Marek1992 Posted September 16, 2019 Posted September 16, 2019 I tried to install Cosio_Main_5.5.2, and I get this: extracting failed (9). Is this file corrupted or what?
zupra Posted September 16, 2019 Posted September 16, 2019 I used JFF to open the xml and the mass properties for the breasts didn't match at all. I made them identical and now the breast physics are working as they should. So i had the full physics but no clit chosen when i installed FYI.
Guest Posted September 16, 2019 Posted September 16, 2019 1 hour ago, zupra said: I used JFF to open the xml and the mass properties for the breasts didn't match at all. I made them identical and now the breast physics are working as they should. So i had the full physics but no clit chosen when i installed FYI. ye i noticed the mass thing.it only solved breast height problem i think some might have but not the spazzing ...how ever i have a theory that im trying out will see if it works ....the bones nodes needs to be in a specific order i think ...i makes sense why the right breast seems to be a problem 7 hours ago, Marek1992 said: I tried to install Cosio_Main_5.5.2, and I get this: extracting failed (9). Is this file corrupted or what? no ...what Mo are mod installer are you using ? ...i t works in Vortex and mo2 ...was a problem before in Mo1 but it was solved 8 hours ago, GenioMaestro said: Can you explain how the use of papyrus can affect HDT calculations? Why are those two game components, the Papyrus Engine and the Havock Engine, related? Do you know how they relate and what effect one can have on the other? Papyrus uses CPU processing so does Havok ..Papyrus will a bottle neck if it has to many scripts to handle ...i find the breast spazz happens mostly with Npc with complex AI like Sarana Sofia Recorder and immersive Wenches when they spawn in Cells ...i know skyriom can only really handle 20 Npc in the same cell
kadsend Posted September 16, 2019 Posted September 16, 2019 9 hours ago, scivirus said: swirls is probably because is the higher poly count then cbbe ..so the UV wrap does not match lesson i learned to late ..how ever i don't have any experience in adding overlays ..i very focused in making a new body so adding new thing to the current body will just slow it down ...i have been drying to get the community to try things like that for a while now ..some have done work on outfit conversions and helped a ton ..have not found any to help with textures ... as for the hands ..they should work as long as you don't use breast and butt hdt mods from other mods ...some might over write the hands xml...i have to remove most of the finger collision as it to much for the Havok system ...only advice i can give you is to increase the radius of the hands collation box but that can make it collide to early with breast ...use the hdtHavokModifier.exe found on the HDT physics extension 14.28 page called "Just for Fun" ...don't thing there should be conflicts with floppy sos unless it overwrites the hands xml .far as i kno0pw it does not I see, I'll try to solve the UV wrapping myself then. About the finger collision, it seems it's not working, I didn't increased radius on the collision capsules for fear that I maybe am doing something wrong... I've took some screenshots for you to see tough...If you please could take a look and say if it's working as intended Anyways, thanks for your help!
Guest Posted September 16, 2019 Posted September 16, 2019 hdtPhysicsExtensions.log 15 minutes ago, kadsend said: I see, I'll try to solve the UV wrapping myself then. About the finger collision, it seems it's not working, I didn't increased radius on the collision capsules for fear that I maybe am doing something wrong... I've took some screenshots for you to see tough...If you please could take a look and say if it's working as intended Hide contents Anyways, thanks for your help! the problem with this is that it highly depended on animation...there might be a parent bone like the pelvis for example that is bend by the animation that can move the bone away from it's original position but the mesh that is link to it by weights don't move because it is canceled out by the spine bones movement or thighs ..becasue Havok can only share 4 bones to one vertex so if more then 4 is used , the one with the least amount of weighs gets canceled there is about 10 bones alone that area ..it hard to pin point perfect set there ...best option i just change the box size but 0.5 size at a time ....you can look in the hdtPhysicsExtensions.log in skse plugins folder to see if the hdtfingers xml was indeed running
zupra Posted September 16, 2019 Posted September 16, 2019 8 hours ago, scivirus said: ye i noticed the mass thing.it only solved breast height problem i think some might have but not the spazzing ...how ever i have a theory that im trying out will see if it works ....the bones nodes needs to be in a specific order i think ...i makes sense why the right breast seems to be a problem No problem i was glad to point out that little mistake for you. I don't know what you mean with the height, but the movement is identical now. Edit: Looks like it fixed the spazzing as well. It didn't happen even once after couple hours of playing while earlier you just had to turn fast and the spazzing could happen. Edit2: Ok horse riding still causes the spazzing easily.
