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


Uhuru N'Uru

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Posted

I was looking for a fix for this:

HDTSkyrimMemPatch.dll
HDTSkyrimMemPatch.ini

 

Right now i have a major problem that this file will build a hdtmempatch.log file and will keep spamming this line: HdtMemPatch does not support => 2 gig of ram for skyrim

 

How do i stop this ?? i tried looking in the ini and i see no fix on how to disable this log from happening ??

Posted

I was looking for a fix for this:

HDTSkyrimMemPatch.dll

HDTSkyrimMemPatch.ini

 

Right now i have a major problem that this file will build a hdtmempatch.log file and will keep spamming this line: HdtMemPatch does not support => 2 gig of ram for skyrim

 

How do i stop this ?? i tried looking in the ini and i see no fix on how to disable this log from happening ??

 

It's a incompatibility between the HDT patch and ENB.

 

First thing to do, try to set in your hdtSkyrimMemPatch.ini

[Memory]
FormHeapAllocateFromLargerSpace = false
ReplaceDefaultHavokHeap = false

If this doesn't help, you may try to set in your enblocal.ini

[Memory]
ExpandSystemMemoryX64 = true

but be warned, the ENB memory expansion is known to be unreliable.

 

As last chance you also just may switch back to the older HDT PE MemPatch, the 50kb .dll file, as this older version doesn't include the new memory allocation.

  • 3 weeks later...
Posted

Was wondering what is the correct naming ?? penetrations prenetrations in the xml files have these two mixed up and is causing all sorts of error.

For penis use penetration for vagina prenetration

Posted

Thanks will try it because was getting some spam error saying penetration not found then found several xml stating prenetration i thought that was the typo but it should be looking like that,

 

was wondering i have some npc still using the ol hdt pe but do i really need to convert every single one of them to use hdt sm version ?? but all meshes are already using the basebody in nifscope. 

Posted

Thanks will try it because was getting some spam error saying penetration not found then found several xml stating prenetration i thought that was the typo but it should be looking like that,

 

was wondering i have some npc still using the ol hdt pe but do i really need to convert every single one of them to use hdt sm version ?? but all meshes are already using the basebody in nifscope.

You will need to change nistringextradata to hdt skinned mesh physics object so yeah you need to do

  • 1 month later...
Posted

I FOUND IT

It's as easy as it's silly: It seems like there may not be any comment within the defaultBBPs.xml file!

 

In-depth:

As no error was shown for the plugin itself, I downloaded an SMP cape mod. The capes worked as intended nice, so the physics plugin itself was working correctly. Ergo, sth was wrong with the link of physics to the body. The file that defines the physics behavior didn't get changed, so it had to be the linking file. I disabled it, and linked the physics definition directly within the nif, et voila, jiggling was happening. So I removed anything from the defaultBBPs.xml which wasn't needed, and linked the physics to the body via this file again, and it suddenly worked, too, again!

 

I just didn't test yet, if there may be no comment at all or just no comment before the <map [...]> markups.

 

Ok, this is strange. I suddenly got the same error as you do, but I have no comments in the defaultBBPs.xml

 

hello world
hdtSkinnedMeshPhysics
[Tue Feb  7 08:29:00 2017]INFO: Queue OK
[Tue Feb  7 08:29:00 2017]WARNING: Unknown config : 
[Tue Feb  7 08:29:00 2017]INFO: SKSEPlugin_Load
 
 
And suddenly, no collisions with the body...
Downloaded intel opencl files, reinstalled all smp files..no luck
Posted

...

 

Are you guys linking just to the defaultbbp?

 

You realize that's a directory/registrar file right, and if you have multiple instances of bodies/outfits you're literally loading ALL of them per NPC, like all the male AND female and tails and wigs and capes and whatever the hell else you have in there, right?

 

You're supposed to be linking to the controller file for THAT mesh, with said bones contained in said mesh correctly annotated and set up, if you're linking anything at all, which you shouldn't need to as long as the controller file exists in the correct format.

