Yinkle Posted April 23, 2019 Posted April 23, 2019 For what it's worth and folk who know me, I updated to 1.5.73 and SMP is working as it did before since HDT's latest update (April 17th I think) 1
markTheLustOne Posted April 23, 2019 Posted April 23, 2019 this dude gromila, his mediafire account have a good unp body with both holes working if i'm not mistake.
Vyxenne Posted April 24, 2019 Posted April 24, 2019 11 hours ago, Hippeus said: Had a question for UUNP users. How do I get HDT SMP to work with a UUNP body? 1. Install the UUNP files from OLDRIM Bodyslide into your SSE Bodyslide folders, then run Nif Optimizer on the ShapeData folder to update the meshes to SSE. Â 2a. For Body Physics and collisions AND cloth physics such as wigs, capes, skirts, etc., install the SMP Physics System files- hdtSSEFramework and hdtSSEPhysics and related body physics ("BBP") xmls. @Gromilla has a ready-to-go package linked (Mediafire) in his sig. ==OR== 2.b. For body physics and collisions only, install @Shizof's CBPC from Lovers Lab or the Nexus. This does not currently support cloth physics, but Shizof is working on it. Â 3. Optionally, only if you use HDT High Heels offsets in your game, install hdtHighHeels, also in Gromilla's Mediafire links. You can avoid this by using NiOverride high heels offsets, which is included in Racemenu64. Â 4. Build your UUNP Body, Hands and Feet into the game using BodySlide. If you use sex mods, select "Unified UNP Special" for the body type (any shape preset you like.) Â 5. Either install UUNP-HDT outfit mods or use Outfit Studio to add the physics bones to your outfit mods, then batch-build the outfits into your game. Â Note that most Oldrim "BBP" and "HDT" body-physics outfits will work fine in SSE after conversion- some will work fine without any conversion, but that is just asking for trouble so take the 3 minutes and convert them properly. Â On the other hand, most Oldrim cloth-physics mods use the old HDT-PE Havok system and WILL NOT WORK IN SSE without new xml's and NiStringExtraData mesh edits in NifSkope. Writing new SMP xml's for Oldrim HDT-PE outfits is a tremendous challenge- there are tutorials here and there, but most of them are technobabble gibberish and mostly unfollowable by us mere mortals. Thankfully, there are a few cloth physics mods that have been converted to SSE- wigs, capes, cloaks and skirts. 2
Vyxenne Posted April 24, 2019 Posted April 24, 2019 8 hours ago, Yinkle said: For what it's worth and folk who know me, I updated to 1.5.73 and SMP is working as it did before since HDT's latest update (April 17th I think) No more jitters? Lower fps penalties? More shapely breasts and butts? No more flyaway wigs?
Vyxenne Posted April 24, 2019 Posted April 24, 2019 On 4/22/2019 at 6:34 PM, Velis said: Â Yes. The original instructions said to rename CBP.dll to xCBP.dll to ensure it loaded after the HDT-SMP files. Some reported CTDs doing it that way. The alternate solution was to preload HDT-SMP, which is how my setup is done. Both sets of physics work fine for me (I run 1.5.62, as one mod I use has yet to be updated to 1.5.73, though I have the files for that version of HDT-SMP waiting). Â If people do not rename and do not use preloads, and it all still works, bonus? I went the more cautious route. Â OK, so pls help me to understand how the game engine figures out which of the 3 *_preload.txt files to obey first? Is it alphabetical? So EngineFixes_preload.txt is processed before hdtSSEFramework_preload.txt, which in turn is processed before hdtSSEPhysics_preload.txt? Â How about the next 17 mods that want me to preload their dlls? Will they start naming their dll's "AAAAAAA-00000000.dll" to make sure it loads before "BBBBBBBBB-1111111.dll?" I foresee a nightmare scenario developing here....
Hippeus Posted April 24, 2019 Posted April 24, 2019 36 minutes ago, Vyxenne said: 1. Install the UUNP files from OLDRIM Bodyslide into your SSE Bodyslide folders, then run Nif Optimizer on the ShapeData folder to update the meshes to SSE. Â 2a. For Body Physics and collisions AND cloth physics such as wigs, capes, skirts, etc., install the SMP Physics System files- hdtSSEFramework and hdtSSEPhysics and related body physics ("BBP") xmls. @Gromilla has a ready-to-go package linked (Mediafire) in his sig. ==OR== 2.b. For body physics and collisions only, install @Shizof's CBPC from Lovers Lab or the Nexus. This does not currently support cloth physics, but Shizof is working on it. Â 3. Optionally, only if you use HDT High Heels offsets in your game, install hdtHighHeels, also in Gromilla's Mediafire links. You can avoid this by using NiOverride high heels offsets, which is included in Racemenu64. Â 4. Build your UUNP Body, Hands and Feet into the game using BodySlide. If you use sex mods, select "Unified UNP Special" for the body type (any shape preset you like.) Â 5. Either install UUNP-HDT outfit mods or use Outfit Studio to add the physics bones to your outfit mods, then batch-build the outfits into your game. Â Note that most Oldrim "BBP" and "HDT" body-physics outfits will work fine in SSE after conversion- some will work fine without any conversion, but that is just asking for trouble so take the 3 minutes and convert them properly. Â On the other hand, most Oldrim cloth-physics mods use the old HDT-PE Havok system and WILL NOT WORK IN SSE without new xml's and NiStringExtraData mesh edits in NifSkope. Writing new SMP xml's for Oldrim HDT-PE outfits is a tremendous challenge- there are tutorials here and there, but most of them are technobabble gibberish and mostly unfollowable by us mere mortals. Thankfully, there are a few cloth physics mods that have been converted to SSE- wigs, capes, cloaks and skirts. thanks!
Velis Posted April 24, 2019 Posted April 24, 2019 20 minutes ago, Vyxenne said: OK, so pls help me to understand how the game engine figures out which of the 3 *_preload.txt files to obey first? Is it alphabetical? So EngineFixes_preload.txt is processed before hdtSSEFramework_preload.txt, which in turn is processed before hdtSSEPhysics_preload.txt? Â How about the next 17 mods that want me to preload their dlls? Will they start naming their dll's "AAAAAAA-00000000.dll" to make sure it loads before "BBBBBBBBB-1111111.dll?" I foresee a nightmare scenario developing here.... I have no idea. I assume EngineFixes_preload would load first, but that's assuming that it does go alphabetically. Mind you, the only preloads I have are for Engine Fixes and the two HDT-SMP .dll files. Any other .dll files load however they're loaded normally. I can't see why most would normally need to be preloaded, though.
perrymwt Posted April 24, 2019 Posted April 24, 2019 2 minutes ago, Velis said: I have no idea. I assume EngineFixes_preload would load first, but that's assuming that it does go alphabetically. Mind you, the only preloads I have are for Engine Fixes and the two HDT-SMP .dll files. Any other .dll files load however they're loaded normally. I can't see why most would normally need to be preloaded, though. Plugins appear in the skse.log as they are being loaded. That list shows the load order is alphabetical.
cminnow Posted April 24, 2019 Posted April 24, 2019 I am amazed and ashamed to realize I'm using bonkers old nifs like for the head. Like.... they have PE extensions xml calls and nitrishapes.  Where can I get some non-laughably old head/feet/hand meshes for CBBE that have BStrishapes and such so I can use them with SMP and not have to rely on hidden meshes?
Vyxenne Posted April 24, 2019 Posted April 24, 2019 41 minutes ago, cminnow said: I am amazed and ashamed to realize I'm using bonkers old nifs like for the head. Like.... they have PE extensions xml calls and nitrishapes.  Where can I get some non-laughably old head/feet/hand meshes for CBBE that have BStrishapes and such so I can use them with SMP and not have to rely on hidden meshes? The CBBE mod pages on LL and Nexus are ready when you are- offering body, hands, feet and xml's. Not sure where you would get SSE/CBBE-compatible headparts. 1
cminnow Posted April 24, 2019 Posted April 24, 2019 27 minutes ago, Vyxenne said: The CBBE mod pages on LL and Nexus are ready when you are- offering body, hands, feet and xml's. Not sure where you would get SSE/CBBE-compatible headparts. Alright, I wasted hours trying to figure this out so I give up. I'm going to just copy Yundao's low poly head mesh that DOES have collisions into everything and damn the consequences.
Vyxenne Posted April 24, 2019 Posted April 24, 2019 1 hour ago, cminnow said: Alright, I wasted hours trying to figure this out so I give up. I'm going to just copy Yundao's low poly head mesh that DOES have collisions into everything and damn the consequences. *grabs popcorn and settles in to watch heads explode* 1
General Neondaze Posted April 24, 2019 Posted April 24, 2019 9 hours ago, perrymwt said: Plugins appear in the skse.log as they are being loaded. That list shows the load order is alphabetical. One can check which .dlls have been preloaded by referring to d3dx9_42.log found in the main Skyrim folder. For me, they are Engine Fixes; bothe hdtSMP dlls; privateprofileredirector.
BazsiHUN Posted April 24, 2019 Posted April 24, 2019 12 hours ago, Vyxenne said: Â 2.b. For body physics and collisions only, install @Shizof's CBPC from Lovers Lab or the Nexus. This does not currently support cloth physics, but Shizof is working on it. Â Â Is it really possible, that on the future CBPC will support cloth/hair physics? Sounds nice, it is more hardware friendly... :)
lackesis Posted April 24, 2019 Posted April 24, 2019 1 hour ago, BazsiHUN said: Is it really possible, that on the future CBPC will support cloth/hair physics? Sounds nice, it is more hardware friendly... :) Let's hope so, right now 1 SMP thing = 5~15 fps drops on my end.
