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HDT SMP for SSE?


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Posted
15 hours ago, YYYYMMDDTT said:

:D Thank you prZ i Fixed it

and I used bakaFactory UUNP 3Bone body

Spoiler

Honeycam 2019-09-09 20-26-35.gif

 

 

This is the absolute best schlong/vagina interaction I have ever seen. Congratulations on whatever you did to achieve it. ?

Posted
5 hours ago, dooders said:

What did you end up doing? I used the 3bone body but never got collisions like that. 

yes. I modify some xml. 

At least,the collision is working more pretty that i used this xml in my computer. however,if you not looking good result, try this instruction

470015726_bandicam2019-09-1012-02-16-262.jpg.19facc1c60c62939af2fb31e6637118d.jpg1617015912_bandicam2019-09-1012-02-55-052.jpg.d74974c8585868001f21e8ac658ea196.jpg

By modifying those values. i got the better result collision

UUNPVagina.xml

MaleGenitals.xml

Posted

 

 

So many new hairs now! I just noticed that I don't see the double hair bug is SMP KShairs. Weird.

 

 

 

1 hour ago, YYYYMMDDTT said:

 

470015726_bandicam2019-09-1012-02-16-262.jpg.19facc1c60c62939af2fb31e6637118d.jpg

By modifying those values. i got the better result collision

What are weight thresholds good for? Besides preventing weak interactions?

Posted
1 hour ago, cminnow said:

 

Those hairs are amazing. Phenomenal job. And they said SMP was dead.

 

enb2019_9_10_01_20_25.png.7ec44166c16ceee7381450926b88d3f6.png

Nobody ever said that. People might think that cause everybody is like linklinklinklinklinklinklink pls. Or they switch to cbp cause they are like "arr, my fps drops cause I'm to tard to set up collisions", using tri on tri and wondering. Like artesian cloaks does. They need the spoon type of mods.

Posted
4 hours ago, Vyxenne said:

Aw, c'mon, we gave you the answer, you just disagree with it, as is your right. We who are running SSE with 4k overhauls, ENB, weather, lighting and altogether 300 mods including body and cloth physics can't do it on our i5 potatoes using HDT-SMP for body physics. It's as simple as that.

 

We get that you have a high-end machine, and we are properly envious of you for it. No need to flaunt it or passive-aggressively troll us for our choices. :classic_wub:

First of all, 4k is not the way skyrim wants to be modded. Characters 4k is fine but not landscape textures. That's the first mistake all you guys do.

i ran smp+enb on a i5+970gtx perfectly fine. It has nothing to do with "high end machines" it's choosing the right settings. Skyrim has the same limitations for high end machines than they are for mid to low end tier.

Posted
31 minutes ago, Martimius said:

Thanks for the release, prZ!

 

One question though- are the meshes from the original mod in the 01 folder required? Or are only the textures required?

Files that get replaced by the patch are obviously not required. We provide this as patch means it's only patching the main mod and for that of course all files that are in it are required else they wouldn't be in it.

Posted
5 hours ago, Vyxenne said:

Aw, c'mon, we gave you the answer, you just disagree with it, as is your right. We who are running SSE with 4k overhauls, ENB, weather, lighting and altogether 300 mods including body and cloth physics can't do it on our i5 potatoes using HDT-SMP for body physics. It's as simple as that.

 

We get that you have a high-end machine, and we are properly envious of you for it. No need to flaunt it or passive-aggressively troll us for our choices. :classic_wub:

Can't do it on with a threadripper and 1080ti either :( (though I don't use 4k textures, not really much difference when running at 3440x1440 (21:9) )

Hence using CBPC for  body and hdt for male/creature schlongs and female vj.  Will play around with the new CBBE body tonight to see if I can get it to work with CBPC and HDT

Posted
14 minutes ago, Grummkol said:

Can't do it on with a threadripper and 1080ti either :( (though I don't use 4k textures, not really much difference when running at 3440x1440 (21:9) )

Hence using CBPC for  body and hdt for male/creature schlongs and female vj.  Will play around with the new CBBE body tonight to see if I can get it to work with CBPC and HDT

So go away from mods that place objects that cast shadows and fix your Xmls. Don't use performance heavy grass mods. Why am I able to run smp perfectly fine on 8700k/2080ti then? You have to set up the collisions for your specific setup always. Use private and public, on things like capes always use vertex to vertex, not vertex to triangle. Never use triangle to triangle. Use logics to avoid permanent collisions. Smp is only performance hungry if set up wrong. Don't lurk around for "share pls", you will always need to put work in it.

Posted
13 minutes ago, prZ said:

Don't lurk around for "share pls", you will always need to put work in it.

"Will play around with the new CBBE body tonight to see if I can get it to work with CBPC and HDT" 

 

Not sure how those two correlate? 

 

But sure, continue your lecturing of us mere mortals............

 

 

Posted
7 minutes ago, Grummkol said:

"Will play around with the new CBBE body tonight to see if I can get it to work with CBPC and HDT" 

 

Not sure how those two correlate? 

 

But sure, continue your lecturing of us mere mortals............

 

 

Don't get me wrong, what I try to explain is people download someones preset, it gives them lags and they say nah it too much for my PC while in fact only a little tweak is needed. And that's sad, it's not as hard as it seems.

Posted
36 minutes ago, prZ said:

Don't get me wrong, what I try to explain is people download someones preset, it gives them lags and they say nah it too much for my PC while in fact only a little tweak is needed. And that's sad, it's not as hard as it seems.

 

45 minutes ago, Grummkol said:

"Will play around with the new CBBE body tonight to see if I can get it to work with CBPC and HDT" 

 

Not sure how those two correlate? 

 

But sure, continue your lecturing of us mere mortals............

 

 

please let us know how you set it up with cbbe, i had to go back to special physics body because smp she was totally wrong

Posted
1 hour ago, Grummkol said:

Can't do it on with a threadripper and 1080ti either :( (though I don't use 4k textures, not really much difference when running at 3440x1440 (21:9) )

Hence using CBPC for  body and hdt for male/creature schlongs and female vj.  Will play around with the new CBBE body tonight to see if I can get it to work with CBPC and HDT

Yeah, sorry, I should've clarified- I'm only using 4K tex on my female bodies, not on scenery. I do have some 2k scenery textures (tree trunks, can't remember the name of it) but no 4K.

Posted
10 minutes ago, Fetterbr said:

 

please let us know how you set it up with cbbe, i had to go back to special physics body because smp she was totally wrong

Uhm, I'm uunp user.

 

But I'll try to explain. The most efficient way is to have the body you use as per vertex shape and public. But set the tags to not have it collide with hairs, clothes capes etc.

 

Then for all other stuff you use you set them to private and let them use The proxies they come with. Try to keep proxies as low poly as reasonable. Some things don't even need collision at all, limiting may be enough. Body as triangle and rest as vertex is the most common way to do but you can go everything vertex, there won't be drastic differences. If you use artesian cloaks, fix it. I wrote the author about hisbproblem but he didn't care. Make the female body NOT collide with itself, permanent collisions are increasing performance spikes in areas with much npcs.

 

Posted
29 minutes ago, prZ said:

Then for all other stuff you use you set [the per-vertex declarations] to private and let [those mods] use The proxies they come with.

How do you manage this with cloth-physics items that do not contain proxy shapes (e.g. KS SMP Wigs)? Someone wrote several months ago that SMP hair should collide with the body (UUNP) "automatically" unless blocked by a no-collide-with declaration in their xml (or a statement very similar to that.) But my KS SMP Ponytails (specifically, the Sky 188 style) sometimes sink gracefully through my back and protrude charmingly from my chest when I go into sneak mode. Other times, they collide with my back perfectly, roll off across my downward (right) shoulder and dangle correctly, straight down toward the ground in front of me exactly as they should do. Ordinarily, this would make me look to the outfit's included body (in the Biped Slot 32 piece) but in my case, I have made UUNP-HDT conversion sets for ALL of my outfits that didn't already have them and replaced the reference shapes with my standard UUNP-HDT body.

 

I do not have any cloth-physics tops (several skirts, one sash and of course, the wigs) so there are no cloth-physics SMP xml's lying around in my wardrobe to ambush me by re-declaring my body parts and causing issues that way. The fact that I get good hair collisions most of the time, and fail some of the time, while wearing the exact same wig (KS SMP Wigs Skyhair 188) tells me that (a) no proxy shapes are required to achieve hair-to-body collisions; and (b) it can't be the wig's xml causing this since it's the same exact wig when it works as it is when it gives me hairy boobs. :classic_tongue:

 

What prevents me from being able to write my own xml's, and/or fix the bad ones in my mods, is that I do not understand what the various statements, tags and declarations DO in an SMP xml. Every bit of advice I have found says stuff like "keep your prenetration lower than your deprecation" or similar goofy-sounding statements using obsolete tags without a word of what "prenetration" actually is (yes, I know it's a typo and really means "penetration" but WTF does "penetration" actually do? What is it for?) What is "margin?" Why do some people discuss "no-collide-with" tags as though they were "please-collide-with" tags, the complete opposite of what the words actually mean? The end result is that nobody knows I don't know what they actually mean.

 

There have been some posts here and there on LL to the effect that the KS SMP Wigs would be fine if the xml's were fixed... you posted somewhere this evening (it's been a long night, sorry) that Artesian Cloaks is in a similar position- "everybody knows" the xml's are bad, but nobody who knows how to fix the xml's is willing to step forward and do so. So I'm stuck with hairy boobs. :classic_angry:

 

There is a years old "SMP Guide" here on LL that is essentially unusable (for me) because it is so horribly out of date, and also dead-wrong on some issues. To be fair, it may in fact be 95% accurate... but the 5% error/obsolete/illogical/misnomer rate makes me distrust the entire guide. Do you know of a more recent and/or accurate one?

 

Thanks

Posted
3 hours ago, Vyxenne said:

How do you manage this with cloth-physics items that do not contain proxy shapes (e.g. KS SMP Wigs)? Someone wrote several months ago that SMP hair should collide with the body (UUNP) "automatically" unless blocked by a no-collide-with declaration in their xml (or a statement very similar to that.) But my KS SMP Ponytails (specifically, the Sky 188 style) sink gracefully through my back and protrude charmingly from my chest when I go into sneak mode.

 

What prevents me from being able to write my own xml's, and/or fix the bad ones in my mods, is that I do not understand what the various statements, tags and declarations DO in an SMP xml. Every bit of advice I have found says stuff like "keep your prenetration lower than your deprecation" or similar goofy-sounding statements using obsolete tags without a word of what "prenetration" actually is (yes, I know it's a typo and really means "penetration" but WTF does "penetration" actually do? What is it for?) What is "margin?" Why do some people discuss "no-collide-with" tags as though they were "please-collide-with" tags, the complete opposite of what the words actually mean? The end result is that nobody knows I don't know what they actually mean.

 

There have been some posts here and there on LL to the effect that the KS SMP Wigs would be fine if the xml's were fixed... you posted somewhere this evening (iot's been a long night, sorry) that Artesian Cloaks is in a similar position- everybopdy knows it's wrong, but nobody who knows how to fix the xml's is willing to step forward and do so. So I'm stuck with hairy boobs.

 

There is a years old "SMP Guide" here on LL that is essentially unusable (for me) because it is so horribly out of date, and also dead-wrong on some issues. To be fair, it may in fact be 95% accurate... but the 5% error/obsolete/illogical/misnomer rate makes me distrust the entire guide. Do you know of a more recent and/or accurate one?

 

Thanks

Hair collisions with the actual body requires you to work with restitution and damping since the hair will interact with the breast and other body parts make them look deformed or behave strange if Not set up properly. Of course that is possible if set to <public>. That's where collision shapes called proxies come into play, the are used to simulate collisions since they have the same shape than the body you use but the actual body is not influenced by the hairs for example and breast can still move free. You don't see proxies and that's why you don't care about deformations etc.

