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Prepacked HDT-SM - HDT Skinned Mesh Physics with Modding Guide


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Yes, and a fully updated MO mod list.

 

It's has to be an .ini thing, because i don't know what else it could be.  Eh, I'll try a full reinstall, but there's next to nothing that could affect it.

some computers just can't run HDT-SMP

 

 

If mine can, anyone's can. I have a Core 2 processor at 2.4 Ghz, a 1 GB AMD 6870 video card and 8 GB memory. I just can't run the OpenCL extension, not enough head room on my card I think.

 

97
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If mine can, anyone's can. I have a Core 2 processor at 2.4 Ghz, a 1 GB AMD 6870 video card and 8 GB memory. I just can't run the OpenCL extension, not enough head room on my card I think.

 

97

 

 

The newer intel and AMD processors have newer instruction sets, which could be why us fellas with antiquated CPUs aren't able to run SMP. Does it require AVX or something?

 

And for GPU accelerated OpenCL 2.0, you need an AMD GPU that's either the 7790 or from the 200 series and newer.

 

Hell, NVidia's latest and greatest only support OpenCL 1.2.

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Ok so the version posted in the 1st post works for me but the one I downloaded from baidu doesn't work. I have a rather crappy old GPU so could this be it? Does the new version use OpenCL 2.0 as opposed to 1.2? Did I get this right?

 

yep.

 

Yes, and a fully updated MO mod list.

 

It's has to be an .ini thing, because i don't know what else it could be.  Eh, I'll try a full reinstall, but there's next to nothing that could affect it.

some computers just can't run HDT-SMP

 

 

Any system that can run PE can run SMP better, provided you have set it up correctly, SMP is lighter and more efficient, it just isn't compatible with anything involves memory management or post-/pre rendering injection.

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If mine can, anyone's can. I have a Core 2 processor at 2.4 Ghz, a 1 GB AMD 6870 video card and 8 GB memory. I just can't run the OpenCL extension, not enough head room on my card I think.

 

97

 

 

Did you download any drivers for your card for SMP to work? I have a similar Radeon card but the newest SMP version doesn't work for me :(

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If mine can, anyone's can. I have a Core 2 processor at 2.4 Ghz, a 1 GB AMD 6870 video card and 8 GB memory. I just can't run the OpenCL extension, not enough head room on my card I think.

 

97

 

 

Did you download any drivers for your card for SMP to work? I have a similar Radeon card but the newest SMP version doesn't work for me :(

 

 

No special ones, just the catalyst ones. The one I'm currently running is 15.8 Beta. As far as I know, OpenCL 2.0 has been included for quite a while. My video drivers have had it since the first version of SMP to use OpenCl appeared.

 

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  • 3 weeks later...

Hi! Don't know if anybody has any tip of how to get this working, but here is my problem.

I have set up HDT-SMP pretty much exatly how i want it regarding to bounce and collisions,and everything is working fine..except for the collision with boobs.

I can have collision with vagina, belly, butt,hands and so on, but as soon as I enable the hand-boob collision, penis-boob collision my fps goes down to 6-12 fps as long as I am in an area wih more than one npc. I can set the weight treshold for the collision with boobs to 1.0 for example, and then the fps goes up again, but then there of course is no collision. I tried ledo4ek's trick with adding the collision shapes to the femalebody_0 and femalebody_1. It is working ok, but as soon as the weight trehold for the breasts get to low....zero fps!

attached is my baseshape xml if it is any help.

Using trepleen daie cbbe-hdt body with vagina

Anyone else has this problem? too many triangles in the breasts?

<?xml version="1.0" encoding="UTF-8"?>

<system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd">

	<bone name="NPC L PreBreast">
		<mass>0.000000</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
		
	</bone>

	<bone name="NPC R PreBreast">
		<mass>0.000000</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
		
	</bone>

	<bone name="NPC L Breast">
		<mass>1.0000</mass>
		<inertia x="5" y="5" z="5"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>			
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
		
	</bone>

	<bone name="NPC R Breast">
		<mass>1.0000</mass>
		<inertia x="5" y="5" z="5"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>			
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>			
		<angularDamping>0</angularDamping>		
		<friction>0</friction>						
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
		
	</bone>

  <bone name="NPC L Breast01">
		<mass>1.0000</mass>
		<inertia x="5" y="5" z="5"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
		
	</bone>

	<bone name="NPC R Breast01">
		<mass>1.0000</mass>
		<inertia x="5" y="5" z="5"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
		
