Gameplayer Posted January 31, 2024 Posted January 31, 2024 My SMP robe gets "tangled up" between my characters legs sometimes. So Faster SMP has a ini file to adjust variables about the function of SMP. Has anyone found which line would say help keep a robe/skirt from bugging out from time to time? FasterSMP, https://www.nexusmods.com/skyrimspecialedition/mods/57339 Been using a TBD conversion I made of COCO Witchiness Outfit. Also I have tried a few variables myself and have managed to really tank my FPS a few times haha, dropped it down to like 30 FPS tops with some agressive settings ><
Sorrow_421 Posted January 31, 2024 Posted January 31, 2024 Have you tried "FSMPM - The FSMP MCM" ? It's from the same author and lets you adjust various things about smp in real time in game. I don't know what all the settings do but you can try that. Download both the main file and optional one cause if you are on 1.6.640 the no esp won't work and you won't have an MCM entry.
traison Posted January 31, 2024 Posted January 31, 2024 (edited) Well, this is a tricky question. As far as I know, no, there's no reliable way to make it work at all times. For instance: If you switch between 3rd and 1st person, that tends to mess things up. Especially if you also have a 1st person camera mod that adds a body. Improved Camera for instance seems to have the entire skeleton offset by some amount on the Y axis which no doubt wreaks havok on SMP's collision meshes. The main things you should play around with is the margins and the penetration values as well as what type of a shape the body and the outfit is (per-vertex or per-polygontriangle). Maybe also consider limiting rotation (radians) as FSMP, while better at it than its earlier versions, is still somewhat bad at resolving constraints that have rotated too far. Some notes from my own SMP documentation: Starting with SMP "version 1" otherwise known as "HDT-SMP for SSE 1.5.97 v2.11-30872-2-11-1578745910" penetration seems to be deprecated as the log sometimes complains about it. Starting with SMP "version 4" otherwise known as "Faster HDT-SMP-57339-1-49-0-1667120061" the prenetration* value seems to have been restored as its used by the Daughters of Dimitrescu outfit. More specifically, this outfit uses negative values to keep it from clipping into the actor - essentially negative prenentration values seem to act as a margin**. If penetration is still considered in the version you're using, then it should be a value between 0 and 1. The default value is most likely something other than 0. A value of 0 may disable collisions entirely. 1 should also disable collisions, as it should allow 100% margin penetration without collision. * No that is not a typo. It was most likely a typo back in the old days, as my notes state that in SMP LE "version 1" penetration was formerly known as prenetration. But now it seems in more recent SE versions it has been restored again, for whatever reason. ** It would make sense to assume that prenetration was restored as an alias for penetration, and that penetration is essentially a multiplier for the margin size. Thus, setting a negative prenetration value is the same as setting a negative penetration value which would essentially make collision margins bigger. Edit: which logic dictates would be the same as simply increasing the margin, so I dunno why do it the convoluted way - unless there's some trickery going on here. Q: My is my documentation so crap/wrong? A: There is no official documentation that I know of. Everything I have written down based on observations and almost a decade of trial-n-error as versions come and go by different authors. Sometimes dlls were plucked out of mod packs because there was no other alternative. The last bit should explain why I use internal version numbers such as "SMP SE version 4" which makes no sense outside of my documentation - there was no official version information available, especially back in LE. Edited January 31, 2024 by traison
Gameplayer Posted January 31, 2024 Author Posted January 31, 2024 13 hours ago, Sorrow_421 said: Have you tried "FSMPM - The FSMP MCM" ? It's from the same author and lets you adjust various things about smp in real time in game. I don't know what all the settings do but you can try that. Download both the main file and optional one cause if you are on 1.6.640 the no esp won't work and you won't have an MCM entry. Thanks, I will give it a try. 7 hours ago, traison said: Well, this is a tricky question. As far as I know, no, there's no reliable way to make it work at all times. For instance: If you switch between 3rd and 1st person, that tends to mess things up. Especially if you also have a 1st person camera mod that adds a body. Improved Camera for instance seems to have the entire skeleton offset by some amount on the Y axis which no doubt wreaks havok on SMP's collision meshes. The main things you should play around with is the margins and the penetration values as well as what type of a shape the body and the outfit is (per-vertex or per-polygontriangle). Maybe also consider limiting rotation (radians) as FSMP, while better at it than its earlier versions, is still somewhat bad at resolving constraints that have rotated too far. Some notes from my own SMP documentation: Starting with SMP "version 1" otherwise known as "HDT-SMP for SSE 1.5.97 v2.11-30872-2-11-1578745910" penetration seems to be deprecated as the log sometimes complains about it. Starting with SMP "version 4" otherwise known as "Faster HDT-SMP-57339-1-49-0-1667120061" the prenetration* value seems to have been restored as its used by the Daughters of Dimitrescu outfit. More specifically, this outfit uses negative values to keep it from clipping into the actor - essentially negative prenentration values seem to act as a margin**. If penetration is still considered in the version you're using, then it should be a value between 0 and 1. The default value is most likely something other than 0. A value of 0 may disable collisions entirely. 1 should also disable collisions, as it should allow 100% margin penetration without collision. * No that is not a typo. It was most likely a typo back in the old days, as my notes state that in SMP LE "version 1" penetration was formerly known as prenetration. But now it seems in more recent SE versions it has been restored again, for whatever reason. ** It would make sense to assume that prenetration was restored as an alias for penetration, and that penetration is essentially a multiplier for the margin size. Thus, setting a negative prenetration value is the same as setting a negative penetration value which would essentially make collision margins bigger. Edit: which logic dictates would be the same as simply increasing the margin, so I dunno why do it the convoluted way - unless there's some trickery going on here. Q: My is my documentation so crap/wrong? A: There is no official documentation that I know of. Everything I have written down based on observations and almost a decade of trial-n-error as versions come and go by different authors. Sometimes dlls were plucked out of mod packs because there was no other alternative. The last bit should explain why I use internal version numbers such as "SMP SE version 4" which makes no sense outside of my documentation - there was no official version information available, especially back in LE. Ah, always complicated thanks for the breakdown. On the "Improved Camera", I am using a version of this. Is it problematic if I hardly engage first person camera? Does the skeleton for first person effect the 3rd person I guess is what I am wondering.
traison Posted January 31, 2024 Posted January 31, 2024 11 minutes ago, Gameplayer said: Does the skeleton for first person effect the 3rd person I guess is what I am wondering. Not that I'm aware of.
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