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View File Wuchang fallen feathers Nightmare Demon Set CBBE 3BA HDT-SMP Nightmare Demon Costume set from Game 'Wuchang Fallen Feathers) Cloth has HDT-SMP Physics Also Include Bodyslide Bodyslide has some Zap (Hidden) SliderSets Could be Hidden Cape,or waist cloth,Pantie Parts You could Get Outfit with AddItemMenu (https://www.nexusmods.com/skyrimspecialedition/mods/17563) Things SearchUI (https://www.nexusmods.com/skyrimspecialedition/mods/155713) !If you wanna Support my work! Ko-fi.com/outlawer Submitter chole Submitted 03/25/26 Category Regular Mods Requirements CBBE 3BA HDT-SMP BodySlide Regular Edition Compatible Not Applicable Install Instructions
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1624 downloads
Nightmare Demon Costume set from Game 'Wuchang Fallen Feathers) Cloth has HDT-SMP Physics Also Include Bodyslide Bodyslide has some Zap (Hidden) SliderSets Could be Hidden Cape,or waist cloth,Pantie Parts You could Get Outfit with AddItemMenu (https://www.nexusmods.com/skyrimspecialedition/mods/17563) Things SearchUI (https://www.nexusmods.com/skyrimspecialedition/mods/155713) !If you wanna Support my work! Ko-fi.com/outlawer -
View File DEUS VULT (PBR Support)+ Stendarr, Dawnguard Replacer Addon) The Costume consists of: 2 Surcoat mail (Normal and Damaged) from Each of the three famous knightly orders Variation (Knights Templar, Hospitaller, Teutonic Knight) 2 Color of HDT Cloaks 3 Variation of Ailettes 2 Chainmail Gloves (Normal and mitten) 1 Chainmail sabatons 3 GreatHelm(Crusader, Hospitaller, Teutonic) Also Support Bodyslide for female mesh Include Stendarr and Dawnguard Armor Replacer Plugin (Templar of Stendarr.esp) -Only Can get with AddItemMenu Things(https://www.nexusmods.com/skyrimspecialedition/mods/17563) or SearchUI (https://www.nexusmods.com/skyrimspecialedition/mods/155713) If you wanna Support my work Ko-fi.com/outlawer Submitter chole Submitted 02/20/2026 Category Regular Mods Requirements HDT-SMP Additem Menu Thing or SearchUI Regular Edition Compatible Not Applicable Install Instructions
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560 downloads
The Costume consists of: 2 Surcoat mail (Normal and Damaged) from Each of the three famous knightly orders Variation (Knights Templar, Hospitaller, Teutonic Knight) 2 Color of HDT Cloaks 3 Variation of Ailettes 2 Chainmail Gloves (Normal and mitten) 1 Chainmail sabatons 3 GreatHelm(Crusader, Hospitaller, Teutonic) Also Support Bodyslide for female mesh Include Stendarr and Dawnguard Armor Replacer Plugin (Templar of Stendarr.esp) -Only Can get with AddItemMenu Things(https://www.nexusmods.com/skyrimspecialedition/mods/17563) or SearchUI (https://www.nexusmods.com/skyrimspecialedition/mods/155713) If you wanna Support my work Ko-fi.com/outlawer -
Last Update 02. Nov. 2025 Overview Part 1 - Modlist Part 2 - DynDOLOD Part 3 - Files Part 4 - Armor Preview Part 5 - Tips and Tricks Part 6 - My thoughts on the CCC Introduction This is the reworked version of my 'Skyrim SE for Beginners' for the newest version of Skyrim AE. It will also work with an updated version of Skyrim SE from STEAM (aka Skyrim AE Light). My goal was to freshen Tamriel up a bit. Most cities, towns and villages have gotten a new design, the roads got new lanterns, and even a few new dungeons can now be found. Some spots get rebuild over time as new occupants move in. Another thing are relicts of the past. Shrines of Snowelves can be found, same as the remains of the anchors of Molag Baal (when he tried to invade Tamriel) and all daedric princes have new shrines hidden away. I also tried to get a beautiful game which is fun and, although it is a FRPG, as realistic as possible without punishing you for playing it. So you'll find neither skimpy outfits (aka Bikinis in a snowstorm) nor overly gothified fantasy weapons and armor which are totally useless in reality (i replaced those as much as possible). Happy to disappoint in this regard: But the beauty of it is that you can still adapt the list to what you like. I'm just trying to give you a solid base where you can add the things you like (or remove the ones you don't). Nothing here is carved in stone. A big 'Thank you' to all the modders out there! The game wouldn't be as good as it is now without you guys and gals! Don't forget to either endorse the mods you use or give the authors a 'thumbs up' here at LL. And, if you like my work, you can support me on Patreon. Most of the time i will be here (so don't expect updates), so it is only for those of you that want to support all the work on my guides (better said providing me with a steady supply of much needed coffee and cookies). Recommended additional threads There are a two threads i can only strongly recommend: If you're new to modding take a look at Mod Organizer 2 & Other tools - From zero to "Hey Sexlab is working!". @Just Don't Does an excellent job there. ? When it comes to conversions and/or updates then SE Compatibility Tracking (he supports AE too) is incredible useful. Thanks to @tasairis for keeping this updated. ?
