Londo101 Posted February 11, 2023 Posted February 11, 2023 Hi, ich habe immer öfter das Problem, dass der Hintern meiner Figur "flattert". Wie kann ich das lösen? In wechem Chat kann ich vielleicht Hilfe dazu finden?
Londo101 Posted February 11, 2023 Posted February 11, 2023 Ich glaube, wir sprechen von etwas verschiedenem. Der Arsch wabbelt nicht etwa zu viel, sondern die ganze Partie flattert extrem. Das passiert auch manchmal bei den Haaren...
Londo101 Posted February 11, 2023 Posted February 11, 2023 6 minutes ago, t.ara said: Vielleicht flattert der Arsch auch, weil die FPS höher als 59,97/s eingestellt is (ENB-set-up) Warum nicht 60Hz? Aus Tradition und Erfahrung: https://www.nvidia.com/en-us/geforce/forums/shield-tv/9/247789/why-is-59940-hz-recommended-over-60hz/ Oh? Wo finde ich dieses setup?
Londo101 Posted February 11, 2023 Posted February 11, 2023 In der enblocal.ini habe ich das gefunden: [LIMITER] WaitBusyRenderer=false EnableFPSLimit=false FPSLimit=60.00 Ich setzte das jetzt mal auf 59.97 MAl sehen, was passiert...
cake22 Posted February 12, 2023 Posted February 12, 2023 On 1/14/2023 at 8:17 PM, t.ara said: The "flying skeleton" has been solved as far FNIS is not messing up. What I do mean by this I can in between explain more lower here. The phenomena only appeared to the last furniture, which I did, before I added that table. Interesting! This error is directly leading me again to the problem, which I have in mind since some weeks before christmas: I study the export results of FNIS inside the skyrim-behavior file, concentrated at the moment for the furniture builds. In between, I am sure that FNIS sadly is not seriously adding furnitures into the game in the correct way-this is a sad reality. At the moment I try to understand, why FNIS is doing that in the way how it is doing this (I search for a reason, why FORE made it in this way), means if there is maybe no other chance for FNIS to add that additional content correct, instead to write all the stuff in a "spared-version way" there inside the behavior-file. This is one reason, why the furnitures behave in such a way how it sometimes got visible-this has to do with an interruption of the started furniture-animation or the state between the first and the second task, which has this three (or more) stages in whole. The interruption is caused by the attachment of an restraint-asset, which is coming by a script - call or by an animated-object, which is loading. In the second case (AO), FNIS works well enough. This means, the error is not on the side of ZAP, their creators or on the scripters. On the other side is this a logical explanation and a round-up-explanation for the behavior of the FNIS furniture-issures, which at least are spending problems, since years (NPC alignment (angulary issures/missing skyrim-compatibility-"jump-into furniture-fail-attachment")/cam-directory not working well, the flying-skeleton/body, the randomly missing enter-animation-which only works instabile, different speed of the whole animation-process while using furnitures). Related of course to skyrim and to skyrim se. This is indeed the explanation, why the furniture-animations have been interrupted and corrupted by a "break", which suddenly showed this flying and deformed skeleton/screwed mesh of the body, which then is flying in circles around, until a furniture is again being entered. This interruption is based on this error inside of the built of FNIS´s furniture-structure, depending on the offered built, which I´d call: it´s "unluckily working". As long this can´t become solved, the furniture animations are more sensitive, come with all those compromises and can also "break", if too much code or too heavy assets have to become loaded during the use of furnitures. This logically seems to depend on the overall background-flow of the engine and probably this instability is more a problem occuring inside of LE, compared with SSE. But this doesn´t mean that SSE is compensating this problem. The problem is still a same. The flying skeleton/body is the expression of the animation-engine, waiting for another stage of the furniture-graph, which can not being entered because of a missing task to continue with a next stage of the animation-graph-anyway is the problem more worse-the whole furniture-structure which FNIS is offering inside of the behavior-file, is simply not suiting to skyrim´s animation engine, which is so sad. Replacing some old cloth with some new ones... Is some of this furniture already in the pack, or will this be in the next pack. Especially like the one where the hands are up above the head.
t.ara Posted February 12, 2023 Author Posted February 12, 2023 6 hours ago, cake22 said: Is some of this furniture already in the pack, or will this be in the next pack. Especially like the one where the hands are up above the head. All visible (exposed stuff) stuff comes with next update. Also the body: that one will be first. Then I release SLE with the new body assets and then I release the SSE version with same new body.
t.ara Posted February 12, 2023 Author Posted February 12, 2023 The new body will not use an UNIBOOB - addition. This is working if you have one or some few breast-sliders but with my new creations, this is too complex and btw. not really needed-that effect can be made by some few strokes with the pen by painting "little color" onto the clothing-meshes. Instead of that I´ll check out a switchable SMP-phaysic-behavior for different body-shapes.
