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I was just wondering if there's an existing, or if someone could port, the hairstyle of Annie Leonhart (from Attack on Titan) from the Sims, Fallout 4, or wherever to Skyrim Special Edition/Anniversary Edition. And preferably with HDT, though only if it's possible and not too much work. I'll be happy either way. I actually have the file(s) for the Fallout 4 version if anyone's interested. (I also have a couple of Sims 3 versions, but I'm a little less sure about sharing them without permission) Lots of thanks!
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- anniversary edition
- anime
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Version 0.91 ALPHA
1,052 downloads
Description: ====================== This is a standalone HDT CBBE rendition of the original Hezimao 2019 12 11 dress. Cloth physics have been remade with HDT, and the body converted to CBBE. Please note that development isn't complete and that this is an ALPHA state Requirements: ===================== Calientes CBBE body mod installed and running in your game with compatible textures BODYSLIDE/OUTFIT STUDIO HDT CBBE w/Compatible Textures Heel Sounds HDT High Heels Installation: ====================== Install Either Through Nexus Mod Manager or Normal Extraction Usage: ====================== BUILD ARMOR IN BODYSLIDE FIRST USE ADD ITEM MENU SEARCHING "HEZIMAO" -
Version 0.0.2
5,322 downloads
It's been a while since I've been modding Skyrim but I'm back (for now). ? I made this for all u peeps out there who like Me aren't really into jiggly wiggly boobses & prefer women with smaller tits. These files are a body & HDT presets made for female characters with small &/or flat chests. I claim no credit for the body mesh itself, that was created by scivirus & it requires u have they're mod Clams of Skyrim project installed first. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- REQUIREMENT(S) The HDT plugins are for HDT/HDTextended. - https://www.nexusmods.com/skyrim/mods/53996 The body requires HDT/HDTextended as well as the Clams of Skyrim project. -------------------------------------------------------------------------------------------------------------------------------------------------------- CONTENTS One mesh & two physics plugins. Also optionally there's a MSN/UV texture I made for flat chests. The body mesh is a COSIO-HDT body with a flat chest & it needs the provided HDT plugins, without them u'll end up with a bouncy flat chest. The HDT physics plugins are SKSE plugins for HDT/HDTextended which turn breast physics off so boobs don't bounce but the booty & belly still do. You can of course just use the HDT plugins alone without the body if u don't want bouncy boobs but u don't want a flat chest either. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- INSTALL Just drop the Data folder(s) into ur Skyrim folder & u should be good to go. The physics plugins only option is for if u want non bouncy boobs but don't want a flat chest. --------------------------------------------------------------------------------------------------------------------------- Note - do to the nature of the mesh This body is not supported by BodySlide... However it is supported by Racemenu's bodyscale sliders which u can use to change the body a bit. -
Can you help me make all the female NPCS with enhanced body/faces, 3d vagina and physics and being able to fuck them? I managed to get some of that but something fails every time, the physics doesn't works, or the body physics do but the enhanced hair for example doesn't move, and of course the 3d vaginas of the NPC never interacted(had proper collisions) with the schlong of my character, I spent a whole lot trying to make it work but something fails every time. Sorry if this sounds like asking you to mod my skyrim but, can you help me achieve those objectives that I've mentioned above, and by helping I don't mean "yeah go watch that guide then do that" but guiding me through the installation of each and mod order and stuff, they are like 20 mods in total or something like that. I know that you can think "you are not a little baby, do it yourself" but after all I've tried and nothing worked over and over I sear I have a mental block, like a trauma about thinking of going through all the steps again and trying to install all again an then seeing the same errors happen, again. If you don't care at all about what I've said and don't even respond, I completely understand that, but if you can try help me with this (having female NPCs with working 3d vagina, body physics, hair physics and enhanced faces/body, and the vagina having proper collisions with the player character`s body (schlongs, hands, etc) I would really appreciate it like an universe lot. That's what I wanted to say, sorry if its asking too much but I can have that I'm like done forever haha but after almost going crazy, or insane (my english understanding is bad...) trying to making all mods work together I really lost all hope in accomplishing it by myself. Hope you can give me a hand, thank you for reading if you reached this point and have a good day. If you want to give me a hand I can give you my discord or something so we can talk, thank you
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Hezimao 2019 12 Hdt Cloth Rebuild ALPHA View File Description: ====================== This is a standalone HDT CBBE rendition of the original Hezimao 2019 12 11 dress. Cloth physics have been remade with HDT, and the body converted to CBBE. Please note that development isn't complete and that this is an ALPHA state Requirements: ===================== Calientes CBBE body mod installed and running in your game with compatible textures BODYSLIDE/OUTFIT STUDIO HDT CBBE w/Compatible Textures Heel Sounds HDT High Heels Installation: ====================== Install Either Through Nexus Mod Manager or Normal Extraction Usage: ====================== BUILD ARMOR IN BODYSLIDE FIRST USE ADD ITEM MENU SEARCHING "HEZIMAO" Submitter NIND (jimmyyu) Submitted 01/21/2020 Category Armor & Clothing Requires Outfit Studio/Bodyslide 4.9+ ; CBBE; HDT physics; Heels Sound Special Edition Compatible No
