ousnius Posted January 6, 2018 Posted January 6, 2018 1 hour ago, prZ said: The Le plugin uses , for floats if you run eu keyboard layout while the non eu layout uses . I don't know why this is, was a common problem on le sse but it's not a problem in sse smp. These wigs are for le indeed. Maybe you just port the one you need for testing. A ported pack would also be awesome for the community indeed ;D Did you make the SMP port of the wigs? If so, then I only need permissions from the KS Hairdo's people and you, then I can look into making an SSE release of it for the Nexus with all the bugs fixed. 1
TheWilloughbian Posted January 7, 2018 Posted January 7, 2018 Well I think this is starting to look pretty good. There's a few things that could be better. But I think this is quite playable as it is. Thanks to Ousnius and Caliente for Bodyslide and Outfit Studio, and thanks to prZ for the smp capes/cloaks and the XMLs. Really sorry for the horrific audio. I'll try to get it sorted next time. Here's my edit of the XML, if anyone wants to take a look. I don't know who the original author is. Spoiler <?xml version="1.0" encoding="UTF-8"?> <system xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="description.xsd"> <per-triangle-shape name="VirtualGround"> <margin>5</margin> <prenetration>1</prenetration> <tag>ground</tag> </per-triangle-shape> <bone-default> <restitution>0.3</restitution> </bone-default> <bone name="NPC R Breast"/> <bone name="NPC R Breast01"/> <bone name="NPC L Breast"/> <bone name="NPC L Breast01"/> <bone name="NPC L Calf [LClf]"/> <bone name="NPC R Calf [RClf]"/> <bone name="NPC L Clavicle [LClv]"/> <bone name="NPC R Clavicle [RClv]"/> <bone name="NPC R Pauldron"/> <bone name="NPC L Pauldron"/> <bone name="NPC Head [Head]"/> <bone name="NPC Pelvis [Pelv]"/> <bone name="NPC Spine [Spn0]"/> <bone name="NPC Spine1 [Spn1]"/> <bone name="NPC Spine2 [Spn2]"/> <bone name="Bone001"/> <bone name="Bone011"/> <bone name="Bone021"/> <bone name="Bone031"/> <bone name="Bone041"/> <bone name="Bone051"/> <per-triangle-shape name="BaseShapeB"> <margin>0.01</margin> <prenetration>0</prenetration> <tag>body2</tag> <no-collide-with-tag>body</no-collide-with-tag> </per-triangle-shape> <per-triangle-shape name="FeetB"> <margin>0.25</margin> <prenetration>0</prenetration> <tag>Feet</tag> <no-collide-with-tag>body</no-collide-with-tag> </per-triangle-shape> <bone-default> <mass>0.019</mass> <inertia x="1" y="1" z="1"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="-1"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>0.92</angularDamping> <friction>0.2</friction> <restitution>0.1</restitution> <margin-multiplier>3</margin-multiplier> </bone-default> <bone name="Bone006"/> <bone name="Bone007"/> <bone name="Bone008"/> <bone name="Bone009"/> <bone name="Bone010"/> <bone name="Bone016"/> <bone name="Bone017"/> <bone name="Bone018"/> <bone name="Bone019"/> <bone name="Bone020"/> <bone name="Bone025"/> <bone name="Bone026"/> <bone name="Bone027"/> <bone name="Bone028"/> <bone name="Bone029"/> <bone name="Bone030"/> <bone name="Bone035"/> <bone name="Bone036"/> <bone name="Bone037"/> <bone name="Bone038"/> <bone name="Bone039"/> <bone name="Bone040"/> <bone name="Bone045"/> <bone name="Bone046"/> <bone name="Bone047"/> <bone name="Bone048"/> <bone name="Bone049"/> <bone name="Bone050"/> <bone name="Bone055"/> <bone name="Bone056"/> <bone name="Bone057"/> <bone name="Bone058"/> <bone name="Bone059"/> <bone name="Bone060"/> <bone-default> <mass>0.009</mass> <inertia