cminnow Posted December 20, 2018 Posted December 20, 2018 As a bonus... here's a better cape xml for Artesian's cloaks of skyrim. Seemed silly to rely on bad collisions from a fake model that didn't work. This one uses static limits but should be applicable for most people. cloak.xml And an action video. 1
Farass Posted December 20, 2018 Posted December 20, 2018 Haven't seen this one around for SSE, but here it is. HDT Earrings-SSE.zip
cminnow Posted December 20, 2018 Posted December 20, 2018 2 hours ago, Farass said: Haven't seen this one around for SSE, but here it is. HDT Earrings-SSE.zip Oh that's a great one. Who made it again? There was a bug in some of the earring XMLs where they forgot to end with </system> which prevented the physics from working that no one ever bothered to fix so I finally fixed it. Here it is. HDT Earrings-SSE Fixed.zip
WoLfN7 Posted December 21, 2018 Posted December 21, 2018 On 12/19/2018 at 7:01 PM, cminnow said: Another very good reason for basis and origin to be zero in SMP physics? They will interact with other objects like capes (that don't have no-collide tag) in strange ways. So here are two finalized mechanics for CBBE motion. They have very different design philosophies so try them out and let me know what you think. They are for the CBBE special body but you could adapt them to other bodies. Don't forget to rename them. CBBE - Ultimate Jiggle.xml - designed based on taking advantage of the instability caused by setting a non-zero basis or origin. Lighter tension and lower mass along with the instability lead to a more random and rewarding motion. CBBE - UItimate Sport.xml - designed with a slightly more realistic impression in mind. Motion limits relaxed because of inherent stability (due to not relying on origin/basis trick) to give greater freedom of motion while greater mass/tension/damping lead to a more realistic response. Is these preset file ? I have hdt SMP all working but extreme slow jiggle . Thx
cminnow Posted December 21, 2018 Posted December 21, 2018 37 minutes ago, tomcat101 said: Is these preset file ? I have hdt SMP all working but extreme slow jiggle . Thx They are replacements for your CBBE.xml in SKSE\Plugins\hdtSkinnedMeshConfigs. They should "fix" the standard slow jiggle. You can choose only one.
WoLfN7 Posted December 21, 2018 Posted December 21, 2018 1 minute ago, cminnow said: They are replacements for your CBBE.xml in SKSE\Plugins\hdtSkinnedMeshConfigs. They should "fix" the standard slow jiggle. Brilliant will try . Many thx
cminnow Posted December 21, 2018 Posted December 21, 2018 Anyone notice that allowing hand collisions leads to huge performance loss? Seems that all females feel like touching their boobs all the time. Plus at least with CBBE body, the collisions are with the entire body since the chest and body are not separate so just holding their hands on their hips can affect performance. My computer can barely handle 6 NPCs holding their hands to their chests with hand collision but without, it could probably handle 20-30 female NPCs at a time. Really, I wish hydrogen had made an option to limit the HDT by distance or by number of instances.
Yinkle Posted December 21, 2018 Posted December 21, 2018 19 minutes ago, cminnow said: Anyone notice that allowing hand collisions leads to huge performance loss? Seems that all females feel like touching their boobs all the time. Plus at least with CBBE body, the collisions are with the entire body since the chest and body are not separate so just holding their hands on their hips can affect performance. My computer can barely handle 6 NPCs holding their hands to their chests with hand collision but without, it could probably handle 20-30 female NPCs at a time. Really, I wish hydrogen had made an option to limit the HDT by distance or by number of instances. You can get around this partially by disabling hand - body collision and adding low poly proxy shapes around the parts you want hands to collide with, then defining those shapes in your xml
cminnow Posted December 21, 2018 Posted December 21, 2018 16 minutes ago, Yinkle said: You can get around this partially by disabling hand - body collision and adding low poly proxy shapes around the parts you want hands to collide with, then defining those shapes in your xml Do they have a premade version for us plebs to download? Can nifskope do all that?
Yinkle Posted December 22, 2018 Posted December 22, 2018 There is one somewhere but I can't remember where maybe somewhere in this sea of a thread?!!
Vyxenne Posted December 23, 2018 Posted December 23, 2018 On 12/21/2018 at 6:12 PM, Yinkle said: There is one somewhere but I can't remember where maybe somewhere in this sea of a thread?!! I have often wished that there was a separate "Files" thread, with a moderator (or several) who could keep the thread clean, just for SMP files (linked or uploaded) and brief descriptions of them but no blah-blah-de-blah blah (like I do here ) because the moderators will just wholesale move those to this thread. I have linked people to this thread several times for this or that file, and all but a couple of them gave up, saying that they didn't find the file in the last few pages and the search system, as we know, is borked. So I have stopped linking people here.
