Morrigan235 Posted January 2, 2025 Posted January 2, 2025 Hello there, and thank you again for all the updates! It's so nice seeing this keeps getting updated and still works as of today. Just a little heads up though, concerning the balls physics. I tried them on a few different models, and it seems that for Noir's penis, the soft penis is slightly deformed. Seems fine with the default WW one and Simdulgence's seem to ignore RTBP completely (probably has to do with Simmotion). Here's what it looks like, I know it's nowhere near your top priorities, but I thought I would let you know. Cheers!
flexomat Posted January 3, 2025 Posted January 3, 2025 Is it normal (this being a "highly experimental mod") that boobies and butts will just start jiggling randomly sometimes, until they've calmed down?
CPVC Posted January 8, 2025 Author Posted January 8, 2025 On 1/2/2025 at 7:42 AM, Morrigan235 said: Hello there, and thank you again for all the updates! It's so nice seeing this keeps getting updated and still works as of today. Just a little heads up though, concerning the balls physics. I tried them on a few different models, and it seems that for Noir's penis, the soft penis is slightly deformed. Seems fine with the default WW one and Simdulgence's seem to ignore RTBP completely (probably has to do with Simmotion). Here's what it looks like, I know it's nowhere near your top priorities, but I thought I would let you know. Cheers! Ball physics aren't great. The method I use for creating the bones is not ideal. The method used is similar to butt bones: every single vertex inside a sphere is modified to use the new bones. The problem with balls is that they are tucked up very close to the body and penis. It's hard to select just the ball vertices. I really need to find a better way of doing this. On 1/3/2025 at 10:42 AM, flexomat said: Is it normal (this being a "highly experimental mod") that boobies and butts will just start jiggling randomly sometimes, until they've calmed down? Yes, that's normal. The simulator are recreated everytime the game loads a new mesh. Gravity takes effect and the targeted body parts will fall down and bounce back up until they reach equilibrium.
runitup Posted January 10, 2025 Posted January 10, 2025 (edited) Not working after returning to Sims, used to work fine but now the RTBP popup doesn't even show on launch And yes I am running TS4_DX9_x64.exe I even removed all of my mods with nothing but RTBP installed and absolutely no luck. Edit: So apparently it was something so simple as to enabling Windowed Fullscreen mode, without this there will be no RBTP watermark upon launch. Edited January 10, 2025 by runitup
HentaiGnome Posted January 17, 2025 Posted January 17, 2025 (edited) Hey @CPVC, just dropped by to say thanks for this mod. I actually haven't been able to try it out yet, but that's only because I'm looking forward to the DX11 version. I hope you haven't abandoned this mod! I think I can speak for others that a lot of us are waiting for it lol. Again, just wanted to say thanks for this in advance. (P.S. If you need someone to be a beta tester of sorts, feel free to hit me up! I'd be glad to do it.) Edited January 17, 2025 by HentaiGnome 2
CPVC Posted January 18, 2025 Author Posted January 18, 2025 12 hours ago, HentaiGnome said: Hey @CPVC, just dropped by to say thanks for this mod. I actually haven't been able to try it out yet, but that's only because I'm looking forward to the DX11 version. I hope you haven't abandoned this mod! I think I can speak for others that a lot of us are waiting for it lol. Again, just wanted to say thanks for this in advance. (P.S. If you need someone to be a beta tester of sorts, feel free to hit me up! I'd be glad to do it.) Don't worry, I'm still working on it. DirectX 11 support is mostly done. I'm just working out the kinks. Progress has been a little slow, but I've got everything hooked and I'm in complete control. Now it's just a matter of working out how everything works. I can already do things. I can modify meshes and mess with bone matrices. I just gotta line everything up and we ought to be in business. 8
HentaiGnome Posted January 19, 2025 Posted January 19, 2025 On 1/17/2025 at 11:46 PM, CPVC said: Don't worry, I'm still working on it. DirectX 11 support is mostly done. I'm just working out the kinks. Progress has been a little slow, but I've got everything hooked and I'm in complete control. Now it's just a matter of working out how everything works. I can already do things. I can modify meshes and mess with bone matrices. I just gotta line everything up and we ought to be in business. Awesome, that's really great news! Definitely looking forward to it then.