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Tuning Physics in NIF and XML Files
Aldebaran posted a blog entry in Adventures in HDT SMP for Skyrim SE
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Nexus: A Guide to HDT-SMP Users/Modders
Aldebaran posted a blog entry in Adventures in HDT SMP for Skyrim SE
https://forums.nexusmods.com/index.php?/topic/3800385-a-guide-to-hdt-smp-usersmodders/ -
Observations on XML Edits That Affect Physics Motion
Aldebaran posted a blog entry in Adventures in HDT SMP for Skyrim SE
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This tutorial goes over general guidelines on converting an outfit with smp (normally ported from Skyrim SE or from a UNP body) Tools Needed: BodySlide and Outfit Studio (v) NifSkope setup for use with your textures Process: Go ahead and start a new outfit studio project with your subject NIF. Note what is present in the base nif file ( the main body, and the collision body) Find a good conversion reference by trial and error (in this case I chose UNP low which has a close match on the breasts, but will need to be adjusted elsewhere to fit) Given the type of outfit this is (one supported by the breasts hanging in front) I'll go with an Even Movement conform on the highest radius (it will take a while for outfit studio to fit the slider when you select this option) this will result in: This should be fixed manually with the actual cbbe baseshape inserted using the normal tool (mesh expand/contract) Resulting in.... Now comes the trickiest part.... deciding whether to reweigh any of the bones or not. To do this, you first want to figure out what parts of the outfit are smp weighted. This is done by selecting the "clothy" parts of the outfit in the explorer to the right: And then going through the bone list to the smp bones (the only oddly named ones on the list) and clicking on them to see where their influences lie. After going through the full list, it can be seen that on the front, Smp weighting is applied to the cloth 3/4 the way up the breast, and on the back , almost the whole cloth. As the wide majority of the mesh is SMP based, I'll first try the project with no reweighing of any bones. At this point we will have to decide how we want to apply sliders. From personal experience, parts of an outfit with SMP weighting will spawn in the same position as shown in bodyslide, and then let collisions and gravity take effect (GIF of this happening maybe). This means that for the areas of the outfit under SMP weighting, the key thing is to make sure that sliders have the SMP influenced mesh spawning away from the body, and not that it get as close to the body as possible. For Appearances sake I'll conform the front by hand, and let the back parts Conform with even movement. To do this, first deselect all of the important BREAST sliders. Then select the meshes to be conformed and conform selected with the even movement selection. This will apply all sliders but the selected breast ones to the mesh. I'll then re activate the breast sliders, and edit each of them with a large diameter brush making them look somewhat reasonable at each side. I do this, because the conform does not handle hanging cloth to the front of the body well. [Comparison of BreastSH slider Hand vs Standard vs Even Conform] To clear specific sliders on something that has already been conformed: Depending on the length of the outfit, you may need to do this with the butt as well. See below for an example of the Demoness Preset Without hand conforming and with hand conforming (Left Right) This is obviously most important for non things that hang in the front and back, but still an important technique. At this point, we want to replace the collision body (meant to work with the UNP body that didn't change