GenioMaestro Posted September 16, 2019 Posted September 16, 2019 3 hours ago, scivirus said: Papyrus uses CPU processing so does Havok ..Papyrus will a bottle neck if it has to many scripts to handle ...i find the breast spazz happens mostly with Npc with complex AI like Sarana Sofia Recorder and immersive Wenches when they spawn in Cells ...i know skyriom can only really handle 20 Npc in the same cell Yes, but the papyrus engine has its own unique and exclusive CPU time specified in Skyrim.ini, by default 1.2 ms. While the Papyrus Engine runs scripts, the game doesn't do anything else, doesn't calculate frames, doesn't calculate Havok, doesn't calculate anything at all. Only execute scripts for the asigned time. The papyrus engine can never affect frame rate or Havock calculation in any way. Download my ScriptTest, start 200 or 400 test Type2 = Mathematical and test your game with the most complex physics you can have. My test can overload the papyrus engine to an incredible point. I never had problems with physics while running my test. The problems in physics and frame rate NEVER can be caused by the Papyrus Engine if you have the correct settings in the Skyrim.ini file. Of course, I doubt that a complex AI can affect the physics. I have more than 30 slaves in the same cell and my game always calculates the physics in all of them without any problem. I guess 30 simple AIs can cause more overhead than ONE complex AI.
kadsend Posted September 16, 2019 Posted September 16, 2019 2 hours ago, scivirus said: hdtPhysicsExtensions.log the problem with this is that it highly depended on animation...there might be a parent bone like the pelvis for example that is bend by the animation that can move the bone away from it's original position but the mesh that is link to it by weights don't move because it is canceled out by the spine bones movement or thighs ..becasue Havok can only share 4 bones to one vertex so if more then 4 is used , the one with the least amount of weighs gets canceled there is about 10 bones alone that area ..it hard to pin point perfect set there ...best option i just change the box size but 0.5 size at a time ....you can look in the hdtPhysicsExtensions.log in skse plugins folder to see if the hdtfingers xml was indeed running I found out It's that my floppy SOS came with a hdtvagina.xml file, overriding everything. I deleted it and everything seems working right ^^ Thanks for your help!
Guest Posted September 17, 2019 Posted September 17, 2019 12 hours ago, zupra said: No problem i was glad to point out that little mistake for you. I don't know what you mean with the height, but the movement is identical now. Edit: Looks like it fixed the spazzing as well. It didn't happen even once after couple hours of playing while earlier you just had to turn fast and the spazzing could happen. Edit2: Ok horse riding still causes the spazzing easily. yip especial when getting on or off ..it like spawning into a cell the inertia is to much becasue you are like moving at the speed of light then stopting suddenly ..so technically the physics is working as intended
Guest Posted September 17, 2019 Posted September 17, 2019 13 hours ago, GenioMaestro said: Yes, but the papyrus engine has its own unique and exclusive CPU time specified in Skyrim.ini, by default 1.2 ms. While the Papyrus Engine runs scripts, the game doesn't do anything else, doesn't calculate frames, doesn't calculate Havok, doesn't calculate anything at all. Only execute scripts for the asigned time. The papyrus engine can never affect frame rate or Havock calculation in any way. Download my ScriptTest, start 200 or 400 test Type2 = Mathematical and test your game with the most complex physics you can have. My test can overload the papyrus engine to an incredible point. I never had problems with physics while running my test. The problems in physics and frame rate NEVER can be caused by the Papyrus Engine if you have the correct settings in the Skyrim.ini file. Of course, I doubt that a complex AI can affect the physics. I have more than 30 slaves in the same cell and my game always calculates the physics in all of them without any problem. I guess 30 simple AIs can cause more overhead than ONE complex AI. CHECK AGAIN its been proven time and time again..you are forgetting ..the MODs you use the CPU you have and ram you have even the HDD or SSD "which makes a made a massive improment "you have ,has a massive impact on the games Hdt behavior ..My physics problems only appear when i have multiple Follower ..or when the NPC has SeranA based AI ..Like Sofia Serana Recorder .Inigo ..Vilja is the worst of them i only need her for the game to freak out >>Granted Cosio has very heavy Hdt ..but i run Hdt hair and Capes with hdt dresses with a Cosio converted out fit at the same time constantly and for the most part they are fine ..only during changing to a new cell or very fast position changes with and multiple NPC do these things happen ...DUDE BE MY GUEST and FIX it instead of trying to FIND FAULTS .... PS never EVER touch Papyrus setting on Skyrim.INI