moddingisfrustration Posted January 21, 2025 Posted January 21, 2025 (edited) Not really sure what I'm doing wrong here. I've downloaded the latest version and installed with the installer, but I've also tried installing it manually, as well as trying the experimental version. The mod's in the mod folder, and I'm launching the game with the dx9 exe, but I've never managed to get the mod to work. I even made sure to open the ports in the firewall, but I still just get WinError 10061. Also there's no log file the in RTBP folder, so I've got nothing to go on there. Edited January 21, 2025 by moddingisfrustration
CPVC Posted January 22, 2025 Author Posted January 22, 2025 On 1/20/2025 at 7:13 PM, moddingisfrustration said: Not really sure what I'm doing wrong here. I've downloaded the latest version and installed with the installer, but I've also tried installing it manually, as well as trying the experimental version. The mod's in the mod folder, and I'm launching the game with the dx9 exe, but I've never managed to get the mod to work. I even made sure to open the ports in the firewall, but I still just get WinError 10061. Also there's no log file the in RTBP folder, so I've got nothing to go on there. "dx9.exe"? Is that the 32 bit version? RTBP only works with the 64 bit version. You need to run "TS4_DX9_x64.exe".
saltandsour Posted January 24, 2025 Posted January 24, 2025 @CPVC do you think its possible that we can get collision physics in built into the bodies of the sims while playing animation. I think your mod already adds spring bones to female sims. So is it possible to give soft collision between bodies interacting each other during animations? 1
moddingisfrustration Posted January 24, 2025 Posted January 24, 2025 (edited) On 1/21/2025 at 8:50 PM, CPVC said: "dx9.exe"? Is that the 32 bit version? RTBP only works with the 64 bit version. You need to run "TS4_DX9_x64.exe". I just didn't type the full name out, that is the exe I'm using to launch the game. There doesn't appear to even be a 32 bit version in my Bin folder. Edited January 24, 2025 by moddingisfrustration
moddingisfrustration Posted January 24, 2025 Posted January 24, 2025 (edited) Okay, so apparently I still had -dx11 as a launch parameter in the EA app, and that seems to bypass the dx9 exe. I replaced it with -dx9, and now it crashes on launch instead. I've attached the log file. Guessing some kind of driver issue? I'll try updating my amd drivers, hopefully the latest version fixed the driver timeout issue that had me rolling them back in the first place. Edit: Okay maybe not gonna update the drivers, sounds like they're still broken af. Not really sure where to go from here. Edit2: I forgot to mention that it crashes with both the latest stable and experimental versions. Edit3: So apparently the only way I can get the game to not launch the dx11 version is to use the -dx9 flag, however doing so make the game unable to launch because it thinks my gpu can't run the game. Log.txt Edited January 24, 2025 by moddingisfrustration
Morrigan235 Posted January 25, 2025 Posted January 25, 2025 Hey again, so lately I've been getting this error, mostly at random, but happens also in CAS. Any idea as to what would cause this to happen? [RTBP.ERRO 00:41:13.42] _EXCEPTION_RECORD(Access Violation) Backtrace: 0: 0x7ffc172d5970 ZN18StackframeIteratorC1Ev 1: 0x7ffc172d409a Z15writeStacktraceRSo 2: 0x7ffc172d3d2c Z23updateOrderedDebugFlagsv 3: 0x7ffc172d3d2c Z23updateOrderedDebugFlagsv 4: 0x7ffc81b444d0 UnhandledExceptionFilter 5: 0x7ffc83ef4600 memset 6: 0x7ffc83edcdb0 _C_specific_handler 7: 0x7ffc83ef27a0 _chkstk 8: 0x7ffc83ea20d0 RtlRaiseException 9: 0x7ffc83ef13a0 KiUserExceptionDispatcher 10: 0x1e06cd20 PyObject_GatherPoolStatus 11: 0x15d5b920 PyInit__math 12: 0x1541eff0 PyInit__social 13: 0x15a6a210 PyInit___animation 14: 0x153d6f30 load 15: 0x158e3b10 PyInit__action_primitive 16: 0x7ffc81571b20 configthreadlocale 17: 0x7ffc82e17360 BaseThreadInitThunk 18: 0x7ffc83e9cc70 RtlUserThreadStart Thanks!
