jacques00 Posted February 25, 2014 Posted February 25, 2014 So.... the suggestion here is to take a xxxDefaultBBP.xml, for example the one that came, by default, with the 10-24 hdt extensions download, REMOVE the ridgid bodies and constraints, and save it out as a blank file. THEN link your characters, npcs, whatever, to a custom xml? Yes--try it and see what happens. The only downside of this method is the linking--finding a mesh to link that can be applied universally (or using HDT Object and sacrifice an equip slot)--like if it latches to the hand mesh, you need to link it to all hand meshes you want to be affected by it (consider khajiit, argonian, and custom races--though by that point, you could give them their own .xmls for variety). Be sure to back up your original .xml files in case you don't like the results, of course.
Redflyingmonkey Posted February 25, 2014 Posted February 25, 2014 Gonna try that when I've time, now that we're talking about it I remember having some weird stuff happen to my neck and hands precisely. I don't know if this has anything to do with this, but I noticed some weird shit happen with the body since I started playing with collision and JFF... Thanks for the input jacques.
chajapa Posted February 25, 2014 Posted February 25, 2014 OK I tried just using the default hdtPhysicsExtensionsDefaultBBP.xml that came with the 10-24 download. It has breast and butt in it, but no collision. So it's not an EMPTY xml, but I think it's a pretty good test. THEN I linked my character and one follower to the BIG xml I was using as the default. It has all of the body parts and collisions, etc. I seem to have kept the "better movement" of the hdt with NO collisions, but now I have collisions. I may try this again with a COMPLETELY emptied DefaultBBP.xml but I want to do a little further testing. I have a character that has 4 or 5 followers and want to see what happens when they change cells and stuff. I'll post back whatever I find
chajapa Posted February 25, 2014 Posted February 25, 2014 ok, just did a completely empty hdtPhysicsExtensionsDefaultBBP.xml and honestly didn't see much (if any) difference between doing that and using the default that came with the 10-24 downlaod. I DO seem to be getting far fewer.... like none that I saw .... instances of butt or breast fluttering. At this point I'm looking at all of this and wondering if.... in its current state... the collisions really add anything to be worth the trouble. Without collisions I get ZERO video anomalies. None. Zip. Nada. Kinda fun though
blabba Posted February 25, 2014 Posted February 25, 2014 has anyone else gotten smooth collision to work on this version with the wait busy renderer on enb turned off? I tried it out but kept getting anomalies. which forced me to go back to turning it on. Still haven't looked at the source code part of that yet though so I don't really understand the issue their.
jacques00 Posted February 25, 2014 Posted February 25, 2014 I think collisions are good for those who want it--definitely adds to the physics when hair and clothes are involved. As far as body physics, I can see the applications for it, especially when sex mods are concerned (and that boob touching idle). Besides, it's still in development, so maybe it'll get better in the future. For now, we just need to work with what we have. As for my own setup, I'm good with the defaultBBP.xml having the HDT-BBP, with added belly movement, and I've only linked collisions to the female mannequins to test on (since they don't move around enough to see any physics glitches). If I figure a better way of applying the HDT physics with linking, I may attempt at collisions again.
chajapa Posted February 25, 2014 Posted February 25, 2014 Well.... after several different tests I think I may have been mistaken about hdt with NO collisions having better "movement" than HDT WITH collisions. If they're all reading the same xml then the movement seems to be the same with or without collisions. It DOES appear, however, that if you want collisions and you're going to link a nif to an xml, then having a completely empty defaultBBP.xml seems to cut way down on video anomalies. I have a 207K xml file that has every body part and is very well configured for the 7B Bombshell body. I link the characters to THAT and with the empty defaultBBP.xml it seems I have less butt flutter or spasmo-boob. Like.... none or close to none. Basically I'm not loading anything twice for a single character that way. I made backups of stuff so I have a folder "hdt-hands" and "no-hdt-hands" wherever I need them (3 places) and an "hdt-head" and "no-hdt-head" for my Lunari race. Then in SKSE\Plugins I have several alternative xxxDefaultBBP.xml files, each in its own folder and labeled so I just copy->paste into the plugins folder to change it. I can go from hdt WITH collisions, to hdt WITHOUT collisions in about 1 minute. I can also drop hdt completely and just fall back to BBP in about the same amount of time. Since it's that easy now, I can take my time and decide what I like best. OH! And I did try my large xml with collisions file on the newest dll and it wasn't pretty. Even with the completely empty xxxDefaultBBP.xml. So I'm sure something needs adjusting in that collision xml file.
OMGYourMom Posted February 25, 2014 Posted February 25, 2014 Here's a mirror. If OP doesn't want mirrors, let me know and I'll take it down.hdtPhysicsExtensions 2-25-14.rar
Redflyingmonkey Posted February 26, 2014 Posted February 26, 2014 For some reason all of my jiggle went airborne with this .dll ! Like, every body part is moving just as if aliens were trying to eat their way out, pretty gruesome bahahaha ! I don't have anymore issues with hair and clothes though, thanks for the file Hydrogen !
foreveraloneguy Posted February 27, 2014 Posted February 27, 2014 Generally this seems a good update. It does seem like I'm getting a lot more instances of hanging in loading screens though. Will have to go back to the 12-29 version and see if the problem goes away or if I've mucked something else up.
Uriel Posted March 1, 2014 Posted March 1, 2014 Generally this seems a good update. It does seem like I'm getting a lot more instances of hanging in loading screens though. Will have to go back to the 12-29 version and see if the problem goes away or if I've mucked something else up.If you're not running SSME/ENBoost loading screen hangs are expected, and have nothing to do with HDTpe.
