astor Posted November 4, 2013 Posted November 4, 2013 I too get infinite load screens or outright ctd. I have too many mods to blame this one directly, but I get around the issue by using "coc qasmoke" at the main menu, then loading my save from there.
D_ManXX2 Posted November 4, 2013 Posted November 4, 2013 Try switching to mod organizer. and only use mods you really need and switch all the others off or you will overload your game and get bugs like infinite loading screen because there is no more memory to continue.
DigitalVixen Posted November 4, 2013 Posted November 4, 2013 I just installed HDT and my experiences is a bit mixed thus far. I'm not sure if this is a settings thing in the xml or if it is intended. but when my character walks only her breast move a little, butt becomes rigid (as far as I can tell). Soon as I stop the butt jiggles quite a lot. I thought at first that it may have something to do with the TBBP animations I have, so I removed the walking animations temporarily to test (ran FNIS whenever I changed animations, of course) but having them there or not makes no difference. So either I can enjoy the TBBP jiggling or the HDT one, not both, it seems. Hmm. :|
DigitalVixen Posted November 4, 2013 Posted November 4, 2013 I realised I may have left out some critical information, lol. I get the exact same behaviour regardless of which of the HDT versions I have tried. Tested: 7-22 9-28 11-2
xp32 Posted November 4, 2013 Posted November 4, 2013 Ive tried ponytail mod and it worked but it was latest version it still looked snake-like movement to me and it clip through my body and after while it stopped moving animations not there anymore and got a very long disformed tail on head of my back lol. So for now ive deinstalled it and wait for a better version. Video shown here looks great but i only saw it clip through her arms in my case it clipped through my whole body. My pc can easly handle this its high end so no problem there. that is weird, If you are using the same version of mine that we are talk about, it won't clip through the body just like what u saw on the vid. For the arms clipping, I haven't released the version that I'm working right now.. Well at least it at stage "testing in game" and It working. Btw, I found way to use hairline as secondary meshes and have it animated. As the result, I was using dual xml (divide into small two part) that injected into two nif (main hair and hairline). For some reason I don't know, I have less delta time than I thought it would be. That's mean as a good news to me
DigitalVixen Posted November 4, 2013 Posted November 4, 2013 I realised I may have left out some critical information, lol. I get the exact same behaviour regardless of which of the HDT versions I have tried. Tested: 7-22 9-28 11-2 One other problem I just now noticed. If I undress my character the customized sizes of her moves back to the standard for the body and all physics stops working. As soon as I equip the armour again it starts working again. I don't get this kind of behaviour when HDT is not present.
Nshell Posted November 4, 2013 Posted November 4, 2013 Atiman Uninstaller 7.0.2 (used to thoroughly clean out Catalyst drivers - highly recommended) Yes good ! I just used it and it fucked up my computer... get BSOD on every boot... you obviously didnt read the logs... that aplication is a master piece! it checks all possible negative events after it removed the files. and it advises you what to do next, if its safe to reboot or not after it removed all AMD related references and files. Edit: have you been able to boot in safe mode?
Changer Posted November 4, 2013 Posted November 4, 2013 i dont know if someone has already written that somewhere here, but i had the "jitter"-problem even with the newer releases until i set "EnableVSync=false" in my enb settings... with enabled vsynch i have jittering (without waitbusyrenderer) so if other encounter the same problem, try turning off vsynch... (setting an FPSLimit works ok for me atm)
Whizkid Posted November 5, 2013 Posted November 5, 2013 i had no problems with 11.2, but the latest version 11.3 (i think), freezes the ponytail somehow..., it moves then after a while it stop moving, I have since reverted back to 11.2
Monsto Brukes Posted November 5, 2013 Author Posted November 5, 2013 there are "quadify mesh" modifier and I think it would help a lot if we have probs with tris. I try to do some new hair but somehow it always "fall off" as debris. As if it's ignoring its attachment to its parent rigid body which is keyframed On another note, Here is Stabilized Version of Ponytail Hair with HDT-havok PhysX. Finally got rid "snake-like" behavior and it act like proper thing Ponytail for HDTphyscis extension.7z This is standalone version with its own esp (you need to use showracemenu again since I use different ID for the hair). Well, you free to modify it anyway HDTPhysX plugin 11-03 10:23 (compressed/2mb version) hdtPhysicsExtensions.7z Added to the 2nd post. Should I add anything?