CPVC Posted January 27, 2025 Author Posted January 27, 2025 On 1/24/2025 at 12:46 AM, moddingisfrustration said: Okay, so apparently I still had -dx11 as a launch parameter in the EA app, and that seems to bypass the dx9 exe. I replaced it with -dx9, and now it crashes on launch instead. I've attached the log file. Guessing some kind of driver issue? I'll try updating my amd drivers, hopefully the latest version fixed the driver timeout issue that had me rolling them back in the first place. Edit: Okay maybe not gonna update the drivers, sounds like they're still broken af. Not really sure where to go from here. Edit2: I forgot to mention that it crashes with both the latest stable and experimental versions. Edit3: So apparently the only way I can get the game to not launch the dx11 version is to use the -dx9 flag, however doing so make the game unable to launch because it thinks my gpu can't run the game. Log.txt 2.19 kB · 1 download On 1/25/2025 at 3:33 AM, Morrigan235 said: Hey again, so lately I've been getting this error, mostly at random, but happens also in CAS. Any idea as to what would cause this to happen? [RTBP.ERRO 00:41:13.42] _EXCEPTION_RECORD(Access Violation) Backtrace: 0: 0x7ffc172d5970 ZN18StackframeIteratorC1Ev 1: 0x7ffc172d409a Z15writeStacktraceRSo 2: 0x7ffc172d3d2c Z23updateOrderedDebugFlagsv 3: 0x7ffc172d3d2c Z23updateOrderedDebugFlagsv 4: 0x7ffc81b444d0 UnhandledExceptionFilter 5: 0x7ffc83ef4600 memset 6: 0x7ffc83edcdb0 _C_specific_handler 7: 0x7ffc83ef27a0 _chkstk 8: 0x7ffc83ea20d0 RtlRaiseException 9: 0x7ffc83ef13a0 KiUserExceptionDispatcher 10: 0x1e06cd20 PyObject_GatherPoolStatus 11: 0x15d5b920 PyInit__math 12: 0x1541eff0 PyInit__social 13: 0x15a6a210 PyInit___animation 14: 0x153d6f30 load 15: 0x158e3b10 PyInit__action_primitive 16: 0x7ffc81571b20 configthreadlocale 17: 0x7ffc82e17360 BaseThreadInitThunk 18: 0x7ffc83e9cc70 RtlUserThreadStart Thanks! I can see from both of your exception records that you are both having the same problem. I'll look into fixing this. Thanks to your information, I know exactly where to start.
moddingisfrustration Posted January 28, 2025 Posted January 28, 2025 I updated my GPU drivers to the latest and that fixed the issue where the Sims wouldn't detect my card when launching with DX9. Now that I can actually launch the game the mod works fine. My pc on the other hand blue screened immediately, but I'm pretty sure that's got nothing to do with the mod, and everything to do with AMD's jank drivers.
yeasgz Posted January 29, 2025 Posted January 29, 2025 wish there was a search function in the threads so i can see if this was asked already but- is there a fix for things having weird glitch textures when they transition from being visible to not visible or is that something that's going to be fixed later on?
Dwjliel Posted January 29, 2025 Posted January 29, 2025 1 hour ago, yeasgz said: wish there was a search function in the threads so i can see if this was asked already but- is there a fix for things having weird glitch textures when they transition from being visible to not visible or is that something that's going to be fixed later on?
grbrbrbsald Posted January 29, 2025 Posted January 29, 2025 (edited) hello, i'm not sure what's going on but gshade or reshade don't detect rtbp at all despite using the rtbp installer which is supposed to detect them. do i have to select specific settings when installing gshade or reshade? not only that but butt physics don't work except when switching between sims in cas and when wicked whims animations change. the breast physics are fine. Edited January 29, 2025 by grbrbrbsald
yeasgz Posted January 30, 2025 Posted January 30, 2025 15 hours ago, Dwjliel said: Ty Seems this hasn't been asked tho so i'm wondering if its a new bug or my game just being weird. But it does go away when I stop simulating the physics.
frenchussay Posted February 5, 2025 Posted February 5, 2025 Unsure what is causing it, but sometime when switch to turning off gshade: an RTBP error pops up and completely closes my game if click "okay" Will try to get a screenshot when it happens again. It's been happening a lot recently & it's been destroying progress in game so much.