shape) included with the file. (For UUNP to CBBE conversions this is often times not necessary) You will require both a reference SMP.xml file (or at least the portion for the body, and of course a reference body to output. In this case I will go with the body and file for the SMP Jane doe kimono. I'll attach these files to the bottom of the post. After dragging it in, do not forget to conform it to your reference shape. Now we go edit the smp file to be compatible with the new body. Above is a view of the bra.xml file included with the Sexy Cloth outfit..... First thing to notice is that this is an EU compatible xml.... you can tell by the "," usage for decimals instead of "." NOTE THAT IF YOU HAVE A NON EU FILE SYSTEM ON YOUR COMPUTER YOU NEED TO USE "." ACROSS THE WHOLE FILE. THE REVERSE IS TRUE FOR EU USERS. IF YOU DOWNLOAD AN SMP OUTFIT AND IT DOES NOT WORK, THIS COULD BE THE REASON. THERE WILL BE AN ERROR IN THE: \Skyrim\Data\SKSE\Plugins\hdtSkinnedMeshPhysics.log that will confirm if this is the case. Given the prior statement, I will start by replacing all of the commas, as I live in the US. Next Step is to copy in the reference body data (Lines 10-115 in [NIND] CBBE Kimono Collision Body.xml) In this case they will be replacing lines 11-110 in bra.xml bBefore is on the left and after is on the right. Make sure that you name the tag of the copied in body the same as the previous collision body, in this case "aa5". You must also rename the shape inside of the nif its looking for to the correct one. In this case "Body_B_v2" must be renamed to "collision body" After checking to make sure that your bodyslide nif has the right ExtraData inside of it.... in this case a string pointing towards the bra.xml file (Note that NiStringExtraData and NiStringsExtraData will move into the correct spots when a NIF is saved and reopened): And that everything is correct in the ESP file (in this case weighting was turned off, and it was not looking for an _1. nif file because this was a single size outfit), If you did everything correctly, the preview in bodyslide should look normal and you should be able to see the collision body: Run the game and see how bad it looks without adjustments: Looks like I missed a comma somewhere..... This resulted in no SMP physics ingame and a rigid cloth. Fixed..... this was because I edited the xml in the zipped file extraction and not the one actually installed.... Whopsie! Actually looking pretty good for a first try.... I fixed this by removing the Breast01 bones from the Outfit studio project and copying the BreastL and R bones to the cloth. Now there is only clipping at the extreme end of a jumping animation, when the breasts bounce downwards, which is totally passable: Please PM if you have questions! (note that I have no experience with other bodies.) Additional Media: [NIND] CBBE SMP Collision Body.nif [NIND] CBBE Kimono Collision Body.xml
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View File This is a futa-themed HDT-SMP "modder's resource". Copy what you want, paste, and play. KEY FEATURES: "Full" collision of everything on everything, tweaked to jiggle like some anime nonsense. For example, full (psuedo)realistic collision between two pairs of breasts, or unrealistic giant schlong penetration with appropriate vaginal stretching animation and belly bulging. Complete Bodyslide 2 support via the new SexySMP body. No more tedious collision object editing! You can even use any UUNP slider presets you might have already created. It also has built in support for popular conversation sliders such as UUNP -> 7B or Manga body, giving you a classic look with up to date features. Need your PE armor to work on this new body? Check out this 10 minutes or less guide to making that happen. Ready to use, highly customized meshes with features you won't find sliders for: Two highly athletic but very female hard body versions: massively erect nipples, or more rounded ones, with harder and lighter texture options One soft body with naturally busty features with a widened inner pelvic region to help take the giant schlong in this kit Three schlong mesh/two texture choices: one Penzor edited to specifically fit the hard body's defined pelvic region, another that is wearable by most UUNP bodies but has textures made specifically for the soft body, and an SMP conversion of Evilreflex's polycount/weighting upgrade to B3lisario's UNP for females. HDT-SMP xmls that work without