Monsto Brukes Posted November 5, 2013 Author Posted November 5, 2013 I realised I may have left out some critical information, lol. I get the exact same behaviour regardless of which of the HDT versions I have tried. Tested: 7-22 9-28 11-2 One other problem I just now noticed. If I undress my character the customized sizes of her moves back to the standard for the body and all physics stops working. As soon as I equip the armour again it starts working again. I don't get this kind of behaviour when HDT is not present. What body are you using? sounds like it's not a TBBP weight painted mesh.
Hawke Posted November 5, 2013 Posted November 5, 2013 I'm having trouble trying to download the latest release, not sure if I'm doing something wrong or the site doesn't like firefox but when selecting the .dll and xml files and then the download button. It tries to download a file named BaiduYunGanjia_4.2.1.exe (7.9MB), which I'm pretty sure isn't the file I want. Is anyone else having the same problem?
toastie2035 Posted November 5, 2013 Posted November 5, 2013 I know I'm probably going to sound like a total noob and that this is probably a stupid question, but is there no way to get the butt to jiggle when walking? I'm using a CBBE TBBP body, and I think I have the proper skeleton and everything, but when I enable the HDT physics the butt jiggle disappears. It will jiggle once I stop walking, but stiff as a board when in motion. Breast physics are fine. Thanks for any help.
jacques00 Posted November 5, 2013 Posted November 5, 2013 I'm having trouble trying to download the latest release, not sure if I'm doing something wrong or the site doesn't like firefox but when selecting the .dll and xml files and then the download button. It tries to download a file named BaiduYunGanjia_4.2.1.exe (7.9MB), which I'm pretty sure isn't the file I want. Is anyone else having the same problem? That is an install to the downloader program--no, you don't want that. Just hit the white button instead of the blue one. Hope this helps. On another note, Here is Stabilized Version of Ponytail Hair with HDT-havok PhysX. Finally got rid "snake-like" behavior and it act like proper thing Ponytail for HDTphyscis extension.7z This is standalone version with its own esp (you need to use showracemenu again since I use different ID for the hair). Well, you free to modify it anyway HDTPhysX plugin 11-03 10:23 (compressed/2mb version) hdtPhysicsExtensions.7z xp32, I'm using your hair mod without the .esp by way of replacing certain meshes and textures and adjusting the file paths accordingly. After experimenting for a bit, I ran into an issue and I was wondering: can the hair physics work on more than one character of the same type? I ask this because I am using a custom mod that alters mannequins and to test your hair out on them, I did as I mentioned above, replacing meshes and textures and reassigning the file paths accordingly, so I know it's not a loading issue. The thing is, the hair works fine... but only for one character--or in my case, one mannequin in a house of four total. The other mannequins load up fine but the physics-controlled portions (the ponytail itself) is stretched to infinity (like the infinity boob stretching of the early versions of the HDT Physics plugin; but this time, they don't stretch back to their parents). I assume the bones are just stuck at a certain coordinate and don't stretch back because the values are only calculated to one ponytail (the one on the mannequin that doesn't have a stretched ponytail). Further evidence of this is: if I activate the mannequin that has the hair stretched, the ponytail of the one with the corrected hair jumps and starts moving (the mannequin mod allows for living and moving mannequins, so they can animate and the physics react accordingly). When the mannequin with the corrected hair moves on it's own, the hair moves as it should--it's all the other mannequins, their ponytails all seem to be stretched to infinity. When my character traveled to another place that had it's own mannequin, that loaded up fine, but that cell only had just one (Dawnstar Sanctuary). So as far as I know, this bug may appear in cells where there are multiple characters that use the same hair. This may bring up concerns for multiple characters who wear physics-based hair may experience that infinity stretching. Again, I don't have the .esp active, so I have no idea if that enables skeletal-relations to the hair mesh itself (though I'm doubtful, I'm sure it just enables the hair to be a selectable option). I advise testing this hair with multiple NPCs wearing it. Hopefully this information helps in some way. Edit: I just tested this with the HDT Physics unlinked (by deleting the extra node in the .nif file) and it seems to be a simpler problem (relatively speaking). The problem persists in the exact same way, just without physics animations, so I assume it's a skeleton issue (anything past "NPC Head" will not position itself properly--so "Azar03PT 01" and beyond are the rogue bones... maybe it's a naming issue?). However you embedded the skeleton information into the .nif file, it's only good for one character in the cell instead of multiple ones. I can't pinpoint why, but maybe this information may help.
