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Need help with adding smp hairs with racemenu


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Posted

I have posted in the technical support forum asking for help with adding smp hairs to npcs in some of my mods.   Here is the link

 

Got no response there, so I am trying here.

 

There are pictures there of both the problem and the nif file,  Basically, this hair runs about 10 feet behind the npc and looks nothing like it's model as shown in the image.  I can make a wig and put it on and it works great.  However, when I do the racemenu import/export the nif thing I get the above result.   I done this a few dozen times with static hairs without issue.  The smp hairs with all the extra bones is kicking my ass though.   I've spent three days trying to solve this using different hairs, load orders and the like an nothing I do helps.  I even went so far as to copy and paste all the smp blocks from one to the other all without success.  I really want to add smp hairs instead of using wigs because of the issues.  wigs work and I may be forced to use them in the end, but I would prefer not to.  I even tried adding the hair in creation kit and creating the facegeom with the Ctrl+f4 key and then copying the face data back to it.   The exported facegen stuff worked but was ugly.  Wnen adding back in the face data (a single block entry in the nif), the hair went crazy again.

 

Thanks in advance for your education.

Posted (edited)

Far as I can remember the wigs are the only way to work reliably. I've asked Ousnius for additional info but got no response. I was able to successfully transfer physics data/weighting to some other hair meshes. But that was years ago and I forgot how. Collision still didn't work.

 

looked it up and here is what I got: The bounding boxes are not misplaced; it's because the Linear Stiffness and Damping values in the hair's .xml configuration file are too low or broken for NPCs. When an NPC moves or a cell loads, the engine applies a massive burst of physics force. If the hair's internal physics constraints aren't stiff enough, the vertices "explode" past their bounding boxes, causing the infamous "stretch".

 

To speed up Faster HDT-SMP (FSMP) CUDA processing in Skyrim, you must optimize the mod's configuration files and limit how many NPCs are calculating physics simultaneously at any given time. This has been true for as long as I can remember or you run into this specific limtation since the engine simply can't handle that much raw data.

Edited by KoolHndLuke
Posted (edited)

Thanks so much for the reply.  That is exactly what I found out too.  I tried everything to make the hair native, but nothing worked.   What I ended up doing was to make a naked skin and add a wig as a piece of armor, then putting the naked skin on the npc,  Worked a charm.  Not what I was hoping for but as I look at it, I can't see much downside.   She still uses my default bhunp body and all the physics work.  I don't know why, but I had four NPCs in the Bee and Barb with SMP hairs (and not just the short KS Hair ones but some butt length ones) and it all worked fine and my FPS stayed at 60.  Note that I have a 5 year old PC with a 3070 and a 5 year old Intel CPU.

 

But, I'll tell you what.  I spent a week on this, but it was worth it.  Playing Skyrim with s bhunp body and hair and armor physics makes it a blast again.   I am working on an OStim port of Sex Slaves and I will be adding SMP hairs to three of the slaves that I like having along.

Edited by fishburger67

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