further XML editing. HDT-PE partial compatibility: High heels, hairs and Floppy SOS. My SMP XMLs only act on my bodies, body parts and SMP-enabled armors. A total* conversion of Nisetanaka's The Amazing World of Bikini Armor for the hard body type only, hundreds of .nifs hastily hand-edited and badly weight painted to support a wide range of bouncing and swaying motions in the breasts, belly, front/rear thighs and butt. Bikini tops will disable most hardware taxing SMP collisions while keeping full jiggling effects so you can actually expect to adventure and fight at decent framerates with my package installed. Also quite possibly the first and only conversion of this extensive armor library to support massive tits and ass without looking like stretched bodyslided dogshit. Mostly. *I didn't bother with the cyborg set. Please request this if it's a big deal to you. A set of 13 Futa-specific SOS and Floppy SOS enabled cock socks, each matching elements of one of TAWoBA's armor sets. They even scale with your character's cock size when changed in racemenu! Just quick texture work for now - fancy details like straps and plates to come later, as well as male versions & SMP physics. All are craftable with 3 leather strips. No book required. To spawn a chest containing 10 of each, ~ open console, type "help cock", note ID # of the Cocksock Chest, and enter "player.placeatme ID#goeshere". A beta version of CT77's remodeled armor and clothes for the hard and soft bodies. COMING SOON TO THIS FILE: (In progress) SMP-enabled penz0r schlong & cocksock set that works for males and werewolves, because my fetish isn't always yours SMP schlong and scrotum physics intended to replace FloppySOS on SMP setups, with realistic collision such as balls->thigh. Bodyslide support for TAWoBA, CT77's remodeled armor, and possibly the book of UUNP. Bodyslide versions of the schlongs in this package -HARD REQUIREMENTS TO USE THIS PACKAGE- The most recent possible versions of: SKSE XPMSE Schlongs of Skyrim full prZ's All-In-One hdtSkinnedMeshPhysics Setup <--- READ THE INSTALLATION INSTRUCTIONS CAREFULLY. THIS IS THE HARD PART. A decent computer. You will probably want an i7 processor for this. Skyrim won't max hyperthread 4 cores but HDT-SMP absolutely will. It's a hungry beast and your CPU is the biggest FPS bottleneck here. SoS B3lisario UNP Schlong for Females: (the schlong in this pack acts as a replacer for this - but you probably could replace a different schlong) RECOMMENDED MODS: Racemenu to get proportions as seen in the screenshots. SoS Racemenu plugin - included in SoS full. HDT PE (with my blank hdtPhysicsExtensionsDefaultBBP.xml overwriting the normal one) Floppy SOS Sexlab (duh), Sexlab Animation Loader To have 100's of animations to choose from Sexlab Tools to have a way of selecting them Whatever pregnancy/inflation mod you prefer, as these bodies are painted for stomach deformation (I still use the ancient Fill Her Up 1.0) PS Universal Body Changer - a sort of easy way to change meshes and textures of you, your followers or innocent bystanders on demand in game. Use this to enjoy multiple body types in your adventures. The Amazing World of Bikini Armor - required if you plan to install my comprehensive replacer package. You probably just need the main file. I can provide a version of the .esp jailbroken from its Dawnguard requirement upon request. INSTRUCTIONS: This kit is intended for experienced modders, particularly people already familiar with HDT-PE and want to see what SMP can do. It contains only contains ready-to-use meshes, textures and xmls. Get all the shit above set up and working before even opening my .7z archives. Test it and make sure SMP is working. I'm serious. Do not install this pack without testing your SMP install first. I can't/won't help you if you don't do this. Copy paste the desired contents of the archive over the contents of the folders clearly marked by the folder structure in the kit. Be sure to backup anything you want to hold on to, such as hdtPhysicsExtensionsDefaultBBP.xml if you're using HDT-PE alongside my SMP setup. FAQ's: Can I use my HDT-PE armors with this file, even though your HDT-PE dummy .xml kills all PE physics on bodies and body armors? You sure can. It's an easy thing to do. https://www.loverslab.com/topic/89576-10-minutes-or-less-guide-to-making-your-entire-hdt-pe-armor-library-jiggle-with-smp/ Nothing jiggles at all. There's no physics, and I'm