jacques00 Posted November 5, 2013 Posted November 5, 2013 I know I'm probably going to sound like a total noob and that this is probably a stupid question, but is there no way to get the butt to jiggle when walking? I'm using a CBBE TBBP body, and I think I have the proper skeleton and everything, but when I enable the HDT physics the butt jiggle disappears. It will jiggle once I stop walking, but stiff as a board when in motion. Breast physics are fine. Thanks for any help. Depending on your movement animations, that is how the butt physics work at current, unfortunately. Several other factors incorporate into how the butt moves with the physics (like mesh shape and skin weights, bone position, .xml settings, etc.), but in general, the plugin is dynamically animating it within it's limits, so that is how it appears.
toastie2035 Posted November 5, 2013 Posted November 5, 2013 I know I'm probably going to sound like a total noob and that this is probably a stupid question, but is there no way to get the butt to jiggle when walking? I'm using a CBBE TBBP body, and I think I have the proper skeleton and everything, but when I enable the HDT physics the butt jiggle disappears. It will jiggle once I stop walking, but stiff as a board when in motion. Breast physics are fine. Thanks for any help. Depending on your movement animations, that is how the butt physics work at current, unfortunately. Several other factors incorporate into how the butt moves with the physics (like mesh shape and skin weights, bone position, .xml settings, etc.), but in general, the plugin is dynamically animating it within it's limits, so that is how it appears. Ah, I see. I'm using the Victoria's High Heel Walk Walk Animation BBBB (seen here: http://skyrim.nexusmods.com/mods/25070/?) if that helps you in any way. Is it possible to adjust the physics within the HDT plugin itself? I'm assuming is possible that would require knowledge of .xml, which I have none. Also, I don't know if this is of any assistance, but if I disable and remove the plugin in completely butt-jiggle returns, but I reckon that's because HDT overrides the physics of the original animation...? Somehow, I screwed that entire post up when using the Quote feature. Sorry.
Whizkid Posted November 5, 2013 Posted November 5, 2013 I'm having trouble trying to download the latest release, not sure if I'm doing something wrong or the site doesn't like firefox but when selecting the .dll and xml files and then the download button. It tries to download a file named BaiduYunGanjia_4.2.1.exe (7.9MB), which I'm pretty sure isn't the file I want. Is anyone else having the same problem? That is an install to the downloader program--no, you don't want that. Just hit the white button instead of the blue one. Hope this helps. On another note, Here is Stabilized Version of Ponytail Hair with HDT-havok PhysX. Finally got rid "snake-like" behavior and it act like proper thing Ponytail for HDTphyscis extension.7z This is standalone version with its own esp (you need to use showracemenu again since I use different ID for the hair). Well, you free to modify it anyway HDTPhysX plugin 11-03 10:23 (compressed/2mb version) hdtPhysicsExtensions.7z xp32, I'm using your hair mod without the .esp by way of replacing certain meshes and textures and adjusting the file paths accordingly. After experimenting for a bit, I ran into an issue and I was wondering: can the hair physics work on more than one character of the same type? I ask this because I am using a custom mod that alters mannequins and to test your hair out on them, I did as I mentioned above, replacing meshes and textures and reassigning the file paths accordingly, so I know it's not a loading issue. The thing is, the hair works fine... but only for one character--or in my case, one mannequin in a house of four total. The other mannequins load up fine but the physics-controlled portions (the ponytail itself) is stretched to infinity (like the infinity boob stretching of the early versions of