ThatGuyJonus Posted March 1, 2014 Posted March 1, 2014 Generally this seems a good update. It does seem like I'm getting a lot more instances of hanging in loading screens though. Will have to go back to the 12-29 version and see if the problem goes away or if I've mucked something else up.If you're not running SSME/ENBoost loading screen hangs are expected, and have nothing to do with HDTpe. Yeah seriously running ssme (or other variation of shesons patch, Skse 1.7a) and enboost will help immensely with IFS.
dje34 Posted March 2, 2014 Posted March 2, 2014 Sadly can't access pan.baidu.com no matter what. I am in SEA so I should be able to access it easily (well easier than if I was in the US for example). Can we get a mirror somewhere pretty please ? I'm using Opera Web Browser and not having any problem in accessing pan.baidu.com . And I'd like to say a big THANK YOU to Hydro for all the hard work and for sharing it all, even the source code ! You rock, man ! Keep up the good work !
medic975 Posted March 3, 2014 Posted March 3, 2014 I've been running, for a couple of weeks, with Stevie's xml file and attaching the extradata string to the femalehead.nif and malehead.nif (lucked out and had a mod which added it to all males.) I am having no problems with Hair, earrings, or body. It's a phenomenal effect. Thank you for bringing this into the light.
crusher Posted March 3, 2014 Posted March 3, 2014 http://pan.baidu.com/s/1GGgvB#dir/path=%2FhdtPhysicsExtensions .... 2014/2/28 move all memory fix and the exception capture module to another standalone plugin: http://pan.baidu.com/s/1i31Grsx add hdtPhysicsExtensions.ini, now it ony have some performance setting. Does the 28th update replace smme/shesons patch? Or, I'm a mis-reading? Which directory is this new .dll & ini placed?
tazdotnet Posted March 3, 2014 Posted March 3, 2014 http://pan.baidu.com/s/1GGgvB#dir/path=%2FhdtPhysicsExtensions .... 2014/2/28 move all memory fix and the exception capture module to another standalone plugin: http://pan.baidu.com/s/1i31Grsx add hdtPhysicsExtensions.ini, now it ony have some performance setting. Does the 28th update replace smme/shesons patch? Or, I'm a mis-reading? Which directory is this new .dll & ini placed? it is an skse plugin and does not get loaded soon enough to do what smme/shesons code does, SO... no it does not replace smme/shesons patch, skse 1.7 will do that when it is done - place the new dll and ini in the skse\plugins folder with the first dll
Guest Posted March 3, 2014 Posted March 3, 2014 About the new hdtPhysicsExtensions.ini file. Should I change any of the settings? [simulator] numThreads = 0 solverBufferSizeInKBs = 4096 solverTau = 0.8 solverDamp = 0.8 solverIterations = 8 solverMicrosteps = 1 enableDeactivation = false Is "numThreads = 0" related to the CPU threads?
Whizkid Posted March 4, 2014 Posted March 4, 2014 http://pan.baidu.com/s/1GGgvB#dir/path=%2FhdtPhysicsExtensions .... 2014/2/28 move all memory fix and the exception capture module to another standalone plugin: http://pan.baidu.com/s/1i31Grsx add hdtPhysicsExtensions.ini, now it ony have some performance setting. Does the 28th update replace smme/shesons patch? Or, I'm a mis-reading? Which directory is this new .dll & ini placed? it is an skse plugin and does not get loaded soon enough to do what smme/shesons code does, SO... no it does not replace smme/shesons patch, skse 1.7 will do that when it is done - place the new dll and ini in the skse\plugins folder with the first dll can someone upload these newer versions somewhere, i cant access them, thanks
TnTTnT Posted March 4, 2014 Posted March 4, 2014 Both HDT-PE and HDT memory patch (28/2/14): https://www.mediafire.com/folder/f0j45faz5krzw/HDT_28-02
HydrogensaysHDT Posted March 4, 2014 Author Posted March 4, 2014 About the new hdtPhysicsExtensions.ini file. Should I change any of the settings? [simulator] numThreads = 0 solverBufferSizeInKBs = 4096 solverTau = 0.8 solverDamp = 0.8 solverIterations = 8 solverMicrosteps = 1 enableDeactivation = false Is "numThreads = 0" related to the CPU threads? 0 = auto detect
pihwht Posted March 4, 2014 Posted March 4, 2014 Both HDT-PE and HDT memory patch (28/2/14): https://www.mediafire.com/folder/f0j45faz5krzw/HDT_28-02 Thank you. I'd gotten the extensions, but not the memory dll and ini.
Whizkid Posted March 4, 2014 Posted March 4, 2014 Both HDT-PE and HDT memory patch (28/2/14): https://www.mediafire.com/folder/f0j45faz5krzw/HDT_28-02 thanks for sharing the files
Deedlit Posted March 4, 2014 Posted March 4, 2014 Both HDT-PE and HDT memory patch (28/2/14): https://www.mediafire.com/folder/f0j45faz5krzw/HDT_28-02 thanks for sharing the files ty also
Uriel Posted March 5, 2014 Posted March 5, 2014 2014/2/28 move all memory fix and the exception capture module to another standalone plugin: http://pan.baidu.com/s/1i31Grsx Could you please explain the .ini settings? ReportToWindows will probably leave an event in OS's event log, but that [memory] section is not that apparent.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.