Guest Posted September 17, 2019 Posted September 17, 2019 11 hours ago, kadsend said: I found out It's that my floppy SOS came with a hdtvagina.xml file, overriding everything. I deleted it and everything seems working right ^^ Thanks for your help! clad it worked out out ..can't Make cosio work with all ,mods .unfortunately
Guest Posted September 17, 2019 Posted September 17, 2019 13 hours ago, zupra said: No problem i was glad to point out that little mistake for you. I don't know what you mean with the height, but the movement is identical now. Edit: Looks like it fixed the spazzing as well. It didn't happen even once after couple hours of playing while earlier you just had to turn fast and the spazzing could happen. Edit2: Ok horse riding still causes the spazzing easily. someone pointed out the left breast was higher then the left .. but not in my rig is fine ..How ever like you pointed out the left breast is the one with the lower mass so it should be the left breast sitting higher
GenioMaestro Posted September 17, 2019 Posted September 17, 2019 1 hour ago, scivirus said: CHECK AGAIN its been proven time and time again..you are forgetting ..the MODs you use the CPU you have and ram you have even the HDD or SSD "which makes a made a massive improment "you have ,has a massive impact on the games Hdt behavior Not, that is not correct and i presume you know it but you are expresing it in a bad way. The diferent hardware, more or less powerfull, that every user have can not cause graphical artifacts, like strange mesh displacements, when the game, the hardware and the mods are correctly configured. The game, the drivers and the computer are designed for works exactly in the same way in all the computers of the world that have the SAME configuration. But if you are requesting from your game and from your machine more than they can make you can have problems, artifacts and strange behaviors. If you want your game works perfect, absolutelly perfect, in every one of the frames that draw in the screen, you must down the number of mods, specially mods with very high request, because the only way of have a perfect, absolutelly perfect game, is configure yours mods and your game for match with your machine. You must know that Skyrim is made in DirectX 9 and, of course, use mono thread for the render piplenile. If one of the frames are not totally perfectly precomputed in the enougth milliseconds you can have one or some bad frames that show artifacts but that are caused because, in a specific moment, the power of the computer is not enougth for compute all that things in the required time. 1 hour ago, scivirus said: My physics problems only appear when i have multiple Follower ..or when the NPC has SeranA based AI ..Like Sofia Serana Recorder .Inigo ..Vilja is the worst of them i only need her for the game to freak out >>Granted Cosio has very heavy Hdt ..but i run Hdt hair and Capes with hdt dresses with a Cosio converted out fit at the same time constantly and for the most part they are fine ..only during changing to a new cell or very fast position changes with and multiple NPC do these things happen ...DUDE BE MY GUEST and FIX it instead of trying to FIND FAULTS .... PS never EVER touch Papyrus setting on Skyrim.INI All these problems are caused because, at a specific moment, your computer is not enough powerful to calculate all the necessary things in the required time and, in some images, it has graphic artifacts. I fix your problem because the FAIL is in your configuration. It is not a problem in the AI of Sofia, Serana, Recorder, Íñigo, Vilja ... It is not a problem caused when the papyrus engine has a lot of work. Your problem is caused because you are requesting from the game more than your hardware can do. The only parameter that can affect has not been commented so far and is fUpdateBudgetMS. That is the maximum time that the papyrus engine can run. The default setting is 1.2 milliseconds and we recommend it up to 1.6 ms when you have many script modifications. If you play at 60 FPS, the game only has 16.6666 ms to generate the frame. If you put fUpdateBudgetMS at 1.6, you are giving to papyrus engine approximately 10% of the frame time. If you play at 120 FPS, the game only has 8.3333 ms to generate the frame. If you put fUpdateBudgetMS at 1.6, you are giving to papyrus engine approximately 20% of the frame time. Theoretically, for play at 120 FPS you must put fUpdateBudgetMS at 0.8 or 0.6 milliseconds. The time the game invests in running the scripts is deducted from the time of the entire frame and that reduction can cause problems, frame drops and graphic artifacts in some moments. Perhaps, and only perhaps, if you are playing at 120 FPS and you are running many scripted mods, the papyrus engine can, at some times, like changing the cells, cause a puntual frame drop because, while the game processes the Scripts, only and exclusively processes scripts and does absolutely nothing else, does not calculate havok or frames or the AI of the followers.