x="1" y="1" z="1"/> <centerOfMassTransform> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="-1"/> </centerOfMassTransform> <linearDamping>0.9</linearDamping> <angularDamping>0.92</angularDamping> <friction>0.2</friction> <restitution>0.95</restitution> <margin-multiplier>1</margin-multiplier> </bone-default> <bone name="Bone002"/> <bone name="Bone003"/> <bone name="Bone004"/> <bone name="Bone005"/> <bone name="Bone012"/> <bone name="Bone013"/> <bone name="Bone014"/> <bone name="Bone015"/> <bone name="Bone022"/> <bone name="Bone023"/> <bone name="Bone024"/> <bone name="Bone032"/> <bone name="Bone033"/> <bone name="Bone034"/> <bone name="Bone042"/> <bone name="Bone043"/> <bone name="Bone044"/> <bone name="Bone052"/> <bone name="Bone053"/> <bone name="Bone054"/> <generic-constraint-default> <frameInA> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInA> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="0" y="0" z="0"/> <linearUpperLimit x="0" y="0" z="0"/> <angularLowerLimit x="-0.09" y="-0.05" z="-0.3"/> <angularUpperLimit x="0.09" y="0.05" z="0.3"/> <linearStiffness x="0" y="0" z="0"/> <angularStiffness x="45" y="20" z="0"/> <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-default> <constraint-group> <generic-constraint bodyA="Bone007" bodyB ="Bone006"></generic-constraint> <generic-constraint bodyA="Bone008" bodyB ="Bone007"></generic-constraint> <generic-constraint bodyA="Bone009" bodyB ="Bone008"></generic-constraint> <generic-constraint bodyA="Bone010" bodyB ="Bone009"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone017" bodyB ="Bone016"></generic-constraint> <generic-constraint bodyA="Bone018" bodyB ="Bone017"></generic-constraint> <generic-constraint bodyA="Bone019" bodyB ="Bone018"></generic-constraint> <generic-constraint bodyA="Bone020" bodyB ="Bone019"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone027" bodyB ="Bone026"></generic-constraint> <generic-constraint bodyA="Bone028" bodyB ="Bone027"></generic-constraint> <generic-constraint bodyA="Bone029" bodyB ="Bone028"></generic-constraint> <generic-constraint bodyA="Bone030" bodyB ="Bone029"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone037" bodyB ="Bone036"></generic-constraint> <generic-constraint bodyA="Bone038" bodyB ="Bone037"></generic-constraint> <generic-constraint bodyA="Bone039" bodyB ="Bone038"></generic-constraint> <generic-constraint bodyA="Bone040" bodyB ="Bone039"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone047" bodyB ="Bone046"></generic-constraint> <generic-constraint bodyA="Bone048" bodyB ="Bone047"></generic-constraint> <generic-constraint bodyA="Bone049" bodyB ="Bone048"></generic-constraint> <generic-constraint bodyA="Bone050" bodyB ="Bone049"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone057" bodyB ="Bone056"></generic-constraint> <generic-constraint bodyA="Bone058" bodyB ="Bone057"></generic-constraint> <generic-constraint bodyA="Bone059" bodyB ="Bone058"></generic-constraint> <generic-constraint bodyA="Bone060" bodyB ="Bone059"></generic-constraint> </constraint-group> <generic-constraint-default> <frameInA> <basis x="0" y="0" z="0" w="1"/> <origin x="0" y="0" z="0"/> </frameInA> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="0" y="0" z="0"/> <linearUpperLimit x="0" y="0" z="0"/> <angularLowerLimit x="-0.01" y="-0.2" z="-0.1"/> <angularUpperLimit x="0.01" y="0.2" z="0.1"/> <linearStiffness x="0" y="0" z="0"/> <angularStiffness x="100" y="0" z="0"/> <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-default> <constraint-group> <generic-constraint