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A new version of HSPE! This one is mainly aimed at porting the plugin to HS2 but with a few nice additions for other games.


What's new?

For everything:

- Added a new "Unfold Modified" button in the advanced mode bones tab that can be used to unfold the whole tree to show all the dirty bones.

- Dynamic bones can now be disabled.

- The IK Editor can now show multiple IK scripts if the object has more than one.

- Fixed "Copy to FK" from the IK Editor giving bad results.

- Compatibility with LimbIK.


For HS:

- Fixed bug where it was impossible to interpolate more than one dynamic bone in Timeline.

- Added a new Interpolable for BlendShapes: BlendShape (Group, Link) that acts mostly similar to BlendShape (Group) except it links the eyes components together without needing more Interpolables.


For HS2:

- Compatibility with the game. Make sure to check this tutorial if you're new.


Requirements (for first time users)

For HS:

A fully updated game with the 630 patch (under "Game Update"). This is not necessary if you're using the Fakku version with the Extended DLC.

Illusion Plugin Architecture 

HSExtSave


For KK/AI/HS2:

The latest version of BepInEx

The latest version of the BepisPlugins collection.


Download

HSPE Version 2.12.0 (Mega) 

KKPE Version 2.12.0 (Mega) 

AIPE Version 2.12.0 (Mega) 

HS2PE Version 2.12.0 (Mega) 


More stuff coming soon.

Comments

BlackstarGuard

Thank you for all your work Joan! You rock!

Saul Goodman

HS2PE.zip missing? or do I use the AIPE.zip in HS2? EDIT: Nevermind, I guess I just got here before the last attachment uploaded. I see it now.

Peter Lustig

Blend Shapes doesn't seem to work for me. When i move the sliders, nothing happens.

pneuma

Thank you! Could you share where the config file is located?

joan6694

In a dedicated folder next to the dll, and that depends which game you're playing.

Tiali Mau

All the attachments seemed to have poofed away. :(

Tiali Mau

Ha ha! I was literally coming here to get it while you were posting it. :D

Gundamman

Yep, I also seem to be experiencing this issue. Interestingly, blinking still causes the sliders to move as you'd expect normally.

Gundamman

I'm still experiencing the problem. Good news is that everything around the eyes work, so eyes, tears and eyebrows etc. However, mouth, tongue and teeth don't seem to react whatsoever. Interestingly, one "lefup" slider seems to move the mouth, but that's about it. This is still about Blendshapes

joan6694

Idk man, everything works perfectly for me, either you don't have the latest file somehow or it's a conflict with something else. You could send your logs maybe I'll find something but I really don't know.

Megadroide

The blend shapes of the mouth do not work with the HS2PE plugin, is there a solution to this

joan6694

Any blendshape in particular? Everything works perfectly for me so there must be a conflict on your side.

Megadroide

Well, all the options in the mouth do not work for me, I have not done anything, it should work with the DHH and with the plugins but it does not work, any solution to fix this problem