completely sure installed things correctly. Are you in the EU? Some countries have operating system versions that require "," instead of "." in XMLs (except file names!). Try the alternate localization XML patch if you think this might apply to you. My various jiggly bits are spazzing out. SMP is quite hardware sensitive. You may experience jittery movement, especially during collisions, if your hardware is significantly inferior (or superior) to mine, and you're somehow running this above 64 FPS. If this occurs... I started an animation and it looks like crap and everything is a mess. Very few animations are made to support the proportions and deformations this package is designed to showcase, particularly when it comes to the angle of penetration. It is highly recommended to familiarize yourself with the various animation packages available on this forum and the tools I have linked to make use of them, as truly good looking sex animations for this package are worth remembering. Hard limitations on the mesh these bodies are derived from prevents decent stomach deformation on/directly above the crotch and vaginal stretching animation on more than one axis. This isn't perfect. The animated vagina opens wider than what my schlong should be causing: Try the xml set for smaller penis sizes. The default is for massive sizes as shown in the preview pictures. You can also set the max opening width easily: Why is my FPS sometimes dropping to 10 during sex scenes?? Sudden and violent FPS drops during a sex scene are generally caused by constant collision that the reacting mesh cannot escape from: for example, a hand inside a breast. I have taken great pains to give boobs a wide range of motion to slide and compress with, but this can still occur. Try moving your actors away from each other and back together, or switching to a different stage or pose and back again. Why is my FPS always terrible while outside? This happens to me too. Being outside + full collision SMP with multiple actors = your computer colliding with the performance wall. You have three options: Spend $2,000+ USD to get a monster rig, equip some armor that doesn't support SMP collisions, such as a Bikini top from my TAWoBA replacer package (keeps the jiggle for bouncy adventuring with half the FPS loss!), or disable collision entirely by doing the following: I use a pregnancy or inflation mod and it now looks unreasonable and bad. Users of anything that scales belly node be aware: I heavily repainted/intensified the weights on the belly node to allow schlong-internal belly collision. You will probably need to tone down your scaling settings to avoid giant, horrible stomach proportions. There's more than one set of .dll's for HDT-SMP floating around. Which ones should I use? I have been using the 2016-8-14 binaries when making my xmls. These can be found in the SMP+MemPatch Binary Archive.rar found on prZ's All-in-One downloads page. Your performance will vary if you use later versions. It may actually be substantially better and more smooth and fleshlike - it seemed that way when I tested it, but I suffered from extreme frame rate loss. My computer isn't terribly powerful, so you might have a great experience with it! KNOWN ISSUES: While walking and running with Floppy SOS enabled, some settings will cause the shaft of the schlong to clip behind the balls. Try stiff base as a short term fix until I can replace Floppy SOS with an SMP-based solution. Especially well endowed Futa characters can on rare occasion display self collision between schlong and belly, or with the schlong of another futa character, specifically in a few sex animations. Pressing Sexlab's rotate actors hotkey ("U" default) will reset and usually resolve these collisions. Stomach bulge physics sometimes looks exaggerated during sex with smaller penises. Animations that place hands completely inside the butt or breasts and hold them there can cause them to jiggle uncontrollably. Especially large breasts may sometimes look ridiculous when trying to escape from tight confinement with multiple collidable objects The CT77 beta conversion has significant clipping issues. Rather than fix these manually I have chosen to spend the time on producing a complete bodyslide solution to be released for prZ's upcoming collision-ready SMP bodyslide project. The current TAWoBA .esp seems to contain errors which causes four of the low weight meshes to instead load high weight