	</bone>
	
	<generic-constraint bodyA="NPC L Breast" bodyB="NPC L PreBreast">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>			 
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-20" y="0.1" z="-60"/>
		<linearUpperLimit x="20" y="50" z="40"/>
		<angularLowerLimit x="0" y="0" z="-0.1"/>			
		<angularUpperLimit x="0" y="0" z="0.1"/>
		<linearStiffness x="15" y="40" z="110"/>			
		<angularStiffness x="10" y="10" z="50"/>
		<linearDamping x="3" y="3" z="3"/>
		<angularDamping x="0" y="0" z="3"/>				
		<linearEquilibrium x="0" y="0" z="-2"/>			
		<angularEquilibrium x="0" y="0" z="0"/>
				
	</generic-constraint>

	<generic-constraint bodyA="NPC R Breast" bodyB="NPC R PreBreast">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-20" y="0.1" z="-60"/>
		<linearUpperLimit x="20" y="50" z="40"/>
		<angularLowerLimit x="0" y="0" z="-0.1"/>
		<angularUpperLimit x="0" y="0" z="0.1"/>
		<linearStiffness x="15" y="40" z="110"/>			
		<angularStiffness x="10" y="10" z="50"/>
		<linearDamping x="3" y="3" z="3"/>
		<angularDamping x="0" y="0" z="3"/>
		<linearEquilibrium x="0" y="0" z="-2"/>			
		<angularEquilibrium x="0" y="0" z="0"/>
				
	</generic-constraint>

	<generic-constraint bodyA="NPC L Breast01" bodyB="NPC L PreBreast">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-20" y="0.1" z="-60"/>
		<linearUpperLimit x="20" y="50" z="40"/>
		<angularLowerLimit x="0" y="0" z="-0.1"/>
		<angularUpperLimit x="0" y="0" z="0.1"/>
		<linearStiffness x="15" y="40" z="110"/>			
		<angularStiffness x="10" y="10" z="50"/>
		<linearDamping x="3" y="3" z="3"/>
		<angularDamping x="0" y="0" z="3"/>
		<linearEquilibrium x="0" y="0" z="-2"/>			
		<angularEquilibrium x="0" y="0" z="0"/>
				
	</generic-constraint>

	<generic-constraint bodyA="NPC R Breast01" bodyB="NPC R PreBreast">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-20" y="0.5" z="-60"/>
		<linearUpperLimit x="20" y="50" z="40"/>
		<angularLowerLimit x="0" y="0" z="-0.1"/>
		<angularUpperLimit x="0" y="0" z="0.1"/>
		<linearStiffness x="15" y="40" z="110"/>			
		<angularStiffness x="10" y="10" z="50"/>
		<linearDamping x="3" y="3" z="3"/>
		<angularDamping x="0" y="0" z="3"/>
		<linearEquilibrium x="0" y="0" z="-2"/>			
		<angularEquilibrium x="0" y="0" z="0"/>				
	</generic-constraint>	
	
<bone name="HDT Belly">
		<mass>0.00000</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0.0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>

<bone name="NPC Belly">
		<mass>0.1</mass>
		<inertia x="5" y="5" z="5"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>

<generic-constraint bodyA="NPC Belly" bodyB="HDT Belly">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-1" y="-30" z="-2"/>
		<linearUpperLimit x="1" y="0" z="2"/>
		<angularLowerLimit x="0" y="0" z="0"/>
		<angularUpperLimit x="0" y="0" z="0"/>
		<linearStiffness x="10" y="50" z="10"/>
		<angularStiffness x="100" y="100" z="100"/>
		<linearDamping x="0" y="0" z="0"/>
		<angularDamping x="0" y="0" z="0"/>
		<linearEquilibrium x="0" y="0" z="0"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>
		
	<bone name="NPC L PreButt">
		<mass>0.000000</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>

	<bone name="NPC R PreButt">
		<mass>0.000000</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>
	
	<bone name="NPC L Butt">
		<mass>1.000000</mass>
		<inertia x="10" y="10" z="10"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0.4</restitution>
	</bone>
	
	<bone name="NPC R Butt">
		<mass>1.000000</mass>
		<inertia x="10" y="10" z="10"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0.4</restitution>
	</bone>