bodyA="Bone002" bodyB ="Bone001"></generic-constraint> <generic-constraint bodyA="Bone003" bodyB ="Bone002"></generic-constraint> <generic-constraint bodyA="Bone004" bodyB ="Bone003"></generic-constraint> <generic-constraint bodyA="Bone005" bodyB ="Bone004"></generic-constraint> <generic-constraint bodyA="Bone006" bodyB ="Bone005"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone012" bodyB ="Bone011"></generic-constraint> <generic-constraint bodyA="Bone013" bodyB ="Bone012"></generic-constraint> <generic-constraint bodyA="Bone014" bodyB ="Bone013"></generic-constraint> <generic-constraint bodyA="Bone015" bodyB ="Bone014"></generic-constraint> <generic-constraint bodyA="Bone016" bodyB ="Bone015"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone022" bodyB ="Bone021"></generic-constraint> <generic-constraint bodyA="Bone023" bodyB ="Bone022"></generic-constraint> <generic-constraint bodyA="Bone024" bodyB ="Bone023"></generic-constraint> <generic-constraint bodyA="Bone025" bodyB ="Bone024"></generic-constraint> <generic-constraint bodyA="Bone026" bodyB ="Bone025"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone032" bodyB ="Bone031"></generic-constraint> <generic-constraint bodyA="Bone033" bodyB ="Bone032"></generic-constraint> <generic-constraint bodyA="Bone034" bodyB ="Bone033"></generic-constraint> <generic-constraint bodyA="Bone035" bodyB ="Bone034"></generic-constraint> <generic-constraint bodyA="Bone036" bodyB ="Bone035"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone042" bodyB ="Bone041"></generic-constraint> <generic-constraint bodyA="Bone043" bodyB ="Bone042"></generic-constraint> <generic-constraint bodyA="Bone044" bodyB ="Bone043"></generic-constraint> <generic-constraint bodyA="Bone045" bodyB ="Bone044"></generic-constraint> <generic-constraint bodyA="Bone046" bodyB ="Bone045"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone052" bodyB ="Bone051"></generic-constraint> <generic-constraint bodyA="Bone053" bodyB ="Bone052"></generic-constraint> <generic-constraint bodyA="Bone054" bodyB ="Bone053"></generic-constraint> <generic-constraint bodyA="Bone055" bodyB ="Bone054"></generic-constraint> <generic-constraint bodyA="Bone056" bodyB ="Bone055"></generic-constraint> </constraint-group> <generic-constraint-default> <frameInLerp> <translationLerp>0.5</translationLerp> <rotationLerp>0.5</rotationLerp> </frameInLerp> <angularLowerLimit x="-1" y="-1" z="-1"/> <angularUpperLimit x="1" y="1" z="1"/> <angularStiffness x="1000" y="1000" z="1000"/> </generic-constraint-default> <constraint-group> <generic-constraint bodyA="Bone010" bodyB ="Bone020"></generic-constraint> <generic-constraint bodyA="Bone020" bodyB ="Bone030"></generic-constraint> <generic-constraint bodyA="Bone030" bodyB ="Bone040"></generic-constraint> <generic-constraint bodyA="Bone040" bodyB ="Bone050"></generic-constraint> <generic-constraint bodyA="Bone050" bodyB ="Bone060"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone009" bodyB ="Bone019"></generic-constraint> <generic-constraint bodyA="Bone019" bodyB ="Bone029"></generic-constraint> <generic-constraint bodyA="Bone029" bodyB ="Bone039"></generic-constraint> <generic-constraint bodyA="Bone039" bodyB ="Bone049"></generic-constraint> <generic-constraint bodyA="Bone049" bodyB ="Bone059"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone008" bodyB ="Bone018"></generic-constraint> <generic-constraint bodyA="Bone018" bodyB ="Bone028"></generic-constraint> <generic-constraint