the HDT Physics plugin; but this time, they don't stretch back to their parents). I assume the bones are just stuck at a certain coordinate and don't stretch back because the values are only calculated to one ponytail (the one on the mannequin that doesn't have a stretched ponytail). Further evidence of this is: if I activate the mannequin that has the hair stretched, the ponytail of the one with the corrected hair jumps and starts moving (the mannequin mod allows for living and moving mannequins, so they can animate and the physics react accordingly). When the mannequin with the corrected hair moves on it's own, the hair moves as it should--it's all the other mannequins, their ponytails all seem to be stretched to infinity. When my character traveled to another place that had it's own mannequin, that loaded up fine, but that cell only had just one (Dawnstar Sanctuary). So as far as I know, this bug may appear in cells where there are multiple characters that use the same hair. This may bring up concerns for multiple characters who wear physics-based hair may experience that infinity stretching. Again, I don't have the .esp active, so I have no idea if that enables skeletal-relations to the hair mesh itself (though I'm doubtful, I'm sure it just enables the hair to be a selectable option). I advise testing this hair with multiple NPCs wearing it. Hopefully this information helps in some way. Edit: I just tested this with the HDT Physics unlinked (by deleting the extra node in the .nif file) and it seems to be a simpler problem (relatively speaking). The problem persists in the exact same way, just without physics animations, so I assume it's a skeleton issue (anything past "NPC Head" will not position itself properly--so "Azar03PT 01" and beyond are the rogue bones... maybe it's a naming issue?). However you embedded the skeleton information into the .nif file, it's only good for one character in the cell instead of multiple ones. I can't pinpoint why, but maybe this information may help. i have this same problem using "Mannequins Look Like YOU - MLLY" http://skyrim.nexusmods.com/mods/17710/?, whereas when i use another mod Female Mannequins Heartfires Breton-28850-1-11, the problem goes away, reason is obvious, MLLY copies or uses your character as a replacer for the mannequin, therefore when using the ponytail this problem happens as stated in the above post. looks like a nif issue as the hair clippings on head gear on the mannequins, not all helmets, ebony/dwarven helmets (most of the full face covered helmets) works without this problem i.e. hair stretches infinity.
jacques00 Posted November 5, 2013 Posted November 5, 2013 Ah, I see. I'm using the Victoria's High Heel Walk Walk Animation BBBB (seen here: http://skyrim.nexusmods.com/mods/25070/?) if that helps you in any way. Is it possible to adjust the physics within the HDT plugin itself? I'm assuming is possible that would require knowledge of .xml, which I have none. Also, I don't know if this is of any assistance, but if I disable and remove the plugin in completely butt-jiggle returns, but I reckon that's because HDT overrides the physics of the original animation...? Yes, the butt and breast jiggle of those animations will play alongside the HDT Physics, assuming that you have the "skeleton_female.hkx" still active. If you rename or delete that file, the BBBB animations will still run, but HDT Physics will take over the breast and butt movements. You can try out either method and find out which looks better for you. I'm assuming that the butt animations are being cancelled out by the movement of the HDT calculations since they could be moving opposite of each other and will visually look stale. If you look around on this thread, you might be able to find some preset .xml files others have made to play around with, just make sure to back up your default files in case you want to revert back.
Hawke Posted November 5, 2013 Posted November 5, 2013 Thanks for the help jacques00, got it working now.
