        R Butt

0065        L Prebutt

0066        L Butt

0073        R Prebreast

0074        R Breast

0081        L Prebreast

0082        L Breast

inertiaAndMassInv

Entry consists of 4 numbers which appear to be x,y,z and mass.

4th number affects bounce, not sway. It does not react well to entries below 1.

0087        L Breast

0079        R Breast