eldr3d Posted February 16, 2025 Posted February 16, 2025 (edited) Hi there! Have you considered adding collisions to your mod? The way that CBPC (Skyrim physics mod) does it is pretty simple and performant, they just have a bunch of sphere colliders that approximate the meshes roughly. Even if collisions between bodies might be too expensive, just having colliders that can collide with the body should drastically improve the way the physics look in my unqualified opinion. They prevent the breasts from collapsing in on themselves and esp. look nice when the models lie on their back, but also have a noticable effect in upright positions since the breast has to kind of flow around the body and can't just droop straight down. HDT-SMP uses the Bullet library, perhaps using that could lighten the work required to implement this? If you could deviate from the default skeleton, that would be ideal of course. The standard modded Skyrim skeleton has three breast bones, which sort of make up "rings" around the nipple, allowing greater control over how exactly the model is deformed in that spot. All popular body mods have that skeleton built-in and are correctly rigged with it. Perhaps the most advanced system is implemented in Naturalis, a plugin for Virt-a-Mate. VaM has the unique advantage that there is only one possible model, and all customizations are always applied via morphs. I think it is for that reason that the author of Naturalis could implement directional force morphing, which looks really good. Edited February 16, 2025 by eldr3d 2
CPVC Posted February 17, 2025 Author Posted February 17, 2025 14 hours ago, eldr3d said: Hi there! Have you considered adding collisions to your mod? The way that CBPC (Skyrim physics mod) does it is pretty simple and performant, they just have a bunch of sphere colliders that approximate the meshes roughly. Even if collisions between bodies might be too expensive, just having colliders that can collide with the body should drastically improve the way the physics look in my unqualified opinion. They prevent the breasts from collapsing in on themselves and esp. look nice when the models lie on their back, but also have a noticable effect in upright positions since the breast has to kind of flow around the body and can't just droop straight down. HDT-SMP uses the Bullet library, perhaps using that could lighten the work required to implement this? If you could deviate from the default skeleton, that would be ideal of course. The standard modded Skyrim skeleton has three breast bones, which sort of make up "rings" around the nipple, allowing greater control over how exactly the model is deformed in that spot. All popular body mods have that skeleton built-in and are correctly rigged with it. Perhaps the most advanced system is implemented in Naturalis, a plugin for Virt-a-Mate. VaM has the unique advantage that there is only one possible model, and all customizations are always applied via morphs. I think it is for that reason that the author of Naturalis could implement directional force morphing, which looks really good. Maybe someday. I don't know much about the Creation Engine, but I think it's fairly easy to mod? Like, there are official tools? RTBP doesn't touch any game logic, it just modifies the rendering. I'd have to map out most of the bones through ray casting. It would be difficult, but I suppose it's possible. Don’t expect anything like this soon. 2
eldr3d Posted February 19, 2025 Posted February 19, 2025 On 2/17/2025 at 8:14 AM, CPVC said: Maybe someday. I don't know much about the Creation Engine, but I think it's fairly easy to mod? Like, there are official tools? RTBP doesn't touch any game logic, it just modifies the rendering. I'd have to map out most of the bones through ray casting. It would be difficult, but I suppose it's possible. Don’t expect anything like this soon. Damn, I see. So you currently don't know anything about the rig at all, you're just working off of approximate vertex regions? If so, I think skinned mesh physics should still be possible? Although they are a lot more intensive than rigid collision physics. Creation Engine is very easy to mod for some things, there's a very well documented plugin system plus a tool to create plugins, but physics aren't in scope for that. It's comparable to tuning, I'd say. The physics mods rely on years of RE effort, big parts of the binary are mapped in an inofficial library. That's still a huge advantage, of course, and a lot of work from a lot of people. Btw, I don't mean to convey any sort of expectation towards you or this mod, it's pretty cool it exists at all! I'm just interested and having uninformed ideas. 1
CPVC Posted February 20, 2025 Author Posted February 20, 2025 12 hours ago, eldr3d said: Damn, I see. So you currently don't know anything about the rig at all, you're just working off of approximate vertex regions? If so, I think skinned mesh physics should still be possible? Although they are a lot more intensive than rigid collision physics. Creation Engine is very easy to mod for some things, there's a very well documented plugin system plus a tool to create plugins, but physics aren't in scope for that. It's comparable to tuning, I'd say. The physics mods rely on years of RE effort, big parts of the binary are mapped in an inofficial library. That's still a huge advantage, of course, and a lot of work from a lot of people. Btw, I don't mean to convey any sort of expectation towards you or this mod, it's pretty cool it exists at all! I'm just interested and having uninformed ideas. Yup. The actual mesh data in game doesn't line up with exported rigs. The only way I've found of determining bone indexes is by analyzing the mesh through geometric queries. At this time it’s not possible. I haven’t been able to isolate the model matrix. There’s currently no way to determine where a sim exists in 3D space, at least one that I’ve discovered. I’m not saying it’s impossible, but at this time it’s not feasible. 2
j87 Posted February 23, 2025 Posted February 23, 2025 Anyone else having graphical glitches with shadows and reflections? I have tested removing the mod and the glitches are gone.
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