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HDT SMP for SSE?


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Posted

u might have to grab the translations for MCM from the old hdtHH (not sure if kokan posted it with the fix)

 

there is more info on what is needed for MCM somewhere around here

Posted
16 hours ago, mimichacha said:

Hi,

 

after update to 1.5.73(both SKSE and HDT-SMP), all my SMP clothes keeps shaking. They all worked well before the update.

Dose anyone have the same issue? Or know the possible cause?

 

Thanks in advance.

I have the same problem, anyone knows how to fix it ? 

Posted
20 hours ago, mimichacha said:

Hi,

 

after update to 1.5.73(both SKSE and HDT-SMP), all my SMP clothes keeps shaking. They all worked well before the update.

Dose anyone have the same issue? Or know the possible cause?

 

Thanks in advance.

Me too. (¬_¬)

Posted
3 hours ago, xsileentx said:

I have the same problem, anyone knows how to fix it ? 

 

3 minutes ago, full_inu said:

Me too. (¬_¬)

I hope we are not the only person who are experiencing this problem.

Posted
1 hour ago, mimichacha said:

 

I hope we are not the only person who are experiencing this problem.

Maybe SMP was compiled for older version of SKSE? For example, 2.0.13 or 2.0.14?..

Posted
23 hours ago, mimichacha said:

Hi,

 

after update to 1.5.73(both SKSE and HDT-SMP), all my SMP clothes keeps shaking. They all worked well before the update.

Dose anyone have the same issue? Or know the possible cause?

 

Thanks in advance.

I had such a problem when moving to version 1.5.62. I had to customize the xml files. I have not found a simple solution.

Posted
24 minutes ago, Gromilla said:

I had such a problem when moving to version 1.5.62. I had to customize the xml files. I have not found a simple solution.

If that is the case, then I'm doomed. I have no idea how to customize the xml files for HDT-SMP.

Posted

Same issue with the new hdt version. Hair (Yundao Hair) and Cloaks are suddenly going crazy. Kind of a dealbreaker for this update if there isnt going to be a fix for this.

Posted

I noticed something, maybe a coincidence, maybe not.

 

The SMP mods that relies on virtual body for collision fails on the latest HDTSMP, e.g. Yundao Hair, Gemling Amulets, Simple Skirt.

The one does not have virtual body still works well, e.g.  Nier Automata Armor.

 

Maybe the latest HDTSMP treats the virtual body differently?

Posted
16 minutes ago, mimichacha said:

The one does not have virtual body still works well, e.g.  Nier Automata Armor.

This is not actually true, armor without collisions and virtual ground/body can shake for a bit of second too.

Posted
1 hour ago, Gromilla said:

I had to customize the xml files. I have not found a simple solution.

What did you change fella? I've had a few folk complaining about this since the 1.5.73 update. I've not dared update yet, still waiting on a few mods but after hearing this I might not bother updating at all!

Posted
27 minutes ago, full_inu said:

This is not actually true, armor without collisions and virtual ground/body can shake for a bit of second too.

Damn! Now I have no idea at all.

Posted
20 minutes ago, mimichacha said:

Damn! Now I have no idea at all.

Is this issue cell dependent or does it happen everywhere? If you quicksave and then quickload does the issue go away?

Posted
59 minutes ago, Yinkle said:

Is this issue cell dependent or does it happen everywhere? If you quicksave and then quickload does the issue go away?

Good question. I will get back to you after more tests.

 

Edit:

Tested in the wild, in the walled settlements and indoors, SMP clothes twitch everywhere. I guess this issue is not cell dependent.

Also, save & load does not help.

Posted
2 hours ago, Vyxenne said:

+1, system will not allow me to vote up your post. Gawd I hope they can fix LL soon. I really miss it.

I’m probably intrusive, but I won’t hold back  :) :kissing:  

I'm glad that you all right, I'm praying for you .. yes popsicle is allowed  :) I promised to work on a wig cloud, but for some reason some updates appear with each update .. thanks to my friends, everything should be done a week ago, but I found mistakes and jambs in physics ..

By the way, I have long added updates to my archive .. but who the hell reads signatures, yes? :) 

Posted
1 hour ago, Gromilla said:

I’m probably intrusive, but I won’t hold back  :)?

[...]

By the way, I have long added updates to my archive .. but who the hell reads signatures, yes? :) 

:classic_heart: Thanks for your kind words!

 

I checked your signature-linked MediaFire for new stuff, I always do, and the version of KS wigs says it was posted there on 3/29/2018, a year ago, and the xml dates are all January of 2018, which is when Ousnius originally posted these... Then I opened one of the xml's (Lotus) and compared it side-by-side in Notepad++ and it is identical with the one I already have installed, the one that is not colliding with my body. So either the file dates don't update when they are modified or overwritten or I am looking in the wrong place for KS Wigs HDT SMP SE updates,

 

I am beginning to wonder if the reason I am not getting collisions with the KS wigs is that I turned off SMP Body physics (I commented out all the entries in DefaultBBPs.xml) and started using CBPC for body physics, which got me back 20 fps or so. Do the wigs require that users use HDT-SMP for body physics in order to get collisions with my back, shoulders, neck, etc.???