versions. Or I fucked things up somehow. The affected armors are: Blades Thighs 1, Dwarven bikini 7 ,Falmer heavy thong 1 and Falmer bikini 1 PERMISSIONS & THANKS: Hydrogen for HDT prZ for introducing me to SMP Nisetanaka for the insanely good Bikini Armor Tigersan for the musclemap I based mine off of HeroedeLeyenda for the animated vagina Evilreflex, Azazells and B3lisario for the schlong technology Demoniac for the skin textures Probably like 80 other people. Complain if you belong on this list. I claim no ownership over the contents of this kit - you're free to do with it as you will, as far as I'm concerned. GETTING SUPPORT: Post your problems in this thread. I don't do support in PMs. Be as descriptive as possible. "it don't work" is useless. Describe what doesn't work, when, and what you think it should be doing. Screenshots or, when dealing with weird physics glitches, videos are useful. Submitter zarzil Submitted 10/12/2017 Category HDT Physics Requires Special Edition Compatible No
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View File Samurai Shodown 2019 Shiki Costume (3BA HDT-SMP Racemenu Highheel) worked shiki costume in samurai shodown series Support Bodyslide to most of equipeable parts in case of robe(upper part) got a 'Cloth hidden' Zap slider option if you check those option then upper inner wear will be disappear also lower loincloth is alternative parts Boots has racemenu highheel there are 2 type of upper armor variation Normal and H type include reversed sword model in some ingame screenshots Submitter Outlawer Submitted 10/28/2020 Category Regular Mods Requires HDT-SMP, Racemenu Highheel Regular Edition Compatible Not Applicable
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View File Dishonerd Empress 2 Emily Kaldwin HDT-SMP Empress Emily Kaldwin's Clothes from Dishonerd2 But i only played Corvo atano During in game hah Just love her clothes Design basebody is CBBE SE female mesh only got a some of parts Set(Upper+lower) Upper only(bottom is nude mesh) Boots Hand Cover 2 type of Scarf(amulet Slot) also include emily hairs in Src hair base color is dark brown knife is not include support bodyslide without scarf maybe you wonder how do i get that just type 'Emily 4' in console menu or use AddItemmenu SE I'm always Highly recommend AIM SE added HDT-SMP bone from one of Teamtal's stuff maybe still got a little bit cliping issue well betther than nothin anyway here is some of animate test image Submitter Outlawer Submitted 09/11/2019 Category Regular Mods Requires HDT-SMP Framework and Physics Regular Edition Compatible Not Applicable
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View File BloodStained Rotn Miriarm SSE In the meantime, I was in the bloodstained Ritual of nights after finished game i startin work miriarm's mod I tried to implement the original as much as possible. original texture and 3d model was so boring that I had to work hard In the case of hair I had to make it myself. The work process has been difficult since then, but I was glad that the work had come out to some extent. anyway most of part support bodyslide (boots, upper, muffler, dress, underwear) armor is seperated 4 parts defaultly upper, boots, wig, underwear wig are There are two sizes of wigs small and Large small is fitted to small headmesh like a my chara's headmesh large is fitted to skyrim default female head In the case of the miriarm dress, you can see that it is not a single mesh, because the hdt-smp mesh multiplying bug so i had to divided into three parts (muffler, upper clothes, dress) So, when you run the bodyslide, you must work three parts and i made miriarm's rose body tatto to racemenu bodypainting and slavetats Slavetat is optional file For those who's not working racemenu tattoo like a me and also include DLC Pure miriarm Valkyrie Costume and weapon too Submitter Outlawer Submitted 05/03/2020 Category Regular Mods Requires HDT-SMP Framework and Physics, Racemenu Highheel Regular Edition Compatible Not Applicable