		<generic-constraint bodyA="NPC L Butt" bodyB="NPC L PreButt">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-2" y="-2" z="-8"/>
		<linearUpperLimit x="2" y="2.0" z="8"/>
		<angularLowerLimit x="0" y="0" z="-0.5"/>
		<angularUpperLimit x="0" y="0" z="0.5"/>
		<linearStiffness x="300" y="300" z="300"/>
		<angularStiffness x="600" y="600" z="600"/>
		<linearDamping x="1" y="1" z="1"/>
		<angularDamping x="0" y="0" z="2"/>
		<linearEquilibrium x="0" y="0" z="2"/>
		<angularEquilibrium x="0" y="0" z="0"/>
		<linearBounce x="0.3" y="0.6" z="0.6"/>
        <angularBounce x="0.4" y="0.4" z="0.4"/>
	</generic-constraint>

	<generic-constraint bodyA="NPC R Butt" bodyB="NPC R PreButt">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-2" y="-2" z="-8"/>
		<linearUpperLimit x="2" y="2.0" z="8"/>
		<angularLowerLimit x="0" y="0" z="-0.5"/>
		<angularUpperLimit x="0" y="0" z="0.5"/>
		<linearStiffness x="300" y="300" z="300"/>
		<angularStiffness x="600" y="600" z="600"/>
		<linearDamping x="1" y="1" z="1"/>
		<angularDamping x="0" y="0" z="2"/>
		<linearEquilibrium x="0" y="0" z="2"/>
		<angularEquilibrium x="0" y="0" z="0"/>
		<linearBounce x="0.3" y="0.6" z="0.6"/>
		<angularBounce x="0.4" y="0.4" z="0.4"/>
	</generic-constraint>	

	<bone name="NPC L Pussy02">
		<mass>0.10000</mass>
		<inertia x="10" y="10" z="10"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>

	<bone name="NPC L Pussy01">
		<mass>0.00000</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>

	<bone name="NPC R Pussy02">
		<mass>0.10000</mass>
		<inertia x="10" y="10" z="10"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>

	<bone name="NPC R Pussy01">
		<mass>0.00000</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>

	<generic-constraint bodyA="NPC L Pussy02" bodyB="NPC L Pussy01">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="0" y="0" z="0"/>
		<linearUpperLimit x="10" y="0" z="0"/>
		<angularLowerLimit x="0" y="0" z="0"/>
		<angularUpperLimit x="0" y="0" z="0"/>
		<linearStiffness x="10" y="10" z="10"/>			
		<angularStiffness x="10" y="10" z="10"/>		
		<linearDamping x="0" y="0" z="0"/>
		<angularDamping x="0" y="0" z="0"/>
		<linearEquilibrium x="-5" y="0" z="0"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>

	<generic-constraint bodyA="NPC R Pussy02" bodyB="NPC R Pussy01">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-10" y="0" z="0"/>
		<linearUpperLimit x="0" y="0" z="0"/>
		<angularLowerLimit x="0" y="0" z="0"/>
		<angularUpperLimit x="0" y="0" z="0"/>
		<linearStiffness x="10" y="10" z="10"/>			
		<angularStiffness x="10" y="10" z="10"/>		
		<linearDamping x="0" y="0" z="0"/>
		<angularDamping x="0" y="0" z="0"/>
		<linearEquilibrium x="5" y="0" z="0"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>

	<bone name="NPC L FrontThigh">
		<mass>0.50000</mass>
		<inertia x="10" y="10" z="10"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0.2</restitution>
	</bone>


	<bone name="NPC R Thigh [RThg]">
		<mass>0</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>


	<bone name="NPC R FrontThigh">
		<mass>0.500000</mass>
		<inertia x="10" y="10" z="10"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0.2</restitution>
	</bone>

	<bone name="NPC L Thigh [LThg]">
		<mass>0</mass>
		<inertia x="0" y="0" z="0"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
		<linearDamping>0</linearDamping>
		<angularDamping>0</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>


	<generic-constraint bodyA="NPC L FrontThigh" bodyB="NPC L Thigh [LThg]">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-4" y="-2" z="-2"/>
		<linearUpperLimit x="4" y="2" z="2"/>
		<angularLowerLimit x="0" y="0" z="0"/>
		<angularUpperLimit x="0" y="0" z="0"/>
		<linearStiffness x="10" y="50" z="50"/>
		<angularStiffness x="100" y="100" z="100"/>
		<linearDamping x="0" y="0" z="0"/>
		<angularDamping x="0" y="0" z="0"/>
		<linearEquilibrium x="0" y="0" z="0"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>