Guest Posted September 17, 2019 Posted September 17, 2019 7 hours ago, GenioMaestro said: Not, that is not correct and i presume you know it but you are expresing it in a bad way. The diferent hardware, more or less powerfull, that every user have can not cause graphical artifacts, like strange mesh displacements, when the game, the hardware and the mods are correctly configured. The game, the drivers and the computer are designed for works exactly in the same way in all the computers of the world that have the SAME configuration. But if you are requesting from your game and from your machine more than they can make you can have problems, artifacts and strange behaviors. If you want your game works perfect, absolutelly perfect, in every one of the frames that draw in the screen, you must down the number of mods, specially mods with very high request, because the only way of have a perfect, absolutelly perfect game, is configure yours mods and your game for match with your machine. You must know that Skyrim is made in DirectX 9 and, of course, use mono thread for the render piplenile. If one of the frames are not totally perfectly precomputed in the enougth milliseconds you can have one or some bad frames that show artifacts but that are caused because, in a specific moment, the power of the computer is not enougth for compute all that things in the required time. All these problems are caused because, at a specific moment, your computer is not enough powerful to calculate all the necessary things in the required time and, in some images, it has graphic artifacts. I fix your problem because the FAIL is in your configuration. It is not a problem in the AI of Sofia, Serana, Recorder, Íñigo, Vilja ... It is not a problem caused when the papyrus engine has a lot of work. Your problem is caused because you are requesting from the game more than your hardware can do. The only parameter that can affect has not been commented so far and is fUpdateBudgetMS. That is the maximum time that the papyrus engine can run. The default setting is 1.2 milliseconds and we recommend it up to 1.6 ms when you have many script modifications. If you play at 60 FPS, the game only has 16.6666 ms to generate the frame. If you put fUpdateBudgetMS at 1.6, you are giving to papyrus engine approximately 10% of the frame time. If you play at 120 FPS, the game only has 8.3333 ms to generate the frame. If you put fUpdateBudgetMS at 1.6, you are giving to papyrus engine approximately 20% of the frame time. Theoretically, for play at 120 FPS you must put fUpdateBudgetMS at 0.8 or 0.6 milliseconds. The time the game invests in running the scripts is deducted from the time of the entire frame and that reduction can cause problems, frame drops and graphic artifacts in some moments. Perhaps, and only perhaps, if you are playing at 120 FPS and you are running many scripted mods, the papyrus engine can, at some times, like changing the cells, cause a puntual frame drop because, while the game processes the Scripts, only and exclusively processes scripts and does absolutely nothing else, does not calculate havok or frames or the AI of the followers. that does make a difference i use that myself and advise everyone on it ..But if Papyrus is overloaded for a Spit Second all Processing is Halted Including Havok Making it skip a step so it could have calculation in process that has velocity on an object when it should not, causing i sort of infinite motion like you said "All these problems are caused because, at a specific moment" it take a millisecond to go out of wack ...seems to happen Npc spawning in cell or moving to a new cell or fast movement like mounting a horse ..the NPC or player is teleported ..Havok still calculates inertia ..imagine you stop suddenly at the speed of light ...i am working on a new xml with a different structure seems more stable ...so far there is only spazzing that still corrects it self when FPS is not Locked ..it is not as aggressive as the previous setup ...will have to see it work as i have room to improve still ..