 

Penetration means how much shape A can go into mesh B before collision starts.

margin creates a "buffer" zone around the actual mesh to prevent clipping. Imagine you have a sphere with r=1 and you set margin to 0.3 you have an actual sphere of r=1.3 for collision detection.

 

In smp there is a tag system. If you want stuff in a big only interacts with other stuff from the big you set it to <private>. If you want multiple nifs to interact with each other you set it to <public>.

 

As soon as you declare the collision parameters of something it will collide with every other collision object, unless you tell it not to and this is where no-collide-with tags come into play. You can set multiple shapes to for example hairs tag and then you only need to set one nct for something to denie all hair collision to that.

 

Can-collide-with tags are redundant for ‹private>, you can use them if you want to work with public collisions.

 

For XML structure, it's pretty always the same.

System tag, kinematic bones, animated bones, constraints, collisions. The best way to learn that is take a simple rigged mesh like earrings or a hair wig and start justvby trying it. The log will tell you most of your faults. If a parameter is unusedbit will tell you this, give a warning and skip it. For some people using different releases if smp cause of that parameters it may happen you get a XML that has "old" now unused parameters in it but that's not a problem.

 

PS: your hair clips because either or both your body and the hairs are not set to public or one of them is missing a collision declaration at all.

or your hair is set to not collide with body or vice versa. That's a typical example for somebody posting something that works on his specific setup but not on others cause they may use other body xml etc. Smp still after all is a DIY framework.

 

Fixing artesian is pretty easy, he does tri to tri collision, just set it to vertex vertex. It's a 10 seconds job. Tri to tri is not only bad, it's not meant to be used. No matter how "threadripper" your CPU is. And BTW, a threadripper is bad for gaming, gaming needs high performance on the first and second core, not many low running cores, you got jebaited by numbers. Lower Core Count with higher frequenzy > many cores that run low, for gaming of course.

 

Back the days in 2015/16 there was literally no documentation about smp at all except a tiny thread and I also managed to get a pack online just by trying and trying. And the help of great people such as 27X, Farass and Ledo4ek.

 

Posted

prZ, the collisions of the hairs work well but sometimes they may seem a bit jittery when colliding with the bodies. Is this something you can remedy with xml tweaking or is it a bug inherent to the HDT SMP mod?

Posted
27 minutes ago, Martimius said:

prZ, the collisions of the hairs work well but sometimes they may seem a bit jittery when colliding with the bodies. Is this something you can remedy with xml tweaking or is it a bug inherent to the HDT SMP mod?

Smp still behaves different for each setup dependent on

 

  • CPU calculation speed
  • L3 cache speed and size
  • GPU shader cache size and speed
  • GPU bandwidth
  • render call refresh rate and framerate  (these are not the same things)
  • frametime
  • script latency in calling and executing behaviors (also directly tied to framerate because Bethesda)

So a little tweaking on your side would be recommended. Do you use the proxy install option?

Posted
2 hours ago, prZ said:

Smp still behaves different for each setup dependent on

 

  • CPU calculation speed
  • L3 cache speed and size
  • GPU shader cache size and speed
  • GPU bandwidth
  • render call refresh rate and framerate  (these are not the same things)
  • frametime
  • script latency in calling and executing behaviors (also directly tied to framerate because Bethesda)

So a little tweaking on your side would be recommended. Do you use the proxy install option?

Yeah, I did. I'm running a Ryzen 2700x and a GTX 1070 (overclocked) if that helps.

Posted
25 minutes ago, Martimius said:

Yeah, I did. I'm running a Ryzen 2700x and a GTX 1070 (overclocked) if that helps.

No it didn't. Stable fps is the base. Try to increase the threshold, play with multipliers. Use restitution . If all of that doesn't help Separate the lower part of the nodes and make them less heavy, things like this.

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