	<generic-constraint bodyA="NPC R FrontThigh" bodyB="NPC R Thigh [RThg]">
		<frameInB>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</frameInB>
		<useLinearReferenceFrameA>false</useLinearReferenceFrameA>
		<linearLowerLimit x="-4" y="-2" z="-2"/>
		<linearUpperLimit x="4" y="2" z="2"/>
		<angularLowerLimit x="0" y="0" z="0"/>
		<angularUpperLimit x="0" y="0" z="0"/>
		<linearStiffness x="10" y="50" z="50"/>
		<angularStiffness x="100" y="100" z="100"/>
		<linearDamping x="0" y="0" z="0"/>
		<angularDamping x="0" y="0" z="0"/>
		<linearEquilibrium x="0" y="0" z="0"/>
		<angularEquilibrium x="0" y="0" z="0"/>
	</generic-constraint>
	
	   <per-triangle-shape name="BaseShape">
		<margin>0</margin>					
		<penetration>0.25</penetration>
		<tag>body</tag>		
		<no-collide-with-tag>body</no-collide-with-tag>	
		<no-collide-with-tag>Lbreast</no-collide-with-tag>
		<no-collide-with-tag>Rbreast</no-collide-with-tag>	
		<no-collide-with-tag>Belly</no-collide-with-tag>
		<no-collide-with-tag>Pussy</no-collide-with-tag>
		<weight-threshold bone="NPC L Butt">0.15</weight-threshold>		
		<weight-threshold bone="NPC R Butt">0.15</weight-threshold>		
		<weight-threshold bone="NPC L FrontThigh">2.0</weight-threshold>
		<weight-threshold bone="NPC R FrontThigh">2.0</weight-threshold>
		<weight-threshold bone="NPC Belly">0.1</weight-threshold>	
		<weight-threshold bone="NPC L Pussy02">2.0</weight-threshold>
		<weight-threshold bone="NPC R Pussy02">2.0</weight-threshold>	
		<weight-threshold bone="NPC L Breast">2.0</weight-threshold>
		<weight-threshold bone="NPC R Breast">2.0</weight-threshold>
		<weight-threshold bone="NPC L Breast01">2.0</weight-threshold>
		<weight-threshold bone="NPC R Breast01">2.0</weight-threshold>
		</per-triangle-shape>		

		 <per-triangle-shape name="Vagina">
		<margin>0</margin>					
		<penetration>0.6</penetration>
		<tag>Pussy</tag>		
		<no-collide-with-tag>body</no-collide-with-tag>	
		<no-collide-with-tag>Pussy</no-collide-with-tag>
		<no-collide-with-tag>Belly</no-collide-with-tag>
		<no-collide-with-tag>Rbreast</no-collide-with-tag>	
		<no-collide-with-tag>Lbreast</no-collide-with-tag>		
		</per-triangle-shape>		
		
		<per-vertex-shape name="LbreastS">
		<margin>0.4</margin>					
		<!--<penetration>0.5</penetration>-->
		<tag>Lbreast</tag>		
		<no-collide-with-tag>body</no-collide-with-tag>	
		<no-collide-with-tag>Belly</no-collide-with-tag>
		<no-collide-with-tag>Rbreast</no-collide-with-tag>		
		<no-collide-with-tag>Genitals</no-collide-with-tag>			
		</per-vertex-shape>			

		<per-vertex-shape name="RbreastS">
		<margin>0.4</margin>					
		<!--<penetration>0.5</penetration>-->
		<tag>Rbreast</tag>		
		<no-collide-with-tag>body</no-collide-with-tag>	
		<no-collide-with-tag>Belly</no-collide-with-tag>
		<no-collide-with-tag>Lbreast</no-collide-with-tag>
		<no-collide-with-tag>Genitals</no-collide-with-tag>				
		</per-vertex-shape>	

		<per-triangle-shape name="CollisionBelly">
		<margin>2.0</margin>
		    <penetration>1.0</penetration>
		<tag>Belly</tag>
		<no-collide-with-tag>body</no-collide-with-tag>
		<no-collide-with-tag>Vagina</no-collide-with-tag>		
		<no-collide-with-tag>Malehands</no-collide-with-tag>
		<no-collide-with-tag>Hands</no-collide-with-tag>		
		<no-collide-with-tag>Lbreast</no-collide-with-tag>
		<no-collide-with-tag>Rbreast</no-collide-with-tag>
		<no-collide-with-tag>Belly</no-collide-with-tag>		
	</per-triangle-shape>
		
		
</system>

hdt skyrim mempatch
[Exception]
AutoSaveGame = true
MiniDumpWithFullMemory = false
ReportToWindows = true
 
[Memory]
RecordFormHeapAllocateFailed = true
FormHeapAllocateFromLargerSpace = false
FixInfiniteLoad = true
ReplaceDefaultHavokHeap = false
 
[Optimize]
FasterLoading = false
 
[Camera]
fix3rdPersonCameraScale = true
Link to comment
  • 3 weeks later...

