PC

NPC Cloth Physics at Sekiro: Shadows Die Twice Nexus



About this mod

A collection of NPC parts with cloth physics.



Permissions and credits
After seeing various mods with NPC clothing that had their physics bundled in I decided to see if I could get more NPC clothes/body parts (like hair).

This collection may grow as I find more parts.

How It Works
NPC model files usually have a *_c.clm2 & *_c.hkx included in their archives. These files allow physics on certain parts of their models (e.g. hair, clothing like cloaks)
Some NPC models require multiple clm2 & hkx files which edit different parts of their models. These files are included in different archives. The same principle can be applied to the player, provided you use the correct physics files.
Within the .xml for their archives, the IDs for the .clm2 and .hkx files must be changed.

Vanilla

    <file>
      <flags>Flag1</flags>
      <id>700</id>
      <root>N:\NTC\data\Target\INTERROOT_win64\</root>
      <path>chr\c7202\c7202_c.hkx</path>
    </file>
    <file>
      <flags>Flag1</flags>
      <id>1200</id>
      <root>N:\NTC\data\Target\INTERROOT_win64\</root>
      <path>chr\c7202\c7202_c.clm2</path>
    </file>

Modified for Player Character

    <file>
      <flags>Flag1</flags>
      <id>700</id>
      <root>N:\NTC\data\Target\INTERROOT_win64\</root>
      <path>chr\c7202\c7202_c.clm2</path>
    </file>
    <file>
      <flags>Flag1</flags>
      <id>900</id>
      <root>N:\NTC\data\Target\INTERROOT_win64\</root>
      <path>chr\c7202\c7202_c.hkx</path>
    </file>

.clm2 ID must be changed to 700
.hkx ID must be changed to 900
Position does not matter as long as their IDs have been changed

News that may interest you
I recently found out how to make hair and other parts that have physics but don’t move (and have really weird graphical glitches) move and function properly.
If you extract fc_m_0240.partsbnd.dcx (Wolf’s Shura head) you’ll see that it includes a .anibnd file. In this file is a different skeleton than Wolf’s actual player skeleton. I don’t know what it does, but this made me try and include NPC’s .anibnd files and it works.

<file>
<flags>Flag1</flags>
<id>400</id>
<root>N:\NTC\data\Target\INTERROOT_win64\</root>
<path>parts\Face\FC_M_0240\FC_M_0240.anibnd</path>
</file>

The ID for the .anibnd must be 400 (the same as Wolf’s Shura head)
To make this work, you must use Yabber and extract the chosen NPC’s animation file (cXXXX.anibnd.dcx) with Yabber.DCX.exe. This will produce a .anibnd file which you then add to your mod.

Example: Lady Butterfly’s physics files affect her skirt and ribbon. The .anibnd file is used to make her hair and cloak work.

Notes

  • I suggest renaming NPC folders/files to prevent your edits from affecting the NPCs themselves (e.g. c7400 to c7400x for yours)
  • You can usually tell if a part has cloth physics by checking its mesh name with FLVER Editor. It will have *_cloth as its name, though sometimes this isn’t the case (Kuro Hirata Estate pic)

Tools/Resources Used



Source link

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