bodyA="Bone028" bodyB ="Bone038"></generic-constraint> <generic-constraint bodyA="Bone038" bodyB ="Bone048"></generic-constraint> <generic-constraint bodyA="Bone048" bodyB ="Bone058"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone007" bodyB ="Bone017"></generic-constraint> <generic-constraint bodyA="Bone017" bodyB ="Bone027"></generic-constraint> <generic-constraint bodyA="Bone027" bodyB ="Bone037"></generic-constraint> <generic-constraint bodyA="Bone037" bodyB ="Bone047"></generic-constraint> <generic-constraint bodyA="Bone047" bodyB ="Bone057"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone006" bodyB ="Bone016"></generic-constraint> <generic-constraint bodyA="Bone016" bodyB ="Bone026"></generic-constraint> <generic-constraint bodyA="Bone026" bodyB ="Bone036"></generic-constraint> <generic-constraint bodyA="Bone036" bodyB ="Bone046"></generic-constraint> <generic-constraint bodyA="Bone046" bodyB ="Bone056"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone005" bodyB ="Bone015"></generic-constraint> <generic-constraint bodyA="Bone015" bodyB ="Bone025"></generic-constraint> <generic-constraint bodyA="Bone025" bodyB ="Bone035"></generic-constraint> <generic-constraint bodyA="Bone035" bodyB ="Bone045"></generic-constraint> <generic-constraint bodyA="Bone045" bodyB ="Bone055"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone004" bodyB ="Bone014"></generic-constraint> <generic-constraint bodyA="Bone014" bodyB ="Bone024"></generic-constraint> <generic-constraint bodyA="Bone024" bodyB ="Bone034"></generic-constraint> <generic-constraint bodyA="Bone034" bodyB ="Bone044"></generic-constraint> <generic-constraint bodyA="Bone044" bodyB ="Bone054"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone003" bodyB ="Bone013"></generic-constraint> <generic-constraint bodyA="Bone013" bodyB ="Bone023"></generic-constraint> <generic-constraint bodyA="Bone023" bodyB ="Bone033"></generic-constraint> <generic-constraint bodyA="Bone033" bodyB ="Bone043"></generic-constraint> <generic-constraint bodyA="Bone043" bodyB ="Bone053"></generic-constraint> </constraint-group> <constraint-group> <generic-constraint bodyA="Bone002" bodyB ="Bone012"></generic-constraint> <generic-constraint bodyA="Bone012" bodyB ="Bone022"></generic-constraint> <generic-constraint bodyA="Bone022" bodyB ="Bone032"></generic-constraint> <generic-constraint bodyA="Bone032" bodyB ="Bone042"></generic-constraint> <generic-constraint bodyA="Bone042" bodyB ="Bone052"></generic-constraint> </constraint-group> <per-triangle-shape name="Cape"> <margin>1</margin> <prenetration>0</prenetration> <tag>cloth</tag> <no-collide-with-tag>hands</no-collide-with-tag> <no-collide-with-tag>body</no-collide-with-tag> <no-collide-with-tag>cloth</no-collide-with-tag> <no-collide-with-bone>NPC L Breast</no-collide-with-bone> <no-collide-with-bone>NPC R Breast</no-collide-with-bone> <no-collide-with-bone>NPC L Breast01</no-collide-with-bone> <no-collide-with-bone>NPC R Breast01</no-collide-with-bone> </per-triangle-shape> </system> 3
ousnius Posted January 7, 2018 Posted January 7, 2018 Converted all the wigs for SSE, they work well. Probably not perfect, but pretty good. I ended up setting the prenetration of the body shape to 0.2 and the labia to 0.05 (margin both at 0.0). I did find some more bugs in HDT SMP itself (I think), though. After I equipped too many wigs or on certain other occasions, sometimes the physics stop working and shortly after the game either crashes or I go to 1 FPS with 100% CPU usage.
