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CLAMS OF SKYRIM PROJECT Inni Outie HDT Vagina


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Posted

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.

Posted
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

Posted
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 :)

 

 


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Anyways, thanks for your help!

Posted

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

 


980435881_enb2019_09_1613_14_04_74.jpg.f3be898773b5ec1dc884a9cc34f7ef47.jpg

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384002607_enb2019_09_1615_55_23_70.jpg.39f736005f3d8aa1ab1c2d8de3146497.jpg
 

 

 

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

Posted
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.

Posted
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.

Posted
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 :D 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!

Posted
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

Posted
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

Posted
11 hours ago, kadsend said:

I found out :D 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

Posted
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 

Posted
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.

Posted
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 ..

Posted
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.

Posted
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

Posted

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.

Posted
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

Posted
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

Posted

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.

Posted
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

Posted
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

Posted
23 hours ago, x06xp said:

using the default skyrim idle pose the finger for the cosiohd hands are bent pretty bad?

enb 2019_09_22 19_49_39_27.jpg

ye i am  aware  they weights are  a bit  Junky   hard to get the

m right 

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