Guest Posted February 7, 2018 Posted February 7, 2018 2 hours ago, Asrienda said: What's the process to convert an oldrim SMP hair to SSE SMP? Use nif optimizer on it. But then the shape is doubled. Also, In the niftools forum is a thread about it.
Asrienda Posted February 7, 2018 Posted February 7, 2018 14 minutes ago, prZ said: Use nif optimizer on it. But then the shape is doubled. Also, In the niftools forum is a thread about it. I used nif optimizer on a couple of the SMP mods for LE you posted, but none of them ended up having any physics. The scarf, arm straps, and one or two wigs. I'll go check it out.
Kadeda Posted February 7, 2018 Posted February 7, 2018 Has anyone gotten HDT Wearable Tails to work on SSE yet?
Guest Posted February 7, 2018 Posted February 7, 2018 2 hours ago, Kadeda said: Has anyone gotten HDT Wearable Tails to work on SSE yet? I have absolutely no clue if the proxies need to be bsshape or nitrishape but it should work if you use nif optimizer on them
cminnow Posted February 7, 2018 Posted February 7, 2018 7 hours ago, prZ said: Use nif optimizer on it. But then the shape is doubled. Also, In the niftools forum is a thread about it. That's strange. I converted some older KS hairs and they didn't get doubled. Do you know why they get doubled now?
Kadeda Posted February 7, 2018 Posted February 7, 2018 I don't know if this has been said and i'm sorry if it has but this causes crashes around Whiterun... or at least I believe it does... could just be something else related.
minