Hippeus Posted April 19, 2019 Posted April 19, 2019 5 hours ago, BazsiHUN said: You can find the updated files on page 143, thanks to Gromilla. Will that get HDT and SMP to work by itself? Cause I don’t have the main HDT Framework download.
BazsiHUN Posted April 19, 2019 Posted April 19, 2019 10 minutes ago, Hippeus said: Will that get HDT and SMP to work by itself? Cause I don’t have the main HDT Framework download. No, but you can find the main files too, if you check back a few more pages.
Vyxenne Posted April 20, 2019 Posted April 20, 2019 2 hours ago, Hippeus said: Will that get HDT and SMP to work by itself? Cause I don’t have the main HDT Framework download. @Gromillalinked the new physics files here. 2
cminnow Posted April 20, 2019 Posted April 20, 2019 On 4/19/2019 at 2:51 PM, Vyxenne said: I'm very interested in this since my fps is down to 30 in some areas (yes, I have a follower using SMP items as well as my own) - are you saying you simply changed the "<per-triangle" constraints block with a "<per-vertex" block without changing any of the internal tags except the margin? Would you care to share the xml you made or altered? Hard to say because it depends on what item you're talking about and what you want to achieve as it's just a balance of your systems processing power. For me, I was able to cut down collisions for things like hair or capes so that I could use them on more characters. Also, I removed collisions for things like hands on boobs because it's a waste of resources for me. But that's vital for some people so it's out of the question for them. If I were to say what you can do to improve performance for SMP, I think the following are things you can do (generally in order of effectiveness) along with some caveats: 1) Remove entire declaration of collision object - Obviously the "dumbest" and most powerful way to increase performance. It's main benefit comes from avoiding all collisions but with severe clipping if motions aren't limited somehow. Not useful if collisions are REQUIRED. You could probably run SMP on hundreds of NPCs if you didn't need collisions. 2) Use simplified meshes for collisions - One of the hardest but most effective methods for reducing performance loss. Going from something like 4000 triangles on the main body mesh to 100 on a hidden body mesh underneath can result in the same visuals with many fewer collisions for something like a cape (though perhaps better to say 400 polygons vs 10 on the back are actually participating in collisions). 3) Switch from triangle to vertex on ONE of the collision objects - Triangle on triangle collisions seem to be very process intensive but I'd say it more depends on HOW MANY triangles are colliding than whether they are at all. I.e. DON'T use triangle vs triangle for a cape vs a high poly body. Either use a low poly body or use vertex instead (with low poly preferred if clipping is a concern as vertex vs triangle is still susceptible to clipping). I haven't found a use for vertex on vertex collisions as they usually just pass through each other (and high margins don't seem to fix this). 4) Reduce margins - Best set to a small value as increased margins lead to increased collisions which is bad and can get REALLY bad. If you use it to avoid clipping, make sure both collision objects are set to the same value so all calculations agree (0.5 should be the standard value for all XMLs I would say). Setting it to different values, especially for objects with a lot of movement, can lead to clipping, getting stuck in objects, and "flutter" (collision instability). However, there's a special case where you can take advantage of the "creeping physics instability" by setting a margin higher for the body, say 1.0, and 0.5 for the cloth so that a gradient is created and collisions "kick out" the offending vertex if clipping with the body occurs but it may be unstable. 5) Add no collide tag - Similar to completely removing the collision object but more targeted. Be careful relying on this as collision WILL occur for objects you don't remember to mark as no-collide or add at a later time which can be a headache. 6) Add weight threshold for bone - Useful if you really want to improve performance WITHOUT changing anything drastically. Limits unnecessary collision calculations and can reduce "flutter" but very difficult to figure out which bones are necessary and what values are acceptable for every single case. Similar to no-collide... it can be time consuming to name every bone that might be in a collision.... 7) Fix "unnecessary" bones - This is probably the most invasive method to increase performance but may be required when removing collisions. Either remove or "pin" bones that you determine are redundant or not vital. For example with Artesan's capes, I fixed bones of the cape that touched the upper body because they only moved very slightly anyway. 8 ) Limit motion range - Use to simply prevent motion in undesired ways to prevent collisions or simplify motion as an ALTERNATIVE to collisions. 9) Restitution - Setting this to zero results in more "floaty" motion but reduces the impact of collisions considerable. Think of shooting a cue ball into a rack of balls and only 1 ball moving from the collision. This is much more efficient than sending 10 balls flying everywhere. Very useful for clothing where you want less vibration. 10) Prenetration/penetration - I believe giving this a small value (~0.1-0.3) increases performance as it provides a collision boundary where collisions are ignored (basically ignoring false-positive collisions) and thus reducing collision instability (basically the opposite of a margin). May be placebo effect... Here are Artesan's original cape XMLs and my "dumb" stripped down version as an example. art_cape.xml art_cloak.xml cape.xml cloak.xml
hendrack Posted April 20, 2019 Posted April 20, 2019 I still run the previous Skyrim SE version and have not updated to the newest SSKE. Is there any benefit using those updated hdtsmp files, ie less jittery hair or something?
xoxol7 Posted April 20, 2019 Posted April 20, 2019 I installed SKSE, CBP(C) , HDT framework and HDT-SMP.I renamed cbp.dll to zcbp.dll, so that it will be loaded last.Also I disabled HDT-SMP on bodies by emptying the <default-bbps> section in defaultBBPs.xml.Now I have CBP-C working on my bodies, and HDT_SMP working on my hair, amulets and cloaks, etc.A guy named Sw33T3R found this solution first.(https://www.nexusmods.com/skyrimspecialedition/mods/18566?tab=posts) 1
Molokkx Posted April 20, 2019 Posted April 20, 2019 12 hours ago, Vyxenne said: Semantics, sematics: the April 2 release was a full bugfix release of hdtSSEPhysics.dll, not a "patch." This is part of the reason for my confusion. And as far as renaming downloaded archives sometimes to avoid future confusion, I frequently do the same. I find the mods with archives named "Final Version No More Updates.7z" and other silly crap like that to be especially heinous. You might be interested to know that a new version of hdtSSEFramework/Physics dropped April 17, and it reportedly fixes the jittering as well as the horrific framerate drops of BOTH of the previous 1.5.73 releases. @Gromilla graciously linked it for us yesterday in this thread. Thank you very much for this! (I might have missed it had I not seen your post and the link for the updated files). I tried it and now everything works fine, and it's very stable; no CTDs. Now with this said I'd like to ask to anyone here if they ever managed to activate Belly collision (for Belly bulging) using HDT SMP? I know it's possible using CBPC with the Config text file from the previous 1.5.73 Physics files (got that one from Page 133, post #10, that Physics pack contains more config stuff, one of which is that text file). However, when it comes to HDT SMP specifically I really don't know what to do. I've checked the current XML files available and NONE of them mention anything about Belly in them (from the ones available from the updated links provided by Vyxenne). The only XML file I remember seeing Belly stuff in was called UUNPVagina.xml, but that file is not there anymore at this point? I'm a bit confused (however it wouldn't change much, since even back when I had that file I still couldn't make Belly collisions work). It might instead be related to the Body mesh I'm using. I'm pretty rusty when it comes to this, I haven't touched XML editing in many months. I'll have to check more guides around in the coming days. Now, in the meantime, if anyone can point me in the right direction to 'activate' Belly collision please let me know! Thanks.