So I installed everything and tried it out, with a standard UUNP body and XPMSE skeleton.

 

I tested out the china dress. The breasts jiggle, and the butt jiggles underneath the dress, but the tail of the dress just floats behind the PC, rigid.

 

I tested out the HDT-SMP hair pack, and they show up nicely. But they are also rigid.

 

HDT-SMP hasn't produced any log files that I can find. No crashes or weird textures or anything. It's like the dll hasn't even activated. Any tips?

 

--

 

Edit: so that jiggling was just HDT-PE. When I disabled HDT-PE, everything was completely rigid.

 

I don't understand why this isn't working, or at least crashing or something. I've disabled every mod except ChinaDressRavana and Alternate Start, I've got both dlls and all the config files in their proper places, I updated cbbe-tbbp.xml, hair.xml, and NPRChinaDress.xml with the "<per-triangle-shape name="UUNP">" block. And nothing. I can't even get a log file or a CTD. The hair and dress and body are perfectly rigid.

Link to comment

I would like to switch from

My somewhat working HDT Bounce and Jiggles CBBE game... -_-4a1c4ded50a7924666d54b3a03b8f688.pngf6f32ec70daae92198909ef96c56344c.png

 

 

 

To HDT-SMP. Atleast what's possible here. (Also as for Skyrim Romance,I can deal with that on my own.) Basically how do i work everything below Skyrim Romance?

 

(Also sorry for "Being a noob asking how to work this (Groovtama reference from one of these pages. Sorry.)

Link to comment

I would like to switch from

My somewhat working HDT Bounce and Jiggles CBBE game... -_-4a1c4ded50a7924666d54b3a03b8f688.pngf6f32ec70daae92198909ef96c56344c.png

 

 

 

To HDT-SMP. Atleast what's possible here. (Also as for Skyrim Romance,I can deal with that on my own.) Basically how do i work everything below Skyrim Romance?

 

(Also sorry for "Being a noob asking how to work this (Groovtama reference from one of these pages. Sorry.)

 

If what you have set up right now works for you, then the best short answer I could give would be: "Don't".  SMP is not ready for regular use.  It will cause instability, freezes, 1 FPS issues, graphics glitches, CTDs.  And there really isn't 'one size fits all' solution that I'd be aware of.  In all likelihood you'll need to manually tweak the XML configs, and that'll most likely take you weeks to set up.  At the end you may realize it simply isn't going to work in the current states because it conflicts with either X or Y.  That was my experience of it anyway - after about month of trying to make it work, I gave up and went back to HDT-PE for now.

 

If I understood your setup correctly, you are basically using TBBP for body animation, along with sexlab framework - which probably should work fine.  And HDT-PE for... hair animation?  Although I don't know what the BBP hair fix does.

 

I didn't see anything ENB related in the list, so assuming you aren't using one (no comment on that), you'd basically have to get rid of anything related to TBBP (which may cause unwanted things on sexlab framework animations) and preferably anything related to HDT-PE - because while PE and SMP are in theory compatible as long as they don't try to control same things (f.ex. PE for hair and SMP for body 'should' work), in practice it would be risky to run both at once.

 

You'd need a HDT compatible body, an xml config setup written for that specific body, a working combination of HDT mem patch and SMP dll (there's more than one version, and incompatible ones will cause problems - likely leading to CDT).  And you'll probably need to make compromises.  No matter what I tried, I ended up with performance dropping to about 10 FPS when I had full SMP physics enabled in a town that had bunch of NPCs around it as well.  And my gaming system is -not- underpowered for skyrim.

 

I think it has something to do with collision detection though, so if all you want is simple motion physics (breast, butt, maybe belly reacting to walking, jumping etc) and you don't need any kind of collision detection (e.g. you don't care about - say, breasts actually reacting to touch), then you probably can make SMP work.  Even so I couldn't really give a simple and straightforward 'do this and it'll magically work'.  SMP isn't far enough yet for that.

 

The best results I managed to get were with clams of skyrim body, hdtSkyrimMemPatch.dll that's 325 KB in size (says 18-MAR-2015 on my system), and hdtSkinnedMeshPhysics.dll that's 1236 KB in size (says 13-DEC-2015 on my system), and fully custom built xml config.

 

hdtSkyrimMemPath.ini was:

 

[Exception]

AutoSaveGame = true

MiniDumpWithFullMemory = false

ReportToWindows = true

 

[Memory]

RecordFormHeapAllocateFailed = true

FormHeapAllocateFromLargerSpace = false

FixInfiniteLoad = true

ReplaceDefaultHavokHeap = false

 

[Optimize]

FasterLoading = false

 

...but you should probably at least disable the autosave there as well - and I give no guarantees that other settings are best possible either. 

 

configs.xml was:

 

<?xml version="1.0" encoding="utf-8"?>

 

<configs>

    <opencl>

        <!--warning : not finish yet-->

        <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule-->

        <enable>false</enable>

        <platformID>0</platformID>

        <numQueue>16</numQueue>

    </opencl>

    <solver>

        <numIterations>10</numIterations>

        <erp>0.2</erp>

        <min-fps>30</min-fps>

    </solver>

</configs>

 

...but again no guarantees at all that it's the best possible.

 

I'm not going to post the full xml setup I used, because it depends on what exact body .nif you use, and what bones are available in it.  What I wrote would not work on another body model (and I actually added some bones on the .nif I used).  Your best bet would be to find a bundle of body and xml files from this thread, and try it out.

 

But I'll say it again - at this point if what you want is to play skyrim, instead of get first impression on (and learn to do modding for) new HDT version that in future may or may not replace PE in skyrim, then in my opinion better option is to go for HDT-PE, and wait until SMP matures enough to be more stable in normal gameplay.

Link to comment

 

I would like to switch from

My somewhat working HDT Bounce and Jiggles CBBE game... -_-4a1c4ded50a7924666d54b3a03b8f688.pngf6f32ec70daae92198909ef96c56344c.png

 

 

 

To HDT-SMP. Atleast what's possible here. (Also as for Skyrim Romance,I can deal with that on my own.) Basically how do i work everything below Skyrim Romance?

 

(Also sorry for "Being a noob asking how to work this (Groovtama reference from one of these pages. Sorry.)

 

If what you have set up right now works for you, then the best short answer I could give would be: "Don't".  SMP is not ready for regular use.  It will cause instability, freezes, 1 FPS issues, graphics glitches, CTDs.  And there really isn't 'one size fits all' solution that I'd be aware of.  In all likelihood you'll need to manually tweak the XML configs, and that'll most likely take you weeks to set up.  At the end you may realize it simply isn't going to work in the current states because it conflicts with either X or Y.  That was my experience of it anyway - after about month of trying to make it work, I gave up and went back to HDT-PE for now.

 

If I understood your setup correctly, you are basically using TBBP for body animation, along with sexlab framework - which probably should work fine.  And HDT-PE for... hair animation?  Although I don't know what the BBP hair fix does.

 

I didn't see anything ENB related in the list, so assuming you aren't using one (no comment on that), you'd basically have to get rid of anything related to TBBP (which may cause unwanted things on sexlab framework animations) and preferably anything related to HDT-PE - because while PE and SMP are in theory compatible as long as they don't try to control same things (f.ex. PE for hair and SMP for body 'should' work), in practice it would be risky to run both at once.

 

You'd need a HDT compatible body, an xml config setup written for that specific body, a working combination of HDT mem patch and SMP dll (there's more than one version, and incompatible ones will cause problems - likely leading to CDT).  And you'll probably need to make compromises.  No matter what I tried, I ended up with performance dropping to about 10 FPS when I had full SMP physics enabled in a town that had bunch of NPCs around it as well.  And my gaming system is -not- underpowered for skyrim.

 

I think it has something to do with collision detection though, so if all you want is simple motion physics (breast, butt, maybe belly reacting to walking, jumping etc) and you don't need any kind of collision detection (e.g. you don't care about - say, breasts actually reacting to touch), then you probably can make SMP work.  Even so I couldn't really give a simple and straightforward 'do this and it'll magically work'.  SMP isn't far enough yet for that.

 

The best results I managed to get were with clams of skyrim body, hdtSkyrimMemPatch.dll that's 325 KB in size (says 18-MAR-2015 on my system), and hdtSkinnedMeshPhysics.dll that's 1236 KB in size (says 13-DEC-2015 on my system), and fully custom built xml config.