xp32 Posted November 5, 2013 Posted November 5, 2013 @jacques00 the answer is might be simple.. why..? the meshes that rigged with specific bone (nif) could be applied any character in a cell but they need to have Different ID as actor. As for the secondary rig for the bone, it will call skeleton map for the transform position-rotation coordinate (x,y,z) which have similar function the skeleton.nif.. What are they? skeleton.hkx/skeleton_female.hkx One reason why only the breast that got deformed but the bodies were not, those breast bone are not properly rigid to its parents bone. As default it will act as debris. havok will simulate this situation and the result The bone fall off to infinity below by following gravity value as well as the meshes that rig with those bones. Now now back to your mannequin, are sure they have different actors ID? this is just theory of mine
jacques00 Posted November 5, 2013 Posted November 5, 2013 @jacques00 the answer is might be simple.. why..? the meshes that rigged with specific bone (nif) could be applied any character in a cell but they need to have Different ID as actor. As for the secondary rig for the bone, it will call skeleton map for the transform position-rotation coordinate (x,y,z) which have similar function the skeleton.nif.. What are they? skeleton.hkx/skeleton_female.hkx One reason why only the breast that got deformed but the bodies were not, those breast bone are not properly rigid to its parents bone. As default it will act as debris. havok will simulate this situation and the result The bone fall off to infinity below by following gravity value as well as the meshes that rig with those bones. Now now back to your mannequin, are sure they have different actors ID? this is just theory of mine I mean simpler as in I've narrowed down the number of culprits that could be causing the issue--just to note that physics was not the issue, but a skeleton/actor (as you noted) issue. So the same bone chain (that makes up the ponytail) should also exist on the "skeleton*.hkx" files for it to carry on the effect for multiple characters? Using the console and clicking each mannequin, the IDs are 6e0411e2, 6e0411e3, 6e0411d8, and 6e0411dd--all having the baseID of 0089a85 (which identify them as, of course, mannequins). Of these four, only the one with the ID of 6e0411e2 has the non-stretching ponytail.
tuctuc Posted November 5, 2013 Posted November 5, 2013 i dont know if someone has already written that somewhere here, but i had the "jitter"-problem even with the newer releases until i set "EnableVSync=false" in my enb settings... with enabled vsynch i have jittering (without waitbusyrenderer) so if other encounter the same problem, try turning off vsynch... (setting an FPSLimit works ok for me atm) No need to use waitbusyrenderer, not me atleast. Best working method for me was just enabling vsync from ENB. I had some really strange behaviour when i was forcing vsync through Nvidia drivers and also only had bad experiences with ENB FPS limiter. But everybodys different...I have a 120Hz monitor and ENB does not seem to like it when i force things For everybody who are trying what works for you be sure to have iPresentInterval=0 in skyrimprefs.ini under [Display] when you force through drivers and iPresentInterval=1 when you want to use ENB vsync. EDIT: forgot to mension i'm using HDT v11-3.
fiewiel Posted November 5, 2013 Posted November 5, 2013 I thought if you enable ipresentinterval in the skyrimprefs.ini you enable vsync in game? Whats the point in enabling vsync in game and in the enb settings?
tuctuc Posted November 5, 2013 Posted November 5, 2013 I thought if you enable ipresentinterval in the skyrimprefs.ini you enable vsync in game? Whats the point in enabling vsync in game and in the enb settings? Read it from the ENBseries forum...this straight from Boris. "If vsync enabled in the enblocal.ini, then it enabled only if enabled in skyrimprefs.ini." http://enbdev.com/enbseries/forum/viewtopic.php?f=2&t=2493&sid=412e9e26f8c6bb35b5563429372b3dff&start=20
HydrogensaysHDT Posted November 5, 2013 Posted November 5, 2013 i dont know if someone has already written that somewhere here, but i had the "jitter"-problem even with the newer releases until i set "EnableVSync=false" in my enb settings... with enabled vsynch i have jittering (without waitbusyrenderer) so if other encounter the same problem, try turning off vsynch... (setting an FPSLimit works ok for me atm) No need to use waitbusyrenderer, not me atleast. Best working method for me was just enabling vsync from ENB. I had some really strange behaviour when i was forcing vsync through Nvidia drivers and also only had bad experiences with ENB FPS limiter. But everybodys different...I have a 120Hz monitor and ENB does not seem to like it when i force things For everybody who are trying what works for you be sure to have iPresentInterval=0 in skyrimprefs.ini under [Display] when you force through drivers and iPresentInterval=1 when you want to use ENB vsync. EDIT: forgot to mension i'm using HDT v11-3. that's because your framerate is higher than the limit. waitbusyrenderer is needed if fps is lower than the limit(enb's or vsync etc.)
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