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Did you ever wonder why SMP physics in Skyrim is so performance intensive? Surprisingly, it could be because it is not set up to take full advantage of your hardware. OpenCL is extremely good at performing the kind of calculations used by a physics engine which runs on dozens or hundreds of paralell entities, but the way HDT-SMP is set up by default is not tuned to make use of it. <configs> <opencl> <!--warning : not finish yet--> <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule--> <enable>false</enable> <platformID>0</platformID> <numQueue>16</numQueue> </opencl> <solver> <numIterations>20</numIterations> <groupIterations>1</groupIterations> <groupEnableMLCP>true</groupEnableMLCP> <erp>0.2</erp> <min-fps>60</min-fps> </solver> </configs> This is the default config for HDT-SMP that would be found in your skse\hdtSkinnedMeshConfigs folder. As you can see, the openCL section is commented with warnings. After messing around with it in my spare time I have discovered a couple of things. 1. These numbers are no where near what OpenCL should be run at. 2. This is probably 99% of the reason why OpenCL seems to have bad performance. So how can you tweak this to fully make use of OpenCL? For starters, you are going to need a tool that lets you see the OpenCL profile for your CPU/GPU, called "GPU caps viewer". You can find the link to it on this page When you download and install it, open it up and you will see a screen that looks like this Click over to the tab marked "OpenCL" and you will see a screen that looks like this Depending on your CPU, GPU, motherboard, and bios, you may have multiple entries here. For this example, you can see that I have my GPU listed, a Nvidia RTX 2080 TI I also have the "intel HD graphics" platform profile, which is essentially the on-board display portion of my CPU chipset. A lot of skylake/coffeelake or newer CPUs will have this. You may want to come back and try this platform later, but for right now, let's stick with the GPU platform. There are a few things we want to know from the profiler. The first is the platformID. Take a look at the default config again, and you should notice this line. <enable>false</enable> <platformID>0</platformID> The platformID, 0, actually denotes NOT using an OpenCL capable platform on my device, and the OpenCL capable platforms are 1: GPU, and 2: CPU graphics. If you enable OpenCL but don't select the correct platformID, you will almost certainly see a drop in performance. This may explain the commented section. Since my GPU is platform 1, I will change my config to look like this <enable>true</enable> <platformID>1</platformID> Right away this gave me a pretty sizable performance boost. It actually gets better though. Next you want to determine the maximum number of queues you can scale up to. One of the biggest bottlenecks for HDT-SMP is actually not how quickly it can perform the calculations, but the fact that physics engines are designed to calculate in real time! If the physics calculations are not completed for whatever reason before the GPU completes a given frame, the frametime render may actually be throttled until the physics solver can keep up. This means that even if your system can easily handle the calculations, if the solver is not able to process enough calculations simultaneously, it will create a bottleneck! And due to how world physics seems to work, this bottleneck may actually throttle your FPS down to keep the time-based physics calculations accurate. Note: This is my own speculation, however, I am not 100% certain that the implementation of SMP works the same way, but it certainly seems to be the case. Back in GPU caps viewer on the OpenCL screen, you want to find the value for maximum parallel work-item/work-group sizes As you can see from my GPU, it is capable of 1024 x 1024 x 64 array calculations with a max workgroup size of 1024. I'm not exactly a programmer, nor particularly familiar with multi-threaded architecture, but I think this may be where some of the confusion originally came from. Intel describes the maximum workgroup per slice of 16, and the calculation to determine maximum necessary work groups as ( work items ) / (work items / work group). However, this is per slice of CPU graphics, NOT the total, which Intel recommends as 256. When I went back to look at my CPU HD graphics platform, this is exactly the max work group size listed, 256. So going on that value, and using my GPU max work group size value of 1024, I changed my config to look like this now <opencl> <!--warning : not finish yet--> <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule--> <enable>true</enable> <platformID>1</platformID> <numQueue>1024</numQueue> </opencl> The first time I tried this I was sure this would cause a crash. After all, the default value for queues is 16, and this is 64 times larger. Not only did it not crash, but it ran absolutely flawlessly! I even stress-tested it a bit by loading up a huge number of NPCs in a single cell, all of which were wearing HDT-SMP outfits that required calculations. Previously this would drop my framerate considerably, but not so anymore! You may want to experiment with this a bit, but there are two things to keep in mind. You shouldn't set your numQueue higher than your maximum workgroup size, and whatever value you do set needs to be a power of 2. Let's go back to the intel CPU platform for a second. If you run a very demanding ENB, you might already have your GPU close to maxxed out with just post-processing enhancements. In which case, you might find more benefit out of using your CPU to perform the calculations, since skyrim LE almost never taxes modern CPUs anywhere close to what they are capable of. If I wanted to use my CPU instead, I would go to the OpenCL tab back in GPU Caps viewer Based on these values, I would then set my config like this <opencl> <!