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View File Fate Series Janne'D arc Janne'D arc armor from Fate series honestly i preety dunno know about the fate series just loved armor design base body is CBBE SE of coursely Female armor only and got a some of seperate part of armor ------------------------------ Upper Leggings(highheel) Skirt gauntlets Circlet and wig ------------------------------- also include alter version color(dark based) maybe alter Skirt alpha texture is still awkward The wig is fitted to my character's head So it can be big or small for someone i recommend edit wig mesh with outfit studio also wig can change hair color in Showracemenu if you wonder how do i get this? try type 'Janne 4' in console menu and 'player.additem *****(Item code)' or use AddItemmenu A.k.a AIM I highly recommend AdditemMenu also this time i tried Add HDT-SMP to skirt basically HDT Bone and xml from Teamtal's Stuff i Know it still awkward like a thigh clipping issue well.. better than nothing! Hdt SMP is optionale here is Test Animate image Submitter Outlawer Submitted 09/08/2019 Category Regular Mods Requires HDT-SMP Framework and Physics(Option), Racemenu highheel Regular Edition Compatible Not Applicable
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My cbpc and smp aren't working. both jiggle physics and collisions. I use https://www.nexusmods.com/skyrimspecialedition/mods/30174 as my body mod and The Pure for textures. Also for some reason using faster hdt-smp causes my game to crash when equipping hdt hair in racemenu. The other problem I'm having is Enemy Ai doesn't register me as an enemy if if I continuously attack them, whether they be a bandit or a spider. Below is my Load order and Skyrim ini. modlist.txt skyrim.ini
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View File SSE Diablo3 Crusader (Hots Johanna) Diablo3 Crusader from Hots (Johanna) basebody is CBBE SE female mesh only that shape will be fit to male well sadly i dun had time for that armor will got a some seperated armor Set armor(upper+bottom) upper armor(upper+lower body) gauntlets couter(slot 34) waist tasset(slot 56) pauldron(slot 57) cussie(slot 52) boots support bodyslide most of part maybe you wonder how do i get that? just type 'Crusader 4' in console menu or use AddItemmenu SE I'm always Highly recommend AIM SE added HDT-SMP bone from one of TeamTAL's stuff also one on TeamTAL member helped retexture stuff I really appreciate that Here some of Animated HDT test GIF Submitter Outlawer Submitted 09/17/2019 Category Regular Mods Requires HDT-SMP Framework and Physics Regular Edition Compatible Not Applicable
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Hi Everybody, I am trying to port over some robes from LE to SSE, I have them converted but I am stuck trying to add physics to the pieces that had it, from what I see I need to make some kind of code? I'm wondering if anybody has a guide or is willing to help me in any way. These are the robes I am trying to port if anybody is interested. Thanks
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First step in making something work better than it is now – is to understand how something works now. (c) me. When I decided to use SMP, I found no *awesome* guides or explanations about. So here it is (I hope). Whom is this explanation guide for? For those who know about HDT physics already and uses it, but wants SMP too. For those who does not know anything about it, but want some physics attached to female bodies. For those who just curious. What is HDT-PE really? This a tool-library that can: read physics configuration files and attach collision shapes to NiNodes/NiShapes in meshes or to skeleton nodes; calculate collisions of HDT-PE shapes to enable interactions with other HDT-PE-shapes attached to nodes; transform meshes. What is HDT-SMP really? Just like HDT-PE. But, it has more precise calculations, and it can calculate very complex collision shapes. On the other side – it eats more CPU time. [HDT-PE and HDT-SMP definitions from other point of view you can read in this post] Ok. Let’s see how HDT physics attaches to body. Physics can be attached to any mesh. However, hdtphysicsextension.dll will do its work only for EQUIPPED meshes, so most common case – is attaching physics to head (you can use nifscope to look in or do simple edits – like creating HDT Havok Path NiStrings - to mesh-files): Let’s look what is in the configuration files. Use JustForFun tool for it, since to understand anything in HDT config by viewing it in notepad is real pain. Since one of config files is hdtThighs.xml, let’s choose it as example: Hey! But, head-mesh does not have those NiNodes! Yes. However, head is usually attached to body, so hdtPhysicsExtension.dll will do its calculations for ANY EQUIPPED mesh with listed in config nodes. As you see, body has correct NiNodes: You can delete any