 

...

 

Welp that explains quite a bit. Just DL'd prz's cbbe body and voila, it's explicitly linked via nistring to DBBPs, and it doesn't have physics applied, when everyone else does.

 

Nistring removed, physics for baseshape suddenly exist again as per controller file, though it's my controller file instead of his.

 

 

Posted

...

 

Are you guys linking just to the defaultbbp?

 

You realize that's a directory/registrar file right, and if you have multiple instances of bodies/outfits you're literally loading ALL of them per NPC, like all the male AND female and tails and wigs and capes and whatever the hell else you have in there, right?

 

You're supposed to be linking to the controller file for THAT mesh, with said bones contained in said mesh correctly annotated and set up.

Hmm..Yes, I am linking most files to defaultBBPs.xml. Except for Hairs, jewelry an earrings. Everything else is linked in defaultBBPs.xml.

Has worked very well until suddenly when I got the error message above and nothing collides with the collisionmeshes added to the baseshape.

 

I can ofcourse try to link to individual files for each mesh, but I am not sure that is why I have the error message..

Posted

Bla bla absence of evidence is not evidence of absence bla bla

 

But I will say I've never had SMP fail or not work, any version, any update, and I've never linked ANYTHING to the directory file.

 

I would simply try removing the nistring period, reloading the save twice from a new save to ->theoretically<- eliminate any other possibility, failing that link to the controller file, not the directory, repeat "clean" load.

 

Failing that you probably need a memory timing tool to see exactly what you are or aren't loading into active memory and whether or not it's staying there at all.

Posted

Bla bla absence of evidence is not evidence of absence bla bla

 

But I will say I've never had SMP fail or not work, any version, any update, and I've never linked ANYTHING to the directory file.

 

I would simply try removing the nistring period, reloading the save twice from a new save to ->theoretically<- eliminate any other possibility, failing that link to the controller file, not the directory, repeat "clean" load.

 

Failing that you probably need a memory timing tool to see exactly what you are or aren't loading into active memory and whether or not it's staying there at all.

 

ok, I will give it a try.

 

So changing from Data\Skse\Plugins\hdtSkinnedMeshConfigs\defaultBBPs.xml  in femalebody_0/1

and link to the individual file : Skse\Plugins\hdtSkinnedMeshConfigs\cbbe-hdt-vag.xml

 

and do the same for all meshes that have collision or physics?

Posted

I would try it without a nistring at all first.

 

No nistring; remove it

 

1. Find the Mesh's actual name aka the default NiTriShape with nifskope

 

2. Make sure you have a controller file that has those EXACT bones for that mesh and every NiTriShape and bone of it that has physics

 

3. Make sure you have that controller file for that exact NiTriShape/Mesh registered in defaultbbps.xml, case sensitivity is a thing

 

4. run it from a new game -> load old save

 

It should work without a string at all

 

load it twice hop around like idiot to make sure all the things do all the things, have the sex yadda yadda

 

If it doesn't work link to the controller file as per above, not the bbps

 

If Skyrim is in programs or programs(x86), make sure everything like MO/NMM FINS bla bla have permanent admin rights.

 

 

Posted

I would try it without a nistring at all first.

 

No nistring; remove it

 

1. Find the Mesh's actual name aka the default NiTriShape with nifskope

 

2. Make sure you have a controller file that has those EXACT bones for that mesh and every NiTriShape and bone of it that has physics

 

3. Make sure you have that controller file for that exact NiTriShape/Mesh registered in defaultbbps.xml, case sensitivity is a thing

 

4. run it from a new game -> load old save

 

It should work without a string at all

 

load it twice hop around like idiot to make sure all the things do all the things, have the sex yadda yadda

 

If it doesn't work link to the controller file as per above, not the bbps

 

If Skyrim is in programs or programs(x86), make sure everything like MO/NMM FINS bla bla have permanent admin rights.