 

hdtSkyrimMemPath.ini was:

 

[Exception]

AutoSaveGame = true

MiniDumpWithFullMemory = false

ReportToWindows = true

 

[Memory]

RecordFormHeapAllocateFailed = true

FormHeapAllocateFromLargerSpace = false

FixInfiniteLoad = true

ReplaceDefaultHavokHeap = false

 

[Optimize]

FasterLoading = false

 

...but you should probably at least disable the autosave there as well - and I give no guarantees that other settings are best possible either. 

 

configs.xml was:

 

<?xml version="1.0" encoding="utf-8"?>

 

<configs>

    <opencl>

        <!--warning : not finish yet-->

        <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule-->

        <enable>false</enable>

        <platformID>0</platformID>

        <numQueue>16</numQueue>

    </opencl>

    <solver>

        <numIterations>10</numIterations>

        <erp>0.2</erp>

        <min-fps>30</min-fps>

    </solver>

</configs>

 

...but again no guarantees at all that it's the best possible.

 

I'm not going to post the full xml setup I used, because it depends on what exact body .nif you use, and what bones are available in it.  What I wrote would not work on another body model (and I actually added some bones on the .nif I used).  Your best bet would be to find a bundle of body and xml files from this thread, and try it out.

 

But I'll say it again - at this point if what you want is to play skyrim, instead of get first impression on (and learn to do modding for) new HDT version that in future may or may not replace PE in skyrim, then in my opinion better option is to go for HDT-PE, and wait until SMP matures enough to be more stable in normal gameplay.

 

 

At this point,I have a secondary MO folder for skyrim just to try SMP entirely on it's own. I would like to see how this work,and how to work it. (Although could be hard considering i don't use 3DS and if its almost basically required? It's not gonna go well/it probably can't happen.

 

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At this point,I have a secondary MO folder for skyrim just to try SMP entirely on it's own. I would like to see how this work,and how to work it. (Although could be hard considering i don't use 3DS and if its almost basically required? It's not gonna go well/it probably can't happen.

 

 

 

On 'tools' side the only things that you kind of absolutely need are, MO to keep from totally messing up your installation; nifskope to check basenames and such from the nif meshes so you know what you actually need in xml - and to adjust things if necessary; and any text editor capable of editing xml files - even notepad can do, but it's more comfy to do it with say, notepad++ or something similar.

 

You don't really need to edit the meshes beyond what you can do with nifskope.

Link to comment

 

 

At this point,I have a secondary MO folder for skyrim just to try SMP entirely on it's own. I would like to see how this work,and how to work it. (Although could be hard considering i don't use 3DS and if its almost basically required? It's not gonna go well/it probably can't happen.

 

 

 

On 'tools' side the only things that you kind of absolutely need are, MO to keep from totally messing up your installation; nifskope to check basenames and such from the nif meshes so you know what you actually need in xml - and to adjust things if necessary; and any text editor capable of editing xml files - even notepad can do, but it's more comfy to do it with say, notepad++ or something similar.

 

You don't really need to edit the meshes beyond what you can do with nifskope.

 

 

So for someone like me,No experience in advanced configurating,Or making mods,or coding,etc Just really good at following tutorials TO get (insert requested tutorial,etc here),How could i work this with like,a CBBE or UNP if it has to come down to it,something,With a 3D Animated Vagina too + SOS with this?

 

Link to comment

 

So for someone like me,No experience in advanced configurating,Or making mods,or coding,etc Just really good at following tutorials TO get (insert requested tutorial,etc here),How could i work this with like,a CBBE or UNP if it has to come down to it,something,With a 3D Animated Vagina too + SOS with this?

 

 

 

Most of the things go pretty deep into the 'advanced configuration' category.  For the '1, 2, 3' guide, I haven't really seen a simple one that would work for me yet (I was looking for CBBE specifically, if you accept UNP too you might have better chance).

 

I'd still just go with Clams of Skyrim with HDT-PE, because unless you're doing it to get ahead with creating mods for HDT-SMP, I don't see much point yet to use it instead of HDT-PE.

Link to comment

 

 

So for someone like me,No experience in advanced configurating,Or making mods,or coding,etc Just really good at following tutorials TO get (insert requested tutorial,etc here),How could i work this with like,a CBBE or UNP if it has to come down to it,something,With a 3D Animated Vagina too + SOS with this?

