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About Xolod

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  1. Xolod


    Alright, thanks for answering my questions I think for the next part i will just play with some constraints to see if it helps.
  2. Xolod


    I think its actually 1 as default, 0 just ignores mass (and inertia? didnt try changing it) also having it as 1 looks more like how it is without it being defined in the xml. I added the Bones to a constraint-group for a test, didnt really see a any kind of difference so i think its not that, if i did it right that is. I think this comes down to something really stupid im missing, you can get rid of some of the jittering with like below 1 mass and high inertia, something crazy like 0,1-0,05 mass and 20+ xyz inertia, but its still there, just not as crazy and i thin
  3. Xolod


    I actually use 64FPS cap (have heard that its the actual cap ๐Ÿคทโ€โ™‚๏ธ) but tested with 60 too and jittering is still there, also my fps is stable, I do these tests in DLC2RRHoldingCell which is a small "cube" kind of place. As for what version of DLL im using, not actually 100% sure but its the one uploaded by 27X here in LL Changing these didnt stop the jittering Setting this to 0 on ALL bones seems to fix the issue, but not sure if this is the right way to do it tho, i would also like to know more about constraint groups, never used them and no idea how to use them
  4. Xolod


    I guess i could have made a new topic for this ๐Ÿคทโ€โ™‚๏ธ but oh well I have been tinkering with the "new" 3BBB body (LE) for a while now and would like to get some information/confirmations about couple things. (Also im still a total noob with SMP ๐Ÿ˜Š) What i use for this test is a T Pose style animation, so im pretty sure it doesnt get any added "movement" from any idle animation etc. The jittering is normal with 3BBB? What i mean with this is that in my XML i have every generic-constraint as 0 and i still get slight movement. Before 3BBB i just used UUNP which only had NPC
  5. You can try to move everything related to SMP manually to ur skyrim folder, cant remember if SMP just doesnt work with MO as i never used one for SMP.
  6. Oof.. Sorry for the late reply Did you try to get it working without SMP btw, i think there is a PE option too, it should work out of the box, for SMP i would suggest trying to get it working with like UUNP, there used to be a good guide here for SMP but it has been gone for long time
  7. Yeah im like 99% sure it should be in the root folder (where the launcher.exe is etc)
  8. ๐Ÿค” Well only one i can come up with is maybe like not having the d3dcompiler_47.dll in your skyrim root folder, not sure how good the fomod (or whatever its called) is in BHUNP But it does seem that other people have the problem too in nexus, so at least you arent alone ๐Ÿฅฐ
  9. I dont use BHUNP so aint sure if i can actually help, but the EU "version" should only affect the SMP xmls (i think?) So you could check the mod(BHUNP) files (skse -> plugins -> hdtSkinnedMeshConfigs) .xml files with like Notepad++ or just with Notepad, if they have like <mass>1,00</mass>(comma ,) then it should be European. If its with a 1.00 (dot .) then it isnt EU. I always installed SMP stuff manually, never with MO that could be also a problem, tho if it used to work before then maybe it isnt the problem ๐Ÿคทโ€โ™‚๏ธ I hope this helps even little bit, sorry for the messy mess
  10. If you are talking about HDT Physics Extensions it doesnt have a ESP/ESM. Tho then again im not sure how NMMs load order works ๐Ÿคทโ€โ™‚๏ธ but atleast in MO2 it only shows ESP and ESMs in the load order.
  11. Xolod


    I would also like to know if there are new (2019-2020) guides / tutorials for SMP xml editing, what i have been using for now is Senpo / cOjzZ tutorial and prZ tutorial when it was still around.
  12. Its basically doing what it says its doing, your xml somewhere uses NPC L Breast01 (like in a generic-constraint) but it hasnt been declared first like this (example) (Yoinked from Futa-SMP) Because your xml is missing this setup, it ends up giving it defaults, cant remember what the defaults are. ๐Ÿคทโ€โ™‚๏ธ It SHOULDNT give any problems tho, but usually defaults arent good if going for that "realistic" look. Sorry for the messy answer, i just woke up
  13. Firstly just that you know, i dont know much about these really... Can you provide some kind of example or more info about this one. ๐Ÿ™‚ My wild guess is weighting or/and ur xml. I get this same "warning" spam when using per-vertex-shape, changing it to per-triangle-shape removes this, why vertex-shape spams it isnt really clear for me tho, another wild guess is it just that vertex doesnt have this "penetration" or something ๐Ÿคทโ€โ™‚๏ธ
  14. Xolod


    Firstly no idea where to ask about these anymore, so i will do it here for now. ๐Ÿคจ Using <per-vertex-shape> with <penetration> gives me log spam of unknown element - penetration but if using <per-triangle-shape> this doesnt happen, so i have come to my own conclusion that vertex just doesnt have or disables or uses the default for the <penetration>, or am i completely in wrong here? Also if this ends up being "true" is there something else <per-vertex-shape> ignores/disables/doesnt have p.s. (can be ignored, its just me bab
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