 

It's Springtime here, hope the ice starts melting from your igloo :classic_biggrin: soon!

 

Posted
37 minutes ago, Vyxenne said:

:classic_heart: Thanks for your kind words!

 

I checked your signature-linked MediaFire for new stuff, I always do, and the version of KS wigs says it was posted there on 3/29/2018, a year ago, and the xml dates are all January of 2018, which is when Ousnius originally posted these... Then I opened one of the xml's (Lotus) and compared it side-by-side in Notepad++ and it is identical with the one I already have installed, the one that is not colliding with my body. So either the file dates don't update when they are modified or overwritten or I am looking in the wrong place for KS Wigs HDT SMP SE updates,

 

I am beginning to wonder if the reason I am not getting collisions with the KS wigs is that I turned off SMP Body physics (I commented out all the entries in DefaultBBPs.xml) and started using CBPC for body physics, which got me back 20 fps or so. Do the wigs require that users use HDT-SMP for body physics in order to get collisions with my back, shoulders, neck, etc.???

 

It's Springtime here, hope the ice starts melting from your igloo :classic_biggrin: soon!

 

Thank you for the igloo, but I saw them only in the pictures :) (well, not really, but this is another story). as practice shows, the framework changes and therefore the rules of the game change :) .. the old settings no longer work as they should, that is, they do not work at all. And for the new instructions are not yet spelled out .. everything is learned only by practice ... unfortunately.
I have already said that collisions do not work in this package (and part of the wigs do not work and a lot of errors in the settings), and if it seemed to you that the collisions worked, then this is just magic, magic. Many said that everything is spelled out there and everything should work, but in fact zero ... If anyone can prove the opposite, then I will accept it and will not contact physics anymore. And while the framework is changing, there won't be any single concept of “all in one” .. “Schregdinger's cat”

Posted
8 minutes ago, Gromilla said:

 the framework changes and therefore the rules of the game change :) .. the old settings no longer work as they should, that is, they do not work at all.

Like any sane person :classic_biggrin: I am blocking updates and still playing SSE v1.5.62 with SKSE64 2.0.12 and the 3 SMP files to match, so the new system files are innocent because I'm not using them.

10 minutes ago, Gromilla said:

I have already said that collisions do not work in this package

I'm so sorry, I thought you had said that "collisions are automatic" and therefore should work. I missed a lot between 2 surgeries and then LL crashing and burning all the time, so my apologies for missing that particular bit of crucial information. I'll leave you to your igloo research now and go get more wine. :classic_rolleyes:

 

Posted
3 hours ago, Vyxenne said:

Like any sane person :classic_biggrin: I am blocking updates and still playing SSE v1.5.62 with SKSE64 2.0.12 and the 3 SMP files to match, so the new system files are innocent because I'm not using them.

I'm so sorry, I thought you had said that "collisions are automatic" and therefore should work. I missed a lot between 2 surgeries and then LL crashing and burning all the time, so my apologies for missing that particular bit of crucial information. I'll leave you to your igloo research now and go get more wine. :classic_rolleyes:

 

YES.. my love :) This is not my crazy idea, this is a fact ..

I checked, and everyone who understands can check it themselves. YES, there are collisions by default.

 

For example:

Remove this block from CBBE.xml or a similar file that controls the physics of your body..

<per-triangle-shape name="CBBE">
        <margin>0.04</margin>                    
        <penetration>0.04</penetration>
        <tag>body</tag>
        
 OR  Leave here an empty space, and all collisions will work. But at the same time there will be wild performance drawdowns ... The processor will not know exactly what meshes is collide and will count everything with everything.

 

it is relevant for the latest versions of the framework (probably for those who know it, it's funny to read all this .. but forgive me :))
             

                 You can accurately specify collisions between meshes:

                <can-collide-with-tag>head (vagina, gauntlets, blablaoutfitsbody)</can-collide-with-tag> -- the name of mesh with which there                                                                                                                                                                                 should NOT be intersection. 

 

To save resources, use proxy meshes (invisible in the game) with a small number of polygons and a limited size are used, for clothes, wigs, and other things that can cross something in the body ... Therefore, various strange names of meshes appear here .....
        </per-triangle-shape>    

 

Try it yourself, and then you can spit at me :) if I'm wrong.

 

In earlier versions of the framework, this was not the case and it was necessary to emphasize each collision separately. And for the first year everyone got used to  Prescribed bones like LeftBreast01 or some (it remains from HDT physics and from bones collision spheres,  that is now used in CBPC physics). 

Many functions have changed, something no longer works, something new has appeared ... but no one said what and how :) you have to re-test everything and several times to achieve the desired result. And then update comes and everything flies into the anus to the dragon ....if something worked a year ago, it’s not a fact that it would work normally now. This is apparently the curse of the game as a whole :) Peace will not be ..

The framework of SMP physics is changing, but we do not know how :) and what will happen next ... only the author knows.

 

uups. I forgot about the wine, although I’m drunk enough already  :) .. Cheerse! and sorry for my ugly english .. I will then delete this post .. it is unlikely he will help anyone.

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