pinkfluf Posted February 12, 2023 Posted February 12, 2023 Hi Tara Do you have truss ropes knocking around like these & maybe collar with either "meat", "meat slave" ... Spoiler thanks,
t.ara Posted February 14, 2023 Author Posted February 14, 2023 On 2/12/2023 at 10:29 PM, pinkfluf said: Hi Tara Do you have truss ropes knocking around like these & maybe collar with either "meat", "meat slave" ... Reveal hidden contents thanks, There are some available, yes. Another new collars with letters I will never again add-I did that in the past with the rune-collar-this is enough-I´m sorry. More better to create some nice new jewelry into the game, imo. DAZ has very nice jewelry for females...I have bought some licenses for sharing those. I´ll look if I can add those soon. For neck, for wrists, ankles...very nice.
pinkfluf Posted February 14, 2023 Posted February 14, 2023 1 hour ago, t.ara said: There are some available, yes. Thanks! I'll look for those ropes. I guess for the collars it has to be slavetats based like this custom collar , although that would mean having a mod with slavetats as a requirement. I'll keep looking though. thanks again!
t.ara Posted February 15, 2023 Author Posted February 15, 2023 (edited) ? always welcome for asking...my work now concentrates on the new body and it´s integration of SSE-texture-opimization for SLE (preparing everything for armor/cloth to be come ready), the overall texture-overhaul for SSE-textures to work more FASTER in SSE and then the integration of the NEW body of mine into SSE, by releasing it with ZAP9. You´ll have SLE with SSE textures (optimized), you´ll have my body in both games available (CBBE-skin-compatible with 3B1L - SMP -technology, offered with the mini-dresses and normal cloth in a mixed-form) and SLE and SSE with full ZAP 9, Bodyslide-support. The overworked texture-packs will have better performance inside of SSE without losing quality and for SLE it will be a win in resolution on lot of assets. Some minor cloth-stuff will become replaced or deleted. I´ll only offer those assets, which are serious looking and which are "fine". Some of the assets maybe get replaced by better ones. Edited February 15, 2023 by t.ara
t.ara Posted February 15, 2023 Author Posted February 15, 2023 I´m now at the texture-optimization for SSE and SLE....ALL of them....
Catspam Posted February 15, 2023 Posted February 15, 2023 Can we have a 3BA version? I cannot properly build the outfits in Bodyslide.
t.ara Posted February 15, 2023 Author Posted February 15, 2023 (edited) 45 minutes ago, Catspam said: Can we have a 3BA version? I cannot properly build the outfits in Bodyslide. No, I can not convert the ZAP content to the slim-shaper bodies. That would waste away lot of ZAP ´s assets and btw. are those bodies not flexiable enough to create better and new shapes. I discussed that somewhere here more earlier. Problems also occure with their collisions which I can not edit as this stuff doesn ´t belong to me: it´s not in their autors sense to edit those and override zap-suiting physics onto them with a third party mod. You can only create your own ZAP cloth/restraints for such bodies-I tried that and I stopped that again, caused on mentioned aspects. You can do with ZAP content of restraints and cloth and convert them to all your desired body, if wanted. And you can share that. As i can create the stuff for SLE, I can simply also convert the same stuff then into SSE-and then I am DONE. This different body-nonsence working under BoDYSLIDE is since years a real NIGHTMARE and a HUGE TIMEWASTER going around with SKYRIM. Edited February 15, 2023 by t.ara
Catspam Posted February 15, 2023 Posted February 15, 2023 Thanks for the reply. I cannot build them in BS. They sliders won't even change anything and the body is not matching the items. Which means I cannot use your mod. Am I the only one who doesn't use a basic body type but an advanced one? Is there a workaround so that I can use the animations? Because the animations are my main interest.
t.ara Posted February 15, 2023 Author Posted February 15, 2023 (edited) 2 hours ago, Catspam said: Thanks for the reply. I cannot build them in BS. They sliders won't even change anything and the body is not matching the items. Which means I cannot use your mod. Am I the only one who doesn't use a basic body type but an advanced one? Is there a workaround so that I can use the animations? Because the animations are my main interest. You can convert the standard body with it´s assets for SE use. More I can not recommend. I do not see a workaround for using ZAP´s animation in a single mod without the rest. Advanced bodies are made to work for sexLab - all other stuff has been not in the interest. This is falling back now to the users. I´m not willed (again) to find out and sit endless time in front of the computer for getting a single special ZAP asset to work with that type of body. I also am not willed to go with this 3 in 1 mesh partition to blow off / waste away three slots , which I have inside of ZAP for other important stuff to share with-and which are finally not free for some "technical joyment". Edited February 15, 2023 by t.ara
t.ara Posted February 15, 2023 Author Posted February 15, 2023 (edited) SKYRIM SE-wonderful if it comes to PAPYRUS and script creations----I´m SOOO HAPPY WITH THIS ... The most problems again cause SPREADDED MISSINFO (NEXUS and LL) so that you are wasting hour by hour driving a wrong car....LOL. IF I now go and tell those authors about their unqualified INFO , they ´ll try to fool me as usual. ? If some want to have it COMPLEX, I´ll not hinder those-but reading some info about papyrus and it´s handling...(...)-I ´ll do that by myself. Edited February 15, 2023 by t.ara
t.ara Posted February 15, 2023 Author Posted February 15, 2023 (edited) Giving my body a try inside of SSE..... Working on the race-menu morph-support.....(tomorrow) Edited February 15, 2023 by t.ara 1
t.ara Posted February 17, 2023 Author Posted February 17, 2023 The morphing for the new body inside of SSE is working, but has an unplayable degree of delay between a slider move and it´s visible change. As far this maybe is caused by my script, for racemenu, I can try to look again onto that-anyway do I think that also the performance of RACEMENU is sadly not offering a same depth, compared with SLE. My further problem is the not visible SMP physics under the race menu-window-edits can not be verified also in this case, too.