Gh0sTG0 Posted April 20, 2019 Posted April 20, 2019 Can someone post last framework for me pls? Did some shit when deleted that and now need clean original =( PS what's with 9damao? why it starts blockng downloads?
noreg Posted April 20, 2019 Posted April 20, 2019 On 4/19/2019 at 1:37 AM, Gromilla said: I'll leave half for you .. 50 wigs enough for you to entertain ?? and this is what was in the original. Nah.. it should be at least 75 to entertain me properly ? I really appreciate your enthusiasm please keep up the good work !
noreg Posted April 20, 2019 Posted April 20, 2019 32 minutes ago, Gh0sTG0 said: Can someone post last framework for me pls? Did some shit when deleted that and now need clean original =( PS what's with 9damao? why it starts blockng downloads? I dunno.. i wasn't able to use this site with firefox. It works on opera with active build in VPN, eventually the didn't like certain ip-ranges? This one works fine in my skyrim: hdtSSEFramework 1 5 73.7z
Gh0sTG0 Posted April 20, 2019 Posted April 20, 2019 43 minutes ago, noreg said: I dunno.. i wasn't able to use this site with firefox. It works on opera with active build in VPN, eventually the didn't like certain ip-ranges? This one works fine in my skyrim: hdtSSEFramework 1 5 73.7z 31.97 kB · 1 download TY for help
daedrasp Posted April 20, 2019 Posted April 20, 2019 I like CBBE body and repect Caliente, Ousnius, Groovetama and all CBBE, BS making steps. But this time Custom weighted UUNP, CBBE is much better with BS reference bodies. RealClone, GT03 body is much highpoly and well painted boneweight. In my think. I think more select option at BS project menu with custom bodies. Chinese forum use 3 breast bone but this armors 2 bone use but boneweighting changed. As i know. This change make more smooth morphing but some people focusing "Armor breast must STATIC!!" Many mod cloth exist but "Lore Mania" don't want morphing and focusing at "Weapon slot, Devices.." At my seem. However hope more good mod release. Sorry at my broken english and confused word. 2
Hippeus Posted April 20, 2019 Posted April 20, 2019 15 hours ago, Vyxenne said: @Gromillalinked the new physics files here. Thanks for the updated files for the physics. Got my cloth physics back. Was still missing the HDT Framework scripts itself. Luckily I found the HDT Framework from 3/24/2019 and HDT High Heels from the same date in my download folder. Should I still use those or was there a newer version that came out?
Gh0sTG0 Posted April 20, 2019 Posted April 20, 2019 42 minutes ago, Hippeus said: Thanks for the updated files for the physics. Got my cloth physics back. Was still missing the HDT Framework scripts itself. Luckily I found the HDT Framework from 3/24/2019 and HDT High Heels from the same date in my download folder. Should I still use those or was there a newer version that came out? 9damao site says that 2019-3-17 15:33 is the date of last updated version.
Hippeus Posted April 20, 2019 Posted April 20, 2019 18 minutes ago, Gh0sTG0 said: 9damao site says that 2019-3-17 15:33 is the date of last updated version. Okay thanks.
Vyxenne Posted April 20, 2019 Posted April 20, 2019 15 hours ago, cminnow said: the following are (xml tweaks) you can do (generally in order of effectiveness) along with some caveats: Thanks- that's a lot to think about, but I saved/printed it and will experiment.
Vyxenne Posted April 20, 2019 Posted April 20, 2019 13 hours ago, hendrack said: I still run the previous Skyrim SE version and have not updated to the newest SSKE. Is there any benefit using those updated hdtsmp files, ie less jittery hair or something? The latest HDT-SMP system files (released April 17th) are reported to have fixed the jittering as well as reduced the fps penalty substantially.
Vyxenne Posted April 20, 2019 Posted April 20, 2019 1 hour ago, Gh0sTG0 said: 9damao site says that 2019-3-17 15:33 is the date of last updated version. That is incorrect- the latest version was released April 17, regardless of what 9damao says. I suspect whatever you're looking at is simply an error of omission- Sister Hydrogen just neglected to update the description when he released the latest bugfix version of hdtSSEFramework/Physics.dll for game version 1.5.73.
gurugeorge Posted April 20, 2019 Posted April 20, 2019 Just like to say a heartfelt thanks to everyone for the information on this thread. Now got it all up and running - beautiful!
Vyxenne Posted April 20, 2019 Posted April 20, 2019 10 hours ago, Molokkx said: I'd like to ask to anyone here if they ever managed to activate Belly collision (for Belly bulging) using HDT SMP? As far as I know, SMP can't do that, at least, I've never seen anybody write an xml to enable internal belly collisions with schlongs- it's a @Shizof CBPC ? exclusive, and man, is it ever sexy to watch!!
