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Is there are any possibility to make BHUNP SMP work for everyone by default without using spells or buttons?


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Posted

I googled it and tried do myself. In nifScope Copying NiStringExtraData from SMP Mesh to body mesh - not working, copying it to ShapeData of the body - not working, copying it to head mesh - not working.

Here how I done this:

 

Spoiler

_2024-08-04_223430939.png.3774ff4ed08c7c655edff8b02063fde7.png

 

Posted

The NiStringExtraData needs to be added to the ExtraData list of the root NiNode.

 

But to answer the question in the title, yes, this is what I did in Skyrim LE and it was among the first things I did for Skyrim SE. I find it silly to have to put a ring or a hat (or whatever) on every NPC just to get collisions working. Maybe its different these days, but as far as I know there's still some form of "equippable physics" going around. Its doubly silly when you realize you can get similar results without all that, it just takes more work. The biggest downside you will see in doing this is that you will either have to merge the collision meshes with every single piece of armor you have, or you only have virtual collision meshes for the naked body. This problem was why in Skyrim SE I based body physics on CBPC and let SMP handle hair and cloth physics.

Posted (edited)
13 minutes ago, traison said:

The NiStringExtraData needs to be added to the ExtraData list of the root NiNode.

 

Already done automatically

 

Spoiler

_2024-08-04_225512650.png.96735b068fa50b83a3807da89d59397d.png

 

I really hate to bother you but is there anything more to take into account?

 

13 minutes ago, traison said:

This problem was why in Skyrim SE I based body physics on CBPC and let SMP handle hair and cloth physics.

 

In fact CBPC Physics are working when SMP is not. I need exactly SMP cause i like its movements more (with xmls from COCO body).

Edited by Colossus228
Posted
20 minutes ago, Colossus228 said:

I really hate to bother you but is there anything more to take into account?

Performance. Get into a packed location and toggle SMP physics for all the female there, have compatible collisions for male characters, start a couple os SL scenes and make sure your FPS is stable. Probably not neccecery for higher end machines, particularly for CUDA ones. For older rigs, especially running CPU only FSMP, it is a real concern. As far as i recall FSMP has a limitation on amount of SMP rigs running simultaniously, with reasonable setting being something like 10 or 20. Its not that much, given how several pieces of equipment can have their own rigs. Earrings, Hair, 2-3 outfit pieces... that might be a concern as well.

Posted
11 minutes ago, nilead said:

Performance. Get into a packed location and toggle SMP physics for all the female there, have compatible collisions for male characters, start a couple os SL scenes and make sure your FPS is stable. Probably not neccecery for higher end machines, particularly for CUDA ones. For older rigs, especially running CPU only FSMP, it is a real concern. As far as i recall FSMP has a limitation on amount of SMP rigs running simultaniously, with reasonable setting being something like 10 or 20. Its not that much, given how several pieces of equipment can have their own rigs. Earrings, Hair, 2-3 outfit pieces... that might be a concern as well.

 

39 minutes ago, Colossus228 said:

I really hate to bother you but is there anything more to take into account?

 

My fault, I mean this didn't work...

Posted

Well basically what you did there is transfer the physics config from the virtual collision mesh to the naked body mesh. If you wanted the naked body to then have any kind of collisions you'd have to either:

  1. Rewrite it such that it no longer uses the virtual meshes for collision (this is what I did in LE).
  2. Copy the virtual collision mesh into the naked body mesh.

The physics config file has the names of the NiTriShape nodes that it uses, it is essentially bound to a mesh. What you can do however is mix-n-match, like you can have that collision mesh as a ring armor item in the game and wear it while having the naked body add the physics preset. Together you'll get the collisions, but if you remove the ring or wear armor then you don't. This is why I said earlier that you can have a hat that changes the way your hand physics works. Its both a blessing and a curse in SMP. It tends to really trip out rookies and, well, I'm not sure its useful to the rest of us. Nice to have the option, I guess?

Posted
1 hour ago, traison said:

Well basically what you did there is transfer the physics config from the virtual collision mesh to the naked body mesh. If you wanted the naked body to then have any kind of collisions you'd have to either:

  1. Rewrite it such that it no longer uses the virtual meshes for collision (this is what I did in LE).
  2. Copy the virtual collision mesh into the naked body mesh.

The physics config file has the names of the NiTriShape nodes that it uses, it is essentially bound to a mesh. What you can do however is mix-n-match, like you can have that collision mesh as a ring armor item in the game and wear it while having the naked body add the physics preset. Together you'll get the collisions, but if you remove the ring or wear armor then you don't. This is why I said earlier that you can have a hat that changes the way your hand physics works. Its both a blessing and a curse in SMP. It tends to really trip out rookies and, well, I'm not sure its useful to the rest of us. Nice to have the option, I guess?

 

Well, I managed to put virtual meshes into head mesh... And it works! But only for PC. Unfortunately, I stick to NPC replacer mods and Botox For Skyrim, so they have their own head meshes. Now I want to try to distribute havok object with SPID.

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