GenioMaestro Posted September 17, 2019 Posted September 17, 2019 1 hour ago, scivirus said: But if Papyrus is overloaded for a Spit Second all Processing is Halted Including Havok NO... absolutelly NOT... Learn how works the game that you play for years, please. Read my words, download my tools and make test in your game for convince yourself that Papyrus not have any relation with that problems, no matter how overloaded can be the Papyrus Engine. When a follower is teleported is made with a script and the code of the script determine in what position of the world re-appear specifiying the cords X,Y,Z and facing. But the execution of the script have none relation with the errors that the game make when compute the physics. That problems are caused because the followers, normally, are teleported to a Z position over the player because we, the developers, can not know what have the player arround. If we teleport the follower to the same Z we can put the follower inside a rock. For that we increase the Z cord and that cause the NPC drop and that can generate puntual problems in the compute of the physics. In the same way, when ridding a horse, the physics move very fast and that can cause puntual problems when the game compute the HDT because must read and process all the mesh and textures of the new cells. 1 hour ago, scivirus said: ...i am working on a new xml with a different structure seems more stable ...so far there is only spazzing that still corrects it self when FPS is not Locked ..it is not as aggressive as the previous setup ...will have to see it work as i have room to improve still .. Is fantastic that you continue working in your mod and creating new versions that are more stable. But i really doubth that can solve the problems because first, not have any relation to Papyrus, and second, are caused by fails in the compute of the HDT of the followers when are teleported.
Guest Posted September 17, 2019 Posted September 17, 2019 2 hours ago, GenioMaestro said: NO... absolutelly NOT... Learn how works the game that you play for years, please. Read my words, download my tools and make test in your game for convince yourself that Papyrus not have any relation with that problems, no matter how overloaded can be the Papyrus Engine. When a follower is teleported is made with a script and the code of the script determine in what position of the world re-appear specifiying the cords X,Y,Z and facing. But the execution of the script have none relation with the errors that the game make when compute the physics. That problems are caused because the followers, normally, are teleported to a Z position over the player because we, the developers, can not know what have the player arround. If we teleport the follower to the same Z we can put the follower inside a rock. For that we increase the Z cord and that cause the NPC drop and that can generate puntual problems in the compute of the physics. In the same way, when ridding a horse, the physics move very fast and that can cause puntual problems when the game compute the HDT because must read and process all the mesh and textures of the new cells. Is fantastic that you continue working in your mod and creating new versions that are more stable. But i really doubth that can solve the problems because first, not have any relation to Papyrus, and second, are caused by fails in the compute of the HDT of the followers when are teleported. THIS IS DONE
Fumeknight79 Posted September 17, 2019 Posted September 17, 2019 Hey, I noticed the remodeled armor mod does not include the boots and gloves when converting. Is there a different procedure for converting boots and gloves when compared to the chest piece? I use the muscle sliders a bit, so the boots and gloves of skyrim don't align quite right.