Guest Posted January 7, 2018 Posted January 7, 2018 9 hours ago, ousnius said: Did you make the SMP port of the wigs? If so, then I only need permissions from the KS Hairdo's people and you, then I can look into making an SSE release of it for the Nexus with all the bugs fixed. The smp wigs are made by farass here on ll. https://www.loverslab.com/topic/68070-tutorial-how-to-make-hdt-meshes-work-with-hdt-smp/?tab=comments#comment-1709741
ousnius Posted January 7, 2018 Posted January 7, 2018 There's a problem I still have with the SMP wigs. The hair meshes are doubled (so I get two ponytails etc.). I've already tried the obvious thing - removing the duplicate BSTriShapes from the NIF (those that are used to get correct alpha rendering everywhere). But it wasn't that, even with just one shape, I still get doubled hair.
ousnius Posted January 7, 2018 Posted January 7, 2018 Unfortunately the doubled hair issue can't be fixed unless I redo the meshes from scratch (the actual geometry is doubled in them). However, that's too much work and hassle, so I'm not gonna do that. Here's the files, though. No requirements needed. Credits to Kalilies, Stealthic, montyj, farass, prZ, HydrogensaysHDT and me. KS Wigs HDT SMP SE.7z 13
Creiz Posted January 7, 2018 Posted January 7, 2018 Gracias. I don't mind the doubled meshes. It makes the hair a bit interesting lol. Thanks for taking the time to do that, though. I tried doing some myself and damn me was it tedious.
idgaflulz Posted January 7, 2018 Posted January 7, 2018 I didn't have the doubled hair, as far as I could tell, but I did see the hair clipping through the body (back/shoulders). Maybe one of my xml config files is out of date?
minalia Posted January 7, 2018 Posted January 7, 2018 Testing out KS Wigs HDT SMP SE.7z I noticed double clip of hair in a handful of them. Also a few have the infinite stretch bug. Another issue is that of them hairs also caused some massive frame drops and a ctd followed soon after. Leaving to main menu and re downloading a save did not fix this issue. I need to recheck if the issue with the drop of frame rate is tied to the same wig or if it is random. Edit. Yeah the ctd is entirely random whenever you switch ks wigs with hdt from a hour of testing. Also the hdt smp went bonkers and ceased working + massive frame drop.
ousnius Posted January 7, 2018 Posted January 7, 2018 1 hour ago, minalia said: Testing out KS Wigs HDT SMP SE.7z I noticed double clip of hair in a handful of them. Also a few have the infinite stretch bug. Another issue is that of them hairs also caused some massive frame drops and a ctd followed soon after. Leaving to main menu and re downloading a save did not fix this issue. I need to recheck if the issue with the drop of frame rate is tied to the same wig or if it is random. Edit. Yeah the ctd is entirely random whenever you switch ks wigs with hdt from a hour of testing. Also the hdt smp went bonkers and ceased working + massive frame drop. I noticed the "infinite stretch bug" into the ground as well, so I inspected all of the XML files to see if it was due to missing parent bones or constraints, or other errors. However, there are no errors. The stretch was always fixed for me when I reequipped the wig a few times. So it's probably a bug in HDT SMP or so? I also noticed some infinite stretching bugs with the body when walking near NPCs outside, but I haven't seen it anymore lately.
ousnius Posted January 7, 2018 Posted January 7, 2018 2 hours ago, idgaflulz said: I didn't have the doubled hair, as far as I could tell, but I did see the hair clipping through the body (back/shoulders). Maybe one of my xml config files is out of date? Your body configuration needs to have a margin or prenetration that makes the hair collide earlier. Try the latest CBBE SSE ones I have on the Nexus mod page. They have a margin of 0.0 and a prenetration of 0.2 on a triangle shape.