Well, I got it working again, but it was not what I expected.

I tried all the stuff with removing links , adding own files to all nitrishapes, removing from defaultBBPs and so on, but absolutely no changes.

 

It was strange because it didn't seem that the collisionshapes on the baseshape body was loaded so as a last resort I deleted all collisionshapes and added them again one by one. When I deleted and added again the collisionBelly shape, it all suddenly worked..

 

Thanks anyway for the help:-)

Posted

PS! just a tip. Something I discovered while trying to find the error I had. If you for instance want the whole body of, let's say a dog to collide with  your characters breasts , butt and so on.

1. Open dogVeinybig.nif in nifscope

2. check the name of the nitrishapes for the penis and the Dog's body, or rename to your liking.

3. create a NiStringExtraData node

4. create a new xml, name it dog.xml

5. add link in niscope: SKSE\Plugins\hdtSkinnedMeshConfigs\dog.xml

6. in the xml file add:

 

<?xml version="1.0" encoding="UTF-8"?>
<system>
<per-vertex-shape name="Dog">
    <margin>0,15</margin>  
    <tag>Dog</tag>
  <no-collide-with-tag>Dog</no-collide-with-tag>
 <no-collide-with-tag>penis</no-collide-with-tag>
<no-collide-with-tag>hair</no-collide-with-tag>
</per-vertex-shape>
 
<per-vertex-shape name="penis">
    <margin>0,8</margin>
      <tag>penis</tag>
      <no-collide-with-tag>penis</no-collide-with-tag>
 <no-collide-with-tag>Dog</no-collide-with-tag>
  <no-collide-with-tag>hair</no-collide-with-tag>
</per-vertex-shape>
</system>
 
7. You now have collision from both penis and the dog with breast, butt etc..
Posted

I know I'm late to the smp party but....why do I not have physics on the clothes/armor? I thought I did and I thought I read it did but.....yeah, no bounce

PS! just a tip. Something I discovered while trying to find the error I had. If you for instance want the whole body of, let's say a dog to collide with your characters breasts , butt and so on.

1. Open dogVeinybig.nif in nifscope

2. check the name of the nitrishapes for the penis and the Dog's body, or rename to your liking.

3. create a NiStringExtraData node

4. create a new xml, name it dog.xml

5. add link in niscope: SKSE\Plugins\hdtSkinnedMeshConfigs\dog.xml

6. in the xml file add:

 

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

<system>

<per-vertex-shape name="Dog">

<margin>0,15</margin>

<tag>Dog</tag>

<no-collide-with-tag>Dog</no-collide-with-tag>

<no-collide-with-tag>penis</no-collide-with-tag>

<no-collide-with-tag>hair</no-collide-with-tag>

</per-vertex-shape>

 

<per-vertex-shape name="penis">

<margin>0,8</margin>

<tag>penis</tag>

<no-collide-with-tag>penis</no-collide-with-tag>

<no-collide-with-tag>Dog</no-collide-with-tag>

<no-collide-with-tag>hair</no-collide-with-tag>

</per-vertex-shape>

</system>

 

7. You now have collision from both penis and the dog with breast, butt etc..

Aside from an unrelated texture issue, I appear to be figuring this out
  • 2 weeks later...
Posted

Heyho, small question: what's the purpose of collision shapes? For now, I have an unaltered UUNP Special body, and it does work when I just use the names of the bones. How would I include collision shapes instead of bones and their weight painting (as I think it does), and what's the advantage?

Posted

Collision shapes allow you to be a lazy fuck and not set up things like friction and restitution. By doing more work in the mesh, you have to do less work defining the physical parameters of the mesh+bone part you have a collision object for.

 

Far less realistic, but getting your interactions to work requires far less overhead from a physics perspective.

 

You include them the way you include anything else, add them to the nif and then define them in a controller file for that NiTriShape.

 

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