Guest Posted December 23, 2018 Posted December 23, 2018 I have a strange bug in game when I have the mod installed. When I rotate character body and equipped weapon/shield rotate independently. Is this a common thing? Unique? Is there a fix?
cminnow Posted December 23, 2018 Posted December 23, 2018 35 minutes ago, ShigTay said: I have a strange bug in game when I have the mod installed. When I rotate character body and equipped weapon/shield rotate independently. Is this a common thing? Unique? Is there a fix? I have that with the 360 walk stuff. It snaps back in place after a second. Is that what you mean?
Guest Posted December 23, 2018 Posted December 23, 2018 4 minutes ago, cminnow said: I have that with the 360 walk stuff. It snaps back in place after a second. Is that what you mean? No. When I rotate character for example left when weapons drawn. Player rotates first and weapons follow later. Picture show it better
full_inu Posted December 23, 2018 Posted December 23, 2018 2 hours ago, ShigTay said: No. When I rotate character for example left when weapons drawn. Player rotates first and weapons follow later. Yes, I noticed that too long ago. But it is not related to SMP or XPMSSE, I believe... Need to test it without mods installed, except 360 animations.
Guest Posted December 23, 2018 Posted December 23, 2018 15 minutes ago, Tiress said: You might want to take a look at this... Yup exactly that. I take it you have not found the solution
Guest Posted December 23, 2018 Posted December 23, 2018 32 minutes ago, full_inu said: Yes, I noticed that too long ago. But it is not related to SMP or XPMSSE, I believe... Need to test it without mods installed, except 360 animations. I tested it without and I have no 360 animations
Tiress Posted December 23, 2018 Posted December 23, 2018 5 minutes ago, ShigTay said: Yup exactly that. I take it you have not found the solution Sadly, no.
cminnow Posted December 23, 2018 Posted December 23, 2018 3 hours ago, ShigTay said: I tested it without and I have no 360 animations Whoa. Just saw the video. Very weird but I don't have that. Try removing all your animations INCLUDING XPMSE animations and see if it still happens with vanilla animations (i.e. no stupid back scratcher animation when unequipping weapons)
Vyxenne Posted December 24, 2018 Posted December 24, 2018 7 hours ago, ShigTay said: I have a strange bug in game when I have the mod installed. When I rotate character body and equipped weapon/shield rotate independently. Is this a common thing? Unique? Is there a fix? I'm still on SSE v1.5.23 and SKSE64 v2.0.6, together with the HDT-SMP files that match those versions. I'm using Dragonfly's 360 walk-run animations. Both my bow and my daggers "keep up with" my hands when I turn. My point in posting this seemingly-irrelevant and stunningly un-useful bit of trivia is that since you and @Nargacuga have both apparently failed to find a solution, you might want to consider reverting your game to 1.5.39 and SKSE64 2.0.7... Based on my daily reading of various HDT-SMP-SE related sources, those were the last versions that worked trouble-free and generated almost zero "but now it's doing this stupidity" posts here and on the Nexus. I hope it goes without saying that you must block Steam updates for SSE before reverting your game, otherwise Steam will simply update it for you without your permission the next time you launch Steam- whether you launch SSE or not.
rb888 Posted December 24, 2018 Posted December 24, 2018 Just make backup copy of your working files and start menu too in case if does get updated finally got mine HDT files to load up at screen start
rb888 Posted December 24, 2018 Posted December 24, 2018 I'm very happy with performance of Windows 10 Pro version 1809 finally got copies and pasted speed up to where it should be on my SSD like around 300 megs a sec does help too. Last version was shit
Tiress Posted December 24, 2018 Posted December 24, 2018 40 minutes ago, Vyxenne said: I'm still on SSE v1.5.23 and SKSE64 v2.0.6, together with the HDT-SMP files that match those versions. I'm using Dragonfly's 360 walk-run animations. Both my bow and my daggers "keep up with" my hands when I turn. Even though it seems unlikely to me, you might be right. I didn't go as far as to downgrade the game version, it might be worth a try...to at least know, I won't play on 1.5.23.
Guest Posted December 24, 2018 Posted December 24, 2018 6 hours ago, Vyxenne said: I'm still on SSE v1.5.23 and SKSE64 v2.0.6, together with the HDT-SMP files that match those versions. I'm using Dragonfly's 360 walk-run animations. Both my bow and my daggers "keep up with" my hands when I turn. My point in posting this seemingly-irrelevant and stunningly un-useful bit of trivia is that since you and @Nargacuga have both apparently failed to find a solution, you might want to consider reverting your game to 1.5.39 and SKSE64 2.0.7... Based on my daily reading of various HDT-SMP-SE related sources, those were the last versions that worked trouble-free and generated almost zero "but now it's doing this stupidity" posts here and on the Nexus. I hope it goes without saying that you must block Steam updates for SSE before reverting your game, otherwise Steam will simply update it for you without your permission the next time you launch Steam- whether you launch SSE or not. I have other newer skse depended mods, downgrading is not worth it. One solution I found was disabling body physics, while rest of the physics remain intact. this bug disappears too. I tried to use cbp simultaneously with SMP but they do no like each other even if I disable SMP body physics.
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