gorgleHK56 Posted January 7, 2018 Posted January 7, 2018 Hello. Tried out the KS Wig. I've not played Oldrim before so don't know how physics engine worked there. Anyway, most of the wigs worked great. But I think the ones with long hair example: Babydoll, they have kinda unrealistic hair movement . Shorter ones look great and pretty realistic too. Thanks for making this
idgaflulz Posted January 7, 2018 Posted January 7, 2018 47 minutes ago, ousnius said: Your body configuration needs to have a margin or prenetration that makes the hair collide earlier. Try the latest CBBE SSE ones I have on the Nexus mod page. They have a margin of 0.0 and a prenetration of 0.2 on a triangle shape. Cool, the file versioned 1.0.3 did help with that. I had 1.0.2 before, I think.
lordrahl Posted January 7, 2018 Posted January 7, 2018 12 minutes ago, gorgleHK56 said: Hello. Tried out the KS Wig. I've not played Oldrim before so don't know how physics engine worked there. Anyway, most of the wigs worked great. But I think the ones with long hair example: Babydoll, they have kinda unrealistic hair movement . Shorter ones look great and pretty realistic too. Thanks for making this I can confirm the new configuration does help but there is still a big fps loss. I tried a clean save with the wigs and with just SMP. It is the SMP that is causing the FPS loss . Out in the exterior world SMP seems to be fine but in some interior cells there is huge FPS loss. The one wig that stretched on forever was the Kyiko. I also tired with out SMP installed in those same interior areas and there was no FPS loss.
BenChang Posted January 7, 2018 Posted January 7, 2018 Why would you want HDT-SMP on SSE? At least use HDT-PE. I've had incessant CTDs from animations for 1.5 years and only yesterday found out they were because of SMP. Game ran hitchlessly without SMP
gorgleHK56 Posted January 8, 2018 Posted January 8, 2018 22 minutes ago, BenChang said: Why would you want HDT-SMP on SSE? At least use HDT-PE. I've had incessant CTDs from animations for 1.5 years and only yesterday found out they were because of SMP. Game ran hitchlessly without SMP PE isn't and won't ever be available on SSE. I suppose you are new here
BenChang Posted January 8, 2018 Posted January 8, 2018 2 hours ago, gorgleHK56 said: PE isn't and won't ever be available on SSE. I suppose you are new here I'm new to SSE, that's for sure. Why is it not available for SSE? I assumed being 64-bit would make it work better
daedrasp Posted January 8, 2018 Posted January 8, 2018 1 hour ago, BenChang said: I'm new to SSE, that's for sure. Why is it not available for SSE? I assumed being 64-bit would make it work better Author(hydrogensayshdt) say "No more HDT-PE development" and She made HDT-SMP own project. Some people until use hdt-pe but it include many bug, and no more free after Intel buy Havok! Edit: Oh.. Intel sell havok to MS 2015. I confused. Intel buy havok 2007 and sell at 2015.
wibllewobble Posted January 8, 2018 Posted January 8, 2018 HDT-PE requires the havoc library, there is no publicly available 64bit havoc library, so it isn’t going to happen even if hydrogensays wanted it to. SMP uses bullet, which is more stable in general.
Guest Posted January 8, 2018 Posted January 8, 2018 14 hours ago, lordrahl said: I can confirm the new configuration does help but there is still a big fps loss. I tried a clean save with the wigs and with just SMP. It is the SMP that is causing the FPS loss . Out in the exterior world SMP seems to be fine but in some interior cells there is huge FPS loss. The one wig that stretched on forever was the Kyiko. I also tired with out SMP installed in those same interior areas and there was no FPS loss. of course there is a fps. its a alpha plugin. sse release also threw it back some releases. 11 hours ago, BenChang said: I'm new to SSE, that's for sure. Why is it not available for SSE? I assumed being 64-bit would make it work better if somebody ever ask this question again i will launch a nuclear missile and destroy the planet. smp was created due to the fact the havok librarys are not open available since intel bought it. pe uses them. smp uses free bullet physics librarys. also its much simpler to work with it for so many reasons.