Megadroide

Initialize engine version: 2018.4.11f1 (7098af2f11ea) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: NVIDIA GeForce 920MX (ID=0x134f) Vendor: VRAM: 2010 MB Driver: 27.21.14.5148 Begin MonoManager ReloadAssembly - Completed reload, in 0.141 seconds Initializing input. Input initialized. Initialized touch support. UnloadTime: 0.829234 ms [Message: BepInEx] BepInEx 5.3.0.0 - StudioNEOV2 [Info : BepInEx] Running under Unity v2018.4.11.7379119 [Info : BepInEx] CLR runtime version: 4.0.30319.42000 [Info : BepInEx] Supports SRE: True [Message: BepInEx] Preloader started [Info : BepInEx] Loaded 1 patcher methods from CultureFix, Version=14.0.0.0, Culture=neutral, PublicKeyToken=null [Info : BepInEx] Loaded 1 patcher methods from MagicCarrot, Version=14.0.0.0, Culture=neutral, PublicKeyToken=null [Info : BepInEx] 3 patcher plugin(s) loaded [Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader] [Info : BepInEx] Patching [Sirenix.Utilities] with [IllusionFixes.Patchers.MagicCarrotPatch] [Info : BepInEx] Patching [Sirenix.Serialization] with [IllusionFixes.Patchers.MagicCarrotPatch] [Message: BepInEx] Preloader finished [Message: BepInEx] Chainloader ready [Message: BepInEx] Chainloader started [Info : BepInEx] 1 plugins to load [Error : BepInEx] Could not load [HS2PE 2.12.0] because it has missing dependencies: com.bepis.bepinex.extendedsave [Message: BepInEx] Chainloader startup complete Setting up 2 worker threads for Enlighten. Thread -> id: 207c -> priority: 1 Thread -> id: 321c -> priority: 1 Unloading 5 Unused Serialized files (Serialized files now loaded: 40) Unloading 298 unused Assets to reduce memory usage. Loaded Objects now: 3701. Total: 9.024391 ms (FindLiveObjects: 0.287605 ms CreateObjectMapping: 0.132346 ms MarkObjects: 8.530960 ms DeleteObjects: 0.072691 ms) Unloading 4 Unused Serialized files (Serialized files now loaded: 40) UnloadTime: 1.528098 ms Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 3707. Total: 8.749429 ms (FindLiveObjects: 0.281679 ms CreateObjectMapping: 0.127210 ms MarkObjects: 8.327108 ms DeleteObjects: 0.013037 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 40) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 3707. Total: 8.648293 ms (FindLiveObjects: 0.295111 ms CreateObjectMapping: 0.126420 ms MarkObjects: 8.218071 ms DeleteObjects: 0.008296 ms) Unloading 4 Unused Serialized files (Serialized files now loaded: 94) WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shader WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shader WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex shader WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex shader UnloadTime: 4.295504 ms Unloading 835 unused Assets to reduce memory usage. Loaded Objects now: 16211. Total: 73.128267 ms (FindLiveObjects: 1.018074 ms CreateObjectMapping: 0.553086 ms MarkObjects: 71.122145 ms DeleteObjects: 0.434173 ms) Unloading 2 Unused Serialized files (Serialized files now loaded: 102) Unloading 68 unused Assets to reduce memory usage. Loaded Objects now: 17776. Total: 96.726085 ms (FindLiveObjects: 1.007802 ms CreateObjectMapping: 0.441679 ms MarkObjects: 95.116209 ms DeleteObjects: 0.159605 ms) Unloading 4 Unused Serialized files (Serialized files now loaded: 69) Unloading 108 unused Assets to reduce memory usage. Loaded Objects now: 17782. Total: 75.475723 ms (FindLiveObjects: 1.028345 ms CreateObjectMapping: 0.303802 ms MarkObjects: 74.021897 ms DeleteObjects: 0.121679 ms)

wangrong672000

Hello, it may not be saved in HSPE (CF_ J_ Toes001_ S_ L and R) , For example, if socks and toes appear at the same time, you can only save the adjustment parameters of one sock, but not the toes.

Seraph2020

Hi, I'm searching for the solution of blend shapes not working on mouth, tongue and teeth everywhere. Someone said it was caused by a skin shader. What does that mean and which skin shader mod it is?

joan6694

I sincerely doubt a skin shader could affect blendshapes in any way. What could create problems though would be head mods I suppose, or the facial retouch mod by dak.

Melanoxylon

Hi ! Is it possible to have slider(s) for blendshapes that go over 1 ? and below 0 ? It could be useful for some shape keys set in Blender. Thks !

ReversedCounterArt

um, HI! can i ask one thing? Do you know why colliders included in hspe are not working for me? Girls walking or thouching each other and there is no effects. I can use the item's collider prepared by you, that is working. But if i attach it up to the bone of the character it starts to do nothing. Hairs are affected, but not the soft body parts.