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HDT SMP for SSE?


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Posted
19 hours ago, Kokan said:

CBPC - CBP Physics with Collisions, CBP....

And I also install with MO2.

So you are saying that we need those in ADDITION to HDT for it to work? I removed those and got no physics at all as a result.

Posted
8 hours ago, daedrasp said:

I like HDT-SMP mod and respect all SMP modders.

Realclone Yundao_hair author releasinh 6.8 version at now.

So 64 kind of wigs at LE yundao hair.

But SSE yundao hair has almost 20 kind. Please more convert need. :)

 

I begin to learning SMP work at 3ds max but anybody advise and

same learning people can't find. There is no discord or open chatting community?

link to the file?

Posted
26 minutes ago, sweforce said:

So you are saying that we need those in ADDITION to HDT for it to work? I removed those and got no physics at all as a result.

I do not say anything, I have it installed and everything works

loadorder.7z modlist.7z

Posted
1 hour ago, Kokan said:

I do not say anything, I have it installed and everything works

loadorder.7z 2.18 kB · 2 downloads modlist.7z 3.38 kB · 2 downloads

We have a  different modsetup but looking at the stuff that is there to make HDT work, ignoring outfits (for now) I found this:

 

+hdtSSEHH 1 5 62
+hdtSSEPhysics 1 5 62
+hdtSSEFramework 1 5 62

 

I believe I have mods corresponding to those but later in the modlist you got:

 

-hdtSSEPhysics 1 5 73

 

I got:

 

HDT SSE Framework for 1.5.73

HDT SSE High Heels for 1.5.73

HDT SSE Physics for 1.5.73

 

From Neokio's post on the page before.

 

Interestingly you seem to have two physics mods. Is the HDT SSE Physics for 1.5.73 just a patch? If it is incomplete by itself it could explain much.

 

At the moment I am thinking about , when I can force myself to do it, to create another setup from scratch where I try to get physics working from the bare bones.

 

Thanks for the help thou.

 

 

Posted
9 hours ago, Yinkle said:

I just tried updating to 1.5.73 and can confirm there is an issue with the 1.5.73 version of SMP. Body physics does appear to be ok but cloth/hair has this sporadic twitching and sometimes starts vibrating. As with the previous post I've had random ctd too. Things I've tried:

With or without enb- no change

played with a bunch of xml parameters: weight thresholds,  contraints, margins, penetration, triangle/vertex shape types- no change

 

Tried with and without the configs.xml set up like this:

 

<configs>
    <solver>
        <numIterations>16</numIterations>
        <groupIterations>16</groupIterations>
        <groupEnableMLCP>false</groupEnableMLCP>
        <erp>0.2</erp>
        <min-fps>60</min-fps>
    </solver>
</configs>

 

 

Everything else I updated seems fine, my list of skse plugins in spoiler.

  Reveal hidden contents

fisses
jcontainers
mfgfix
racemenu
stay at system page
additem menu
autoharvest
havokfix
sos
sexlab/papyrusutil
engine fixes
privateprofile
fuz ro d'oh
hdt smp

 

I did notice that some items seemed more prone to the "twitching/vibrating" than others so there may well be a way to fix or at least minimise it but I can't work it out. I think I'll be reverting to 1.5.62 for now.

 

   Does Hydrogen know about the new problems with SMP?.

Posted
20 minutes ago, Vortec said:

   Does Hydrogen know about the new problems with SMP?.

I've no idea, I'm just posting my findings in the hope that someone who knows him might mention it! :P

Posted
4 hours ago, sweforce said:

We have a  different modsetup but looking at the stuff that is there to make HDT work, ignoring outfits (for now) I found this:

 

+hdtSSEHH 1 5 62
+hdtSSEPhysics 1 5 62
+hdtSSEFramework 1 5 62

 

I believe I have mods corresponding to those but later in the modlist you got:

 

-hdtSSEPhysics 1 5 73

 

I got:

 

HDT SSE Framework for 1.5.73

HDT SSE High Heels for 1.5.73

HDT SSE Physics for 1.5.73

 

From Neokio's post on the page before.

 

Interestingly you seem to have two physics mods. Is the HDT SSE Physics for 1.5.73 just a patch? If it is incomplete by itself it could explain much.

 

At the moment I am thinking about , when I can force myself to do it, to create another setup from scratch where I try to get physics working from the bare bones.

 

Thanks for the help thou.

 

 

HDT SSE Physics for 1.5.73 is not active, all labeled with the hyphen "-"

Posted

I have also experienced the strange shaking / jumping / vibrating on SMP hair / clothes recently, and whenever this appears, my frame rates goes down to 20 fps or 5 fps indoor.

The interesting story is:

Steam got me updated to 1.5.73 accidentally.

And I reverted the SkyrimSE.exe back to 1.5.62. (Only the exe file, without rolling back all the updated .esm files)

Still using the SKSE/hdtSMP for 1.5.62.

And also experienced the issues you guys found on 1.5.73.

Posted
1 hour ago, Erthanese said:

I have also experienced the strange shaking / jumping / vibrating on SMP hair / clothes recently, and whenever this appears, my frame rates goes down to 20 fps or 5 fps indoor.

The interesting story is:

Steam got me updated to 1.5.73 accidentally.

And I reverted the SkyrimSE.exe back to 1.5.62. (Only the exe file, without rolling back all the updated .esm files)

Still using the SKSE/hdtSMP for 1.5.62.

And also experienced the issues you guys found on 1.5.73.

The only thing that got updated in 1.5.73 steam patch was the skyrim.exe no changes to any other files

Posted

For guys who would like to revert to version 1.5.62 due the crazy SMP clothes problem in version 1.5.73.

 

In Windows/Run enter: steam://nav/console

This will open the console in Steam. In that console, enter: download_depot 489830 489833 7531846925655934196

 

This should tell Steam to roll back your SSE to 1.5.62.

 

I read this on 9damao.com.

Posted

I've been trying to use smp for creatures (files uploaded by farass) and it's not working properly. I've tried to add the xml to defaultbpps.xml to no avail. Do I have to do something after decompressing the files in data folder?

 

Thank you very much!

Posted
16 hours ago, mimichacha said:

For guys who would like to revert to version 1.5.62 due the crazy SMP clothes problem in version 1.5.73.

 

In Windows/Run enter: steam://nav/console

This will open the console in Steam. In that console, enter: download_depot 489830 489833 7531846925655934196

 

This should tell Steam to roll back your SSE to 1.5.62.

 

I read this on 9damao.com.

For more general instructions, I found these and copied them into a text file.  It might be an idea to put this in the first post, somewhere.

 

RollbackSSE.txt

Posted
On 3/23/2019 at 1:02 AM, daedrasp said:

I like HDT-SMP mod and respect all SMP modders.

Realclone Yundao_hair author releasinh 6.8 version at now.

So 64 kind of wigs at LE yundao hair.

But SSE yundao hair has almost 20 kind. Please more convert need. :)

Several months ago, I submitted some recolors plus a maskless "Firekeeper" wig to Pickelsturn, the uploader of YunDao Wigs SE. Instead of publishing my work, he made me a "Team Member" and asked me to upload my work myself- so I did. A month or two after that, Pickelsturn got banned from the Nexus, leaving me as the "sole proprietor" of YunDao Wigs SE.