--warning : not finish yet--> <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule--> <enable>true</enable> <platformID>2</platformID> <numQueue>256</numQueue> </opencl> You may need to experiment a little to see which option gives you better performance. In my case, my GPU is powerful enough to be able to handle both ENB and physics, but your results may differ. With that set up, you can either be satisfied with the performance improvements, or you can try and tweak the solver calculations too. The default values for these vary from what I have seen, but generally it looks like this <solver> <numIterations>20</numIterations> <groupIterations>1</groupIterations> <groupEnableMLCP>true</groupEnableMLCP> <erp>0.2</erp> <min-fps>60</min-fps> </solver> There are a few things we can try changing here. The first one is the ERP value. What is ERP? It is the error reduction parameter, and it represents the % of error that is corrected with each frame of time that is calculated by the physics solver. When Physics engines run a calculation on a joint of two connected bodies(bones), there is a natural divergence from the imposed constraints that happens to occur. This is a good reference It ranges from 0.1 to 1.0 (in theory), but most references I have found say 1.0 is impossible, and 0.9 is the limit. It is how quickly (closer to 1.0) or how smoothly (closer to 0.1) the error is corrected. This is relevant for outfits and hair that has a long chain made out of multiple joints. I have found that I prefer setting this a bit higher, so errors are corrected quicker, and I set mine to 0.4. Setting it to 0.5 or higher introduced some instability that made my game start crashing, although you may get different results. Next you can try increasing the iterations. Most of the physics engine references I have found suggest that 20 is already on the high end of iterations, but what about the group iterations? What I have found suggests this is performed on a connected group (such as every joint in a strand of cloth, a tail, or hair, for example) that is performed in addition to the total quick-step world iterations. So, since using OpenCL allowed for a huge expansion of the number of calculations that can be performed, I changed it to match the total iterations (which may be overkill) and now my config looks like this <solver> <numIterations>20</numIterations> <groupIterations>20</groupIterations> <groupEnableMLCP>true</groupEnableMLCP> <erp>0.4</erp> <min-fps>60</min-fps> </solver> This worked pretty well! I decided to push the total iterations up a little until I started getting stability/performance issues, and ended up with the final values of num 32 and group 20 and adding the previous section, my overall configs.xml is now <configs> <opencl> <!--warning : not finish yet--> <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule--> <enable>true</enable> <platformID>1</platformID> <numQueue>1024</numQueue> </opencl> <solver> <numIterations>32</numIterations> <groupIterations>20</groupIterations> <groupEnableMLCP>true</groupEnableMLCP> <erp>0.4</erp> <min-fps>60</min-fps> </solver> </configs> This has not only given me a SIGNIFICANT performance boost, especially when surrounded by many actors all wearing HDT-SMP outfits, but it has also improved the accuracy (ie realism) of the physics quite a bit. Give it a try and let me know what you think. It may take some experimenting to find the ideal values if your system is already strained by other parts of your Skyrim build, but hopefully this will make SMP physics more appealing and minimize whatever performance impacts it may have on your system. If you experience problems or have stability issues and need to undo any changes, the default settings are shown in the first box.
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Small chestedness View File It's been a while since I've been modding Skyrim but I'm back (for now). ? I made this for all u peeps out there who like Me aren't really into jiggly wiggly boobses & prefer women with smaller tits. These files are a body & HDT presets made for female characters with small &/or flat chests. I claim no credit for the body mesh itself, that was created by scivirus & it requires u have they're mod Clams of Skyrim project installed first. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- REQUIREMENT(S) The HDT plugins are for HDT/HDTextended. - https://www.nexusmods.com/skyrim/mods/53996 The body requires HDT/HDTextended as well as the Clams of Skyrim project. -------------------------------------------------------------------------------------------------------------------------------------------------------- CONTENTS One mesh & two physics plugins. Also optionally there's a MSN/UV texture I made for flat chests. The body mesh is a COSIO-HDT body with a flat chest & it needs the provided HDT plugins, without them u'll end up with a bouncy flat chest. The HDT physics plugins are SKSE plugins for HDT/HDTextended which turn breast physics off so boobs don't bounce but the booty & belly still do. You can of course just use the HDT plugins alone without the body if u don't want bouncy boobs but u don't want a flat chest either. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- INSTALL Just drop the Data folder(s) into ur Skyrim folder & u should be good to go. The physics plugins only option is for if u want non bouncy boobs but don't want a flat chest. --------------------------------------------------------------------------------------------------------------------------- Note - do to the nature of the mesh This body is not supported by BodySlide... However it is supported by Racemenu's bodyscale sliders which u can use to change the body a bit. Submitter dibz666 Submitted 02/18/2019 Category HDT Physics Requires Special Edition Compatible No