 

 

 

Most of the things go pretty deep into the 'advanced configuration' category.  For the '1, 2, 3' guide, I haven't really seen a simple one that would work for me yet (I was looking for CBBE specifically, if you accept UNP too you might have better chance).

 

I'd still just go with Clams of Skyrim with HDT-PE, because unless you're doing it to get ahead with creating mods for HDT-SMP, I don't see much point yet to use it instead of HDT-PE.

 

 

I just liked what i saw in terms of preview. + HDT Vagina looked better than ever.

 

Link to comment
  • 3 months later...

I'm posting here in case anyone can help me with my issue with HDT-SMP.  I have the bodies working correctly, and I've tested and confirmed functionality using things like NPRChinaDress and Shaephe which work correctly.  Now I'm trying to add HDT-SMP to other meshes, but when I add them to a new mesh (a skirt), the mesh falls off the body through the floor in to infinity.

 

I've checked

 

https://forums.nexusmods.com/index.php?/topic/3800385-a-guide-to-hdt-smp-usersmodders/

 

and followed the instructions to keep the keyframed bones' mass set to zero as per the instructions, but the problem remains.  I've properly defined bones, constraints, and added the NiStringExtraData to my .nif file, but I'm still getting this weird issue.  It even looks likes the mesh is properly interacting with the body as it falls, but I'm not sure why it falls.  Any help?

 

I see that others have added SMP to other meshes, like in http://bbs.3dmgame.com/thread-4841611-1-1.html. I must be missing something really basic in 3ds Max or in the .xml...not sure where to go from here.

Link to comment

 

The MEGA link for the tutorial doesn't work anymore. Does anyone have the HDTSkyrimMemPatch files?

Plugin updated 2015/06/20 and newer parts added in NPRchinadress.7z.

However newer plugin and source files in here attachicon.gifHDT-SMP files.7z

And VOD Tutorial reuploaded at my account.

https://mega.nz/#!uRUjSZoK!NiaX6ULoqEb5NCT8xITvUtxLoRnxCZwFGDXC8xsimdY

 

 

Thanks I was getting "clCreateCommandQueueWithProperties OpenCl.dll" error and was able to fix it with your files.

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  • 1 month later...

SMP seems to be working fairly well for me.  I was wondering about the values though.  I get the basic jist of it (I think...) but I'd like someone to lay it out in clear terms so that I can change the settings in the XML with confidence that I'm changing what I think I'm changing.

 

Which values change what, and what are the differences between ones that sound similar.  For example, what's the difference between rotational and linear settings.  What direction am I changing when it says X, Y, and Z?  Do negative values go left or right?  Up or down?  Out or in?

 

Basically this:

What do the settings do?  (limits, dampeners, tensions etc.)

What's the difference between rotation and linear?  (in visual terms like 'waterbed' or 'flop')

What settings are X, Y, and Z?  (in terms of which axis is front to back, side to side, up and down)

Which values are up and down, left and right, out and in.  (negative or positive numbers?)

 

I know I'm asking for a lot here, but if anyone has this information handy I would GREATLY appreciate it!  I really want to fine tune my settings here, and knowing which settings to go for would help quite a lot.

 

Edit - Ah, nevermind.  I found this - https://forums.nexusmods.com/index.php?/topic/3800385-a-guide-to-hdt-smp-usersmodders/

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Hi! Just thought I could share my HDT-SMP setup. Have used it for a some time, but haven't looked at it for a while.

This is to my personal preference concerning the bodytype etc. But maybe  some users can look at my setup if they want to use some of it.

I have added collision shapes to the femalebody and malebody

This file contains:

 

XML files: include all animal penises, male penises, unp female penis, tongue. For tongue you need equippable tongues.

 

The cbbe-hdt-vag.xml file has bounce on breasts, butt, thighs and a tiny bit on belly. 

Collision: breasts - malegenitals/hands/malehands/forearms/thighs

                vagina - penises/hands/tongue

                Belly   - penises (unfortunatey a bit with hands too)

                butt  - hands/penises (can be adjusted to more collision detection by setting weight treshold)

 

 

NIf files: All penises from animals, immersive creatures too, male and female.

femalebody_0 and femalebody_1 is cbbe-hdt  (think it is treepleen daie or something like that). If users want to test they probably need to copy the collision shapes from my femalebody_0/1. nif to their femalebody.nif

HDTSMP_NIF_XML_Files.rar

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