 

I downloaded RealClone's Oldrim release of YunDao Wigs version 5.5 last year when he first released it. Unfortunately, approximately half the wigs in that package are broken in one way or another - several of them are broken in numerous ways - and the work required to fix them exceeded my skillset so I asked for help from a friend here on LL.  He agreed to help, and so I did the part I could do, attempting to correlate mesh A with texture B and xml C. I made a spreadsheet detailing the various parts of each wig and what I suspected their unintuitive component names were. As you can see if you look at the spreadsheet, the list of broken-ness is extensive and varied. I also asked RealClone if he could help me figure out which meshes went with which textures went with which xml files since they were all named something different that had nothing to do with the alleged name of the wigs- stuff like "w.xml." Sadly, RealClone was not able to help. So that leaves my friend and me, and as far as I know he is still working on it.

 

The bottom line is: I am not the original uploader of YunDao Wigs SE. I proved that "no good deed goes unpunished" and inherited the damned mod when he got banned. However, now my name is on it, and I'm not going to knowingly release a broken mod. I have explained all of this in a Sticky on that mod page so I am surprised that you would post the above post trying to persuade "someone" to release version 5.5 (or 6.8 :classic_wacko:) for SE.

 

If and when my friend gets the broken meshes fixed and the broken HDT-PE-LE-Havok xml's rewritten from scratch to SMP specs, you can be assured I will release YunDao Wigs version 5.5. Until then, feel free to do it yourself or recruit someone else to fix them, or even just convert them "as is" and inflict them upon an unsuspecting SSE audience in their current broken state by publishing them on your own Nexus or LL page. The only reason I'm still involved with YunDao at all is that many of the wigs are excellent and I feel that the mod is worth saving. Silly me.

Posted
On 3/20/2019 at 4:13 AM, Metaton said:

Any news on Yundao hair update, dear masters of the physics?

Yes, I post update stickies on the SSE YunDao page regularly. Also, please read my response to Daedrasp on this exact same subject- it's directly above this response. Just out of curiosity, why would you ask this here instead of reading the stickies on the YunDao page?

Posted
2 hours ago, Vyxenne said:



Several months ago, I submitted some recolors plus a maskless "Firekeeper" wig to Pickelsturn, the uploader of YunDao Wigs SE. Instead of publishing my work, he made me a "Team Member" and asked me to upload my work myself- so I did. A month or two after that, Pickelsturn got banned from the Nexus, leaving me as the "sole proprietor" of YunDao Wigs SE.

 

I downloaded RealClone's Oldrim release of YunDao Wigs version 5.5 last year when he first released it. Unfortunately, approximately half the wigs in that package are broken in one way or another - several of them are broken in numerous ways - and the work required to fix them exceeded my skillset so I asked for help from a friend here on LL.  He agreed to help, and so I did the part I could do, attempting to correlate mesh A with texture B and xml C. I made a spreadsheet detailing the various parts of each wig and what I suspected their unintuitive component names were. As you can see if you look at the spreadsheet, the list of broken-ness is extensive and varied. I also asked RealClone if he could help me figure out which meshes went with which textures went with which xml files since they were all named something different that had nothing to do with the alleged name of the wigs- stuff like "w.xml." Sadly, RealClone was not able to help. So that leaves my friend and me, and as far as I know he is still working on it.

 

The bottom line is: I am not the original uploader of YunDao Wigs SE. I proved that "no good deed goes unpunished" and inherited the damned mod when he got banned. However, now my name is on it, and I'm not going to knowingly release a broken mod. I have explained all of this in a Sticky on that mod page so I am surprised that you would post the above post trying to persuade "someone" to release version 5.5 (or 6.8 :classic_wacko:) for SE.

 

If and when my friend gets the broken meshes fixed and the broken HDT-PE-LE-Havok xml's rewritten from scratch to SMP specs, you can be assured I will release YunDao Wigs version 5.5. Until then, feel free to do it yourself or recruit someone else to fix them, or even just convert them "as is" and inflict them upon an unsuspecting SSE audience in their current broken state by publishing them on your own Nexus or LL page. The only reason I'm still involved with YunDao at all is that many of the wigs are excellent and I feel that the mod is worth saving. Silly me. 

 

Thanks to kind words. Me too studying SMP making and that is so hard i know. :) So respect your hard work.