Guest Posted January 8, 2018 Posted January 8, 2018 3 hours ago, daedrasp said: Author(hydrogensayshdt) say "No more HDT-PE development" and She made HDT-SMP own project. Some people until use hdt-pe but it include many bug, and no more free after Intel buy Havok! Edit: Oh.. Intel sell havok to MS 2015. I confused. Intel buy havok 2007 and sell at 2015. yea, now intel buys ms and get it back for free. havok was only a trojan horse.
Guest Posted January 8, 2018 Posted January 8, 2018 tweaked xml for 7b preset with better bounce CBBE.xml edit: i managed to get jiggly belly, but i am not allowed to post modified nif files of cbbe. you can do it yourself in the following steps: 1)get the xml for belly CBBEwithbelly.rar CBBEwithbellyfixed.rar 2)download the weightpainted reference shape cbbe belly weightpaint.nif 3)open up outfit studio and chose import>nif, import your cbbe64 special body _0, press no when it askes you to optimize the mesh! 4)click import and choose the reference shape downloaded here. 5)mark the imported baseshape as reference, switch over to the bones tab and chose NPC Belly, switch back to the shapes tab, right click CBBE and chose copy selected weights 6)delete the reference shape and export as femalebody_0.nif 7)redo the steps for the _1.nif 8)profit will now start to tweak the belly to something that dont looks like somebody who lost ~250 kilos of weight next will be thighs
ousnius Posted January 8, 2018 Posted January 8, 2018 7 hours ago, prZ said: tweaked xml for 7b preset with better bounce CBBE.xml edit: i managed to get jiggly belly, but i am not allowed to post modified nif files of cbbe. you can do it yourself in the following steps: 1)get the xml for belly CBBEwithbelly.rar CBBEwithbellyfixed.rar 2)download the weightpainted reference shape cbbe belly weightpaint.nif 3)open up outfit studio and chose import>nif, import your cbbe64 special body _0, press no when it askes you to optimize the mesh! 4)click import and choose the reference shape downloaded here. 5)mark the imported baseshape as reference, switch over to the bones tab and chose NPC Belly, switch back to the shapes tab, right click CBBE and chose copy selected weights 6)delete the reference shape and export as femalebody_0.nif 7)redo the steps for the _1.nif 8)profit will now start to tweak the belly to something that dont looks like somebody who lost ~250 kilos of weight next will be thighs Doing this will destroy the spine weighting that the new CBBE SE has and it'll move way worse in regular animations or poses, because exporting with more than 4 weights per vertex drops the least weighted ones. Feel free to do it yourselves, but that's the reason I'm not gonna do it on the main mod myself.
lordrahl Posted January 8, 2018 Posted January 8, 2018 13 hours ago, prZ said: of course there is a fps. its a alpha plugin. sse release also threw it back some releases. if somebody ever ask this question again i will launch a nuclear missile and destroy the planet. smp was created due to the fact the havok librarys are not open available since intel bought it. pe uses them. smp uses free bullet physics librarys. also its much simpler to work with it for so many reasons. I realize its alpha and i meant nothing negative I was just confirming some one else's suspicion!
coffee addict Posted January 9, 2018 Posted January 9, 2018 Disclaimer: sorry, I'm new to this Just to start with; what is the xml in the hdtSkinnedMeshConfigs that gives the physics values to the body/skeleton or are those xml's even viable for physics -> do they need extra lines or are they even the ones that give physics. I'm using just the basic cbbe body (meshes) ... what do I need to do to get body physics work in NIFskope Do I need to mess with NiNode's or the BSTriShape. Main question being does this (a-guide-to-hdt-smp-usersmodders) still apply to this smp and the newer version of NifSkope There's just so much basic information that I'm missing / isn't declared in that guide that I'd like to understand before just starting to copy and paste stepinformation into scriptfolders.
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