entry in justforfun editor from hdt config file and hdtPhysicsExtension.dll will do less calculations. And, of course, you will see less physics in game. But, that is The Key to use HDT and SMP simultaneously. Ok, now it should be clear about how HDT attaches and works, but what is about SMP? It attaches in the same way: Oh, I forgot to tell one more way of applying of HDT-PE. HDT-PE can be applied to equipped mesh if mesh have NiNones/NiGeometry listed in hdtPhysicsExtensionsDefaultBBP.xml, if hdtPhysicsExtensionsDefaultBBP.xml exists and is not "blank. (Thus, some grarphical glitches can be caused by HDT-PE + SMP, because they will fight for controlling same NiGeometry.) But, installation and setting up SMP is complicated a little. I personally use BHUNP (thanks to Baka). There is only one bad thing during installation: Choose wisely. It installs hdtskinnedmesh configs with different writing order of float numbers. Another note: you can install havoc objects but its not used by mod esp (but you can create one yourself or use them as example). Yet another note: you will have to build collision meshes(in bodyslide) that BHUNP3BBB mod attaches then you will press magic key to enable SMP for player or NPC(instead of attaching havoc objects). Before you install any SMP body you should install XP32 skeleton with correct option: use “Physics extensions”. SMP works for it too. Ok. We installed correct XP32 skeletons, installed BHUNP and built collision meshes for player, built cups we want to use for NPC- if we (I not, I use HDT for female NPC and BHUNP-TBBP bodies for them). But what about editing SMP configs? Well, it just like with HDT, but we don’t have JustForFun. Only notepad, only hardcore. Hovewer – SMP config structures is much better: For example. I like better how HDT interacts with thighs, then I delete from config file (THAT IS ATTACHED TO SPECIAL MESH USED FOR PLAYER) this wall of text: And the last thing you might need is smp-pe-patch, that I grabbed I don't remember where(but I remember that I did not forgot to say "thank you!"). smp-pe-bundle.zip And of course if you want collisions of female bodies with some other 'bodies', make sure to have correct config files attached to correct meshes. Now you know all you need about HDT and HDT-SMP to make your own path in HDT-PE + HDT-SMP setup. As an example: I have HDT-PE+HDT-SMP for main character (belly collisions with some objects by HDT-PE is better - because they are visible:) ), HDT-PE for female NPC, HDT-SMP or HDT-PE+HDT-SMP for creatures (by mood).
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View File Rises of Eros Alana Steelhare CBBE 3BA HDT-SMP Alana's Steelhare Costume from Game 'Rises of Eros' -Support 0-100 weight morph model -Support Bodyslide (Based CBBE 3BA) -2 Custom ZapSlider (crotch cover, Hip tail) -HDT-SMP Physics (Hair band) -2 main outfit(White and Black variation) -2 Hair band with wig(White and Black)(Can colorized) -2 Hairband Standalone(White and Black) -Only Female Can wear it -Only Can get with AddItemMenu Things(https://www.nexusmods.com/skyrimspecialedition/mods/17563) If you wanna Support my work Ko-fi.com/outlawer Submitter chole Submitted 08/12/2025 Category Regular Mods Requirements CBBE 3BA, Faster HDT-SMP Regular Edition Compatible Not Applicable Install Instructions
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So i am new to all this, have any one of you seen the psyche animations pack? If you did you must have seen the gifs and the glorious body physics that were in the gifs. Can someone help me to achieve those with a unnp body? Psyche told that he used cbbe, if that's not possible I am ready to switch to cbbe just for those glorious titties. So any help to achieve such physics is appreciated.
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My cbpc and smp aren't working. both jiggle physics and collisions. I use https://www.nexusmods.com/skyrimspecialedition/mods/30174 as my body mod and The Pure for textures. Also for some reason using faster hdt-smp causes my game to crash when equipping hdt hair in racemenu. The other problem I'm having is Enemy Ai doesn't register me as an enemy if if I continuously attack them, whether they be a bandit or a spider. Below is my Load order and Skyrim ini. modlist.txt skyrim.ini
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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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