Because Yundao wigs news has paused, So i posted question and releasing news at my think. Forgive my rudeness. Y-Y

 

I studing MAX smp making and old MS script not work and my language is so crude so many faulting. But i think that,

No simple convert and rework with bone to SE use. So my study will end(That time will be so late! :) ) than i will make

Some new cloth at skyrim and my old work from oblivion "DMHHH work" planning. At my think. :D

 

Again thanks to good post, and all my respect for your hard work.

Posted
1 hour ago, daedrasp said:

Forgive my rudeness. Y-Y

No rudeness seen, I was just curious about your asking what is already answered on the YunDao SSE page, that's all.

 

1 hour ago, daedrasp said:

But i think that, No simple convert and rework with bone to SE use.

Actually, the Havok-Physics (Oldrim HDT-PE) meshes (bones) themselves work fine in SSE, it's the xml's that have to be written from scratch for SMP. The only change needed in the meshes is a change to the Name and Value of NiStringExtraData, which is child's play- even **I** can do it. :classic_biggrin:

Posted

Have anyone ever tempered with the various XMLs located in the hdtSkinnedMeshConfigs folder, under hdtSSEPhysics?

 

I'm pretty sure that some values that got changed in some of them from 1.5.62 to .73 are responsible for the instant CTD upon loading I'm getting ever since I updated to .73. And I'm sure it's nothing too complicated... for the people who might have an idea as to which values might be causing issues (not just CTDs, but if the game doesn't instantly CTD then I get the weird Hair physics bouncing issues, along with occasional complete game and screen freeze which require a hard computer reset or a Windows Logout to fix).

 

Here's an idea though, just in case it might work. How about this...

 

Keep everything updated to .73 if you did, BUT... go back and find XMLs that came with .62, cut and paste over to .73's XMLs (without changing the DLLs) and see what happens? I haven't tried since I'm still trying to find a download link for .62 (I know it's probably a couple of pages back in this very thread; I'll check for that on my own). Anyway, if nothing can be fixed and .73 apparently remains unstable then I'll just wait until the next HDT update I guess. The game is just not stable as of now for me (and absolutely zero of the issues I have right now ever existed back with .62).

 

Edit: Oh nvm about the .62 download link I found my backups. I'll give a try with cut and pasting some XMLs over to .73's and see what happens (we never know, it might help with stability).

Posted
5 hours ago, Vyxenne said:

 

 

Actually, the Havok-Physics (Oldrim HDT-PE) meshes (bones) themselves work fine in SSE, it's the xml's that have to be written from scratch for SMP. The only change needed in the meshes is a change to the Name and Value of NiStringExtraData, which is child's play- even **I** can do it. :classic_biggrin:

Hey!

 

Is the oldrim bones are better, then se, it worth to use?

Posted
5 hours ago, Molokkx said:

Have anyone ever tempered with the various XMLs located in the hdtSkinnedMeshConfigs folder, under hdtSSEPhysics?

 

I'm pretty sure that some values that got changed in some of them from 1.5.62 to .73 are responsible for the instant CTD upon loading I'm getting ever since I updated to .73. And I'm sure it's nothing too complicated... for the people who might have an idea as to which values might be causing issues (not just CTDs, but if the game doesn't instantly CTD then I get the weird Hair physics bouncing issues, along with occasional complete game and screen freeze which require a hard computer reset or a Windows Logout to fix).

 

Here's an idea though, just in case it might work. How about this...

 

Keep everything updated to .73 if you did, BUT... go back and find XMLs that came with .62, cut and paste over to .73's XMLs (without changing the DLLs) and see what happens? I haven't tried since I'm still trying to find a download link for .62 (I know it's probably a couple of pages back in this very thread; I'll check for that on my own). Anyway, if nothing can be fixed and .73 apparently remains unstable then I'll just wait until the next HDT update I guess. The game is just not stable as of now for me (and absolutely zero of the issues I have right now ever existed back with .62).