Gromilla Posted April 20, 2019 Posted April 20, 2019 3 hours ago, Vyxenne said: As far as I know, SMP can't do that, at least, I've never seen anybody write an xml to enable internal belly collisions with schlongs- it's a @Shizof CBPC ? exclusive, and man, is it ever sexy to watch!! This can be done, and everything has already been invented before us .. (as I was told that we all use other people's ideas and I probably sell them :)) We need to add one mesh to the main body (body in BS) and add the rules of collisions with it in xml file... Like this: Spoiler 1
rb888 Posted April 20, 2019 Posted April 20, 2019 I got my skyrim se to loaded on clean save haven't decide which route on which furry girl go with yet. But I can help with testing going backup my working folder incase it ct agains
sopmod Posted April 21, 2019 Posted April 21, 2019 On 4/20/2019 at 2:32 AM, Vyxenne said: Semantics, sematics: the April 2 release was a full bugfix release of hdtSSEPhysics.dll, not a "patch." This is part of the reason for my confusion. And as far as renaming downloaded archives sometimes to avoid future confusion, I frequently do the same. I find the mods with archives named "Final Version No More Updates.7z" and other silly crap like that to be especially heinous. You might be interested to know that a new version of hdtSSEFramework/Physics dropped April 17, and it reportedly fixes the jittering as well as the horrific framerate drops of BOTH of the previous 1.5.73 releases. @Gromilla graciously linked it for us yesterday in this thread. Already downloaded it (renamed 1.5.73b patch for my files) thanks to Gromilla. Its definitely alot smoother
karugazaka1977 Posted April 21, 2019 Posted April 21, 2019 Hi guys, So I have spent several hours trying to figure things out in a desperate attempt to not be the doofus who posts and asks why things don't work when the answer is right in front of me, but sadly I don't know what else I can do other than ask and hope it's something that is easy to correct (and will make me feel foolish!). AFAIK, I have followed the instructions to a t - I know on Hydrogen's site she says don't use MO, so I've tried putting the (most recent 1.5.73) version of framework and physics dll right into the data folder, I've tried doing it through MO and way, and every time there's no physics on my body. To be clear it doesn't C2D when getting nude, just nothing moves. I'm using UNP Female Body Renewal and have reinstalled it multiple time, making sure I choose the HDT-SMP option, I have XP32 Maximum Skeleton Special Extended and I have selected the physics extension option when installing and I have have run FNIS. I have attached my load order as I am using Tuco's modlist guide and while there were a couple of points where he instructs you to use no physics selections, I declined since I was intending on adding jigglybits at the end of things. TLDR I am unsure what I am doing wrong and any advice would be grand. I've not played in over a year and want to get back into things! Thanks for any assistance! kagura_loadorder.txt
Gromilla Posted April 21, 2019 Posted April 21, 2019 Okay. 1. No need to install physics with mod managers. Just copy to a folder (Data\SKSE\Plugins) and REMEMBER Where did you copy it! You need to copy at least 2 files (hdtSSEFramework.dll and hdtSSEPhysics.dll ) hdtSSEHighHeels.dll is not necessary if you do not use shoes or clothes for which it is required. (ver 1.5.73 from 16.04.2019) 2. Install the SKSE of the version that is necessary for your version of the game. (for last ver it is 2.0.15) 3. Install the latest version of Skeleton (XP32MSSE 4.51) with selection "HDT Soft Mesh Physics" and "CBP Physics" (no BBP and TBBP!!) during installation. 4. And now the worst. Choose for yourself the option of body REPLACER that you need. Physics with Vanilla body does not work! (Well, if you do not force specifically). CBBE UNP(P) COS and so one choose any, BUT for each body your need each settings and you will need to find and install them. Or try this: Base XML set for SMP.7z (put this files from arc to Data\SKSE\Plugins\hdtSkinnedMeshConfigs) Look like that's it. 3
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