BazsiHUN Posted April 24, 2019 Posted April 24, 2019 18 minutes ago, lackesis said: Let's hope so, right now 1 SMP thing = 5~15 fps drops on my end. Im using alot of clothes, hair, and cloaks for player and npc's (sometimes during a storm like 20-30 npc wearing cloaks), but now that CBPC handles the body physic, and HDT - SMP only responsible for the clothes/hairs, i have won like 30 fps, so i am able to run the game in 4k again, and now i dont have random fps drops.  HDT - SMP kick's my computer's ass...
gurugeorge Posted April 24, 2019 Posted April 24, 2019 Yeah the mixed CBPC/HDT-SMP works really well for actual gameplay, it's a really workable compromise.  One wistfully hankers for the more naturalistic jiggle of HDT-SMP of course, but it's close enough for jazz (and of course if you use MO2 you can switch to another profile with a pure HDT-SMP setup and drink your fill anyway, if you want ). 1
cminnow Posted April 24, 2019 Posted April 24, 2019 27 minutes ago, gurugeorge said: Yeah the mixed CBPC/HDT-SMP works really well for actual gameplay, it's a really workable compromise.  One wistfully hankers for the more naturalistic jiggle of HDT-SMP of course, but it's closïğże enough for jazz (and of course if you use MO2 you can switch to another profile with a pure HDT-SMP setup and drink your fill anyway, if you want ).ïğż Yeah, I'm surprised at how effective CBPC/SMP is. It's a bit of work to make sure all hidden meshes work and not quite as accurate by pretty darn close. And much smoother gameplay.
gurugeorge Posted April 24, 2019 Posted April 24, 2019 2 hours ago, cminnow said: Yeah, I'm surprised at how effective CBPC/SMP is. It's a bit of work to make sure all hidden meshes work and not quite as accurate by pretty darn close. And much smoother gameplay. Ah, what do you mean by "hidden meshes?" Let me pick your brains
cminnow Posted April 24, 2019 Posted April 24, 2019 2 hours ago, gurugeorge said: Ah, what do you mean by "hidden meshes?" Let me pick your brains Like this. Low poly meshes for collisions. With SMP you don't need this but you do with CBPC. It does lower the performance advantage of CBPC/SMP to add the collisions back in (for hair, capes, etc.)Â but I think CBPC/SMP with fake collisions boosts performance maybe 20% over full SMP with maybe 90% of the accuracy of full SMP. Not a terrible trade. Â
Guest Posted April 24, 2019 Posted April 24, 2019 2 hours ago, gurugeorge said: Ah, what do you mean by "hidden meshes?" Let me pick your brains  4 minutes ago, cminnow said: Like this... low poly meshes for collisions. With SMP you don't need this but you do with CBPC. It does lower the performance advantage of CBPC/SMP to add the collisions back in (for hair, capes, etc.) but I think CBPC/SMP with fake collisions boosts performance maybe 20% over full SMP with maybe 90% of the accuracy of SMP. Not a terrible trade.  The appropriate term is virtual nif.
cminnow Posted April 24, 2019 Posted April 24, 2019 17 minutes ago, SunJeong said: Â The appropriate term is virtual nif. For sure. Do you notice any performance advantage from using them? I can't tell if it's worth switching to CPBC/SMP.... There seems to be a performance cost to adding and enabling tons of virtual meshes to the game that makes it seem less worthwhile. Since CPBC is almost automatic, it makes it TOO easy to add physics to a ton of NPCs.
Velis Posted April 24, 2019 Posted April 24, 2019 5 hours ago, cminnow said: Yeah, I'm surprised at how effective CBPC/SMP is. It's a bit of work to make sure all hidden meshes work and not quite as accurate by pretty darn close. And much smoother gameplay. I find the CBPC movement to be slightly odd in a way I can't really explain, whereas HDT-PE from Oldrim moved far more naturally. HDT-SMP body physics with the default CBBE config has my girl's bits moving like wildly excited jello, which is a bit disturbing (clearly, I'd need to tinker with or find a better config), but the two together is great overall. 1
Guest Posted April 24, 2019 Posted April 24, 2019 53 minutes ago, cminnow said: For sure. Do you notice any performance advantage from using them? I can't tell if it's worth switching to CPBC/SMP.... There seems to be a performance cost to adding and enabling tons of virtual meshes to the game that makes it seem less worthwhile. Since CPBC is almost automatic, it makes it TOO easy to add physics to a ton of NPCs. Hmm it's hard to provide useful insight because I have a monster $2500 PC. I don't feel any impact to performance. Except maybe in whiterun.
markTheLustOne Posted April 25, 2019 Posted April 25, 2019 18 hours ago, SunJeong said: Hmm it's hard to provide useful insight because I have a monster $2500 PC. I don't feel any impact to performance. Except maybe in whiterun. Dude computer more expensive than my house. Honest Question, can you install artesian cloaks with wet and cold and walk in windhelm without lag?
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