 

Edit: Oh nvm about the .62 download link I found my backups. I'll give a try with cut and pasting some XMLs over to .73's and see what happens (we never know, it might help with stability).

Any luck?

Posted
9 hours ago, BazsiHUN said:

Is the oldrim bones are better, then se, it worth to use?

That's one of those questions that is so nonsensical (to me) that it has no answer. :classic_laugh:

 

Bones are bones. They will be no better (or worse) if the outfits were originally designed for Oldrim (HDT-PE or HDT-SMP) than if they were originally designed for SSE (HDT-SMP.) So I am struggling with the concept of "better bones." Maybe somebody with more expertise in HDT Physics than I have can help me understand this concept.

Posted
43 minutes ago, Vyxenne said:

That's one of those questions that is so nonsensical (to me) that it has no answer. :classic_laugh:

 

Bones are bones. They will be no better (or worse) if the outfits were originally designed for Oldrim (HDT-PE or HDT-SMP) than if they were originally designed for SSE (HDT-SMP.) So I am struggling with the concept of "better bones." Maybe somebody with more expertise in HDT Physics than I have can help me understand this concept.

Well, thank you for the answer, i was only curious, thats all... :)

Posted

Is the new version of HDT SMP 1.5.73 working for others? Cause I downloaded the files and it's not working correctly for me as I lost my physics and CTD with any SMP physic clothing. Thinking I botched something but not sure what. As I updated all 3 mod installs for HDT and ran FNIS.

Posted
21 minutes ago, Hippeus said:

Is the new version of HDT SMP 1.5.73 working for others? Cause I downloaded the files and it's not working correctly for me as I lost my physics and CTD with any SMP physic clothing. Thinking I botched something but not sure what. As I updated all 3 mod installs for HDT and ran FNIS.

Yes the 73 version is broken. Ive never experienced CTD though

Posted
16 hours ago, mimichacha said:

Any luck?

Ok so yes I tried. But I'm not 100% sure of what I'm doing to start with. Nor do I know if doing any 'amount' of cut and pasting (on any specific XML) would actually do anything or make something worse. So it's literally something I'm doing from desperation and blindly so.

 

So I went in .73's Physics hdtSkinnedMeshConfigs's XMLs and simply pasted in the 6 XML files that normally come with version .62 instead. However, in .73's

hdtSkinnedMeshConfigs folder there's WAY more than 6 XMLs to start with. There's a whopping 19 of them, plus a CBP 'config' type file in the form of a .TXT file. I can't recall if any of the previous versions even had half of that (prior to .62).

 

Anyway so, the result? It SEEMS to help a little bit with stability. But I still did get a CTD eventually. I also STILL get the weird hair physics 'bouncing' issues. However, I think it took about 15 minutes before it crashed, instead of simply crashing right away upon loading the map. But I only tried that one time. Maybe it was luck, because as I said I don't know if cut and pasting .62's 6 XMLs over the ones that happen to be the same in .73 actually does anything good or perhaps even worse.

 

The only reason why I try this is because at the moment my game is basically unplayable ever since I updated stuff for .73 (not just HDT but all the rest too, including SKSE64, Schlongs of Skyrim, Sexlabs Framework Beta 6, JContainers and so on). I can't practically "revert back" to .62 since I updated WAY too many things to move to .73. So the only thing I can do right now is some blind cut and pasting from .62 to .73 and hoping I can play a bit at least with my Sexlabs animations for around 10 or 15 minutes before it crashes. I don't think it's gonna be stable until after some time following the next 'major' number change and updates to the Skyrim EXE (which again will require a bunch of other mods to follow suit in order to work).

 

The gist is... I Should Have Stayed With My Stable .62 Instead. I'm actually mad at myself right now (I normally don't do big updates like that unless I'm 9000% sure it's going to be fine... not sure what I was thinking there).

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