Guest Posted September 18, 2019 Posted September 18, 2019 39 minutes ago, Fumeknight79 said: Hey, I noticed the remodeled armor mod does not include the boots and gloves when converting. Is there a different procedure for converting boots and gloves when compared to the chest piece? I use the muscle sliders a bit, so the boots and gloves of skyrim don't align quite right. you have to use the hands and body as reference ..it will depend on the mesh ..for example shoes the cover only feet will only need feet as a reference but if they are boots with leggings then it will need the body too ..so in that case load the body then add the feet or hands and add the outfit if the fingers are exposed then you must save it with copy reference to output box ticked .if the hands are covered then it must be un-ticked ..no need to have mesh rendered in the game you cannot see ..just delete the body too after .....when i my private live permit me to make a vid again ill cover this topic
nobynoby208 Posted September 18, 2019 Posted September 18, 2019 I think the right butt bones are broken in a way that it makes it look like a tip of a triangle, this isnt a big deal though so dont make this a priority ScreenShot111.bmp
Guest Posted September 18, 2019 Posted September 18, 2019 4 hours ago, nobynoby208 said: I think the right butt bones are broken in a way that it makes it look like a tip of a triangle, this isnt a big deal though so dont make this a priority ScreenShot111.bmp 5.93 MB · 2 downloads well it is overlapping weights ..Skyrim cant animate a vertex thats been shared by more then 4 bone .so it's probably weights with a low values thats been canceled out by other 4 bones ...there is about 10 in that area ..how ever i have tweeted the weights in that area ,will have to see if it s related in the next update
Ding1961 Posted September 18, 2019 Posted September 18, 2019 @ scivirus First off, I would like to thank you for your FABULOUS mod. I have used it since the early days of CLAMS. By the way, I do not make many posts on LL, as I am normally just a lurker and keep my opinion to myself, but I had to at least let you know. Additionally, I would like to thank you for your texture resource file, as it has made it SO MUCH EASIER to convert my many follower files to COSIO. Selene Kate, Vilja & her sister "modified to be older in my game", Arrissa, Recorder and Sofia all work fine with your mod installed and their bodies converted, at least on my system. I have a lot of follower mods and convert them to the latest Cosio as you release to keep the same body mod for all. I run a very heavely modded game and have never had many of the issues reported that are reported that I could remotely infer to this mod for the cause. I run it using mostly my approx. 10 year old ASUS ROG Laptop. This mod , to me, is a must have staple and I really appreciate the effort and you great skill in improving it. I am currently trying to get the hang of Outfit Studio and have been practicing to convert Summerwear for Bathing Beauties using your direction; working out pretty well. To keep it short, Once again, THANK YOU FOR A FABULOUS MOD.
Guest Posted September 19, 2019 Posted September 19, 2019 11 hours ago, Ding1961 said: @ scivirus First off, I would like to thank you for your FABULOUS mod. I have used it since the early days of CLAMS. By the way, I do not make many posts on LL, as I am normally just a lurker and keep my opinion to myself, but I had to at least let you know. Additionally, I would like to thank you for your texture resource file, as it has made it SO MUCH EASIER to convert my many follower files to COSIO. Selene Kate, Vilja & her sister "modified to be older in my game", Arrissa, Recorder and Sofia all work fine with your mod installed and their bodies converted, at least on my system. I have a lot of follower mods and convert them to the latest Cosio as you release to keep the same body mod for all. I run a very heavely modded game and have never had many of the issues reported that are reported that I could remotely infer to this mod for the cause. I run it using mostly my approx. 10 year old ASUS ROG Laptop. This mod , to me, is a must have staple and I really appreciate the effort and you great skill in improving it. I am currently trying to get the hang of Outfit Studio and have been practicing to convert Summerwear for Bathing Beauties using your direction; working out pretty well. To keep it short, Once again, THANK YOU FOR A FABULOUS MOD. Thank man i appreciate your loyalty .....i have made a new Xml from scratch is it seem a lot more stable then before ...i have a few testers and they all report the same thing ...so for those that have problem it might solve their problems
Guest Posted September 22, 2019 Posted September 22, 2019 14 hours ago, stingray1995 said: guys, what's the deal with SMP? This does not work in Oldrim, or does it? Is this considered to be the 'new' HDT physics? did you happen to see that new body on the SE nexus? Pretty exciting stuff. all thouygh SMp can run on LE it is to heavy for a 32 bit platform HDT pe is Better suited as its Havok and has far more option then SMP has .>>Skyrim SE does not use Havok ..Microsoft bought Havok so Bethesda lost the License Havok was Free before that ..SMP is pretty Basic but hard on CPU and there is 1000 time more HTP PE mods in Skyrim LE because of the HDTmodifiertool ...Skyrim SE is far behind and as for the new Body in SSE ....HOLD MY BEER
xODDxx Posted September 22, 2019 Posted September 22, 2019 using the default skyrim idle pose the finger for the cosiohd hands are bent pretty bad?
Guest Posted September 23, 2019 Posted September 23, 2019 23 hours ago, x06xp said: using the default skyrim idle pose the finger for the cosiohd hands are bent pretty bad? ye i am aware they weights are a bit Junky hard to get the m right
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now