t.ara Posted February 17, 2023 Author Posted February 17, 2023 More optimization for the script of the morph-extension is not possible. I don ´t see a serious way to add more sliders into SSE without getting in too much troubles with DELAY and so not serious working body-sliders. Where I am looking inside of SSE, I only earn lot of problems. This is time wasting. Even the existing sliders for the CBBE SMP body by caliente is very bad in performance and in SMP (window of racemenu) not working. Means you can not really create a serious real-time body shape, specially in that case if using some different types of physics for the breasts. Is this everything not so much important for the mainstream of users or do I have a CORRUPT SKYRIM SE ????
t.ara Posted February 17, 2023 Author Posted February 17, 2023 On 2/16/2023 at 11:06 AM, Gyra said: Oh man, can’t wait for ZAP 9 on AE! Yeah, I wished this would fall down from sky-(rim) made by a higher instance of professional creators by using a serious integration tools. But no profi is caring about such problematic stuff (SSE mod creations) as they exactly know how time- and workintensive this all is. I´ll switch bad to my working game: SLE. SSE has to wait for edits until I´m in better mood. In between it´s physics has stopped to work-LOL. Little too much building sites, at the moment. AS LONG THIS IS ALL NOT STABIL and SOLID I ´LL NOT OFFER SOMETHING FOR SSE anymore. This is 100% sure.
t.ara Posted February 17, 2023 Author Posted February 17, 2023 (edited) In between I rebooted: and the SSE-smp-physics is working again ....so it is an instabil system, which is particulary stopping with it´s injection-physics....maybe this happens only here-idk. I only was using CKEE beside and NOTEPAD++..and I only was editing and compiling scripts with CKEE. And voilà...suddenly the smp stopped to work....okay! Nice to know. That body is now fully integrated an can be used to generate new cloth/assets for it´s parameters also inside of SSE, BUT it´s sliders do work definitivly much more slowly with a large DELAY. ? ? ? ? ? ??? Edited February 17, 2023 by t.ara
t.ara Posted February 17, 2023 Author Posted February 17, 2023 (edited) That body will be called "CBBE SMP (3BBBL)" and offers the base-shape of the CBBE HDT / UUNP-HDT original bodies but with 260 sliders, fully integrated, same support of course for the reference-body inside of outfit-studio for your clothing creations and edits as well ! The name and the easy integration, based on existing bodies of your installation: CBBE to honor the skin compatibility and caliente´s work on the CBBE HDT and Bodyslide releases, SMP for the used Physic, and (3BBBL) is for Breast, Butt, Belly and Legs- physics If you play with UUNP, you have to switch to my body if you want to test it, all alone or together with other CBBE-body-models. This body can not work with UUNP-skin-textures. And that ´s why it can not become installed together if you have an UUNP-skin as a base-default skin. The thing can being added to all existing systems, which use the base of SMP and the CBBE sort of different bodies without any touch of other installed version with a full integration inside of BS-extrem comfortable switching between different bodies is possible-you can for example create the whole clothing for NPCs by using your body-model and add the ZAP-breast-stuff coming with this body. Inside of SLE will the SMP work aside in full speed together with the older HDT-PE physics and it will run perfect. HDT-SMP-hairs, the SMP-body and also the HDT-PE chains are all working without issures together. Inside of SSE the body will need the FAST SMP physics and it is working with hairs and other clothing assets as well. Little more limited bone amount compared with SLE but will be okay as far I see gamers using SMP on SSE. I put lot of work into the slider-morphs and into the presets: everything got smoothed to avoid too much mesh distortion onto clothing as far it has been possible. Lot of sliders are VERY useful and never have been used before inside of a skyrim-body. I think you can do endless new stuff with this and it will spend long years of "morphing fun" into your gameplay. Still busy on: -sort out the slider-categories - MCM or / and key-integration for switching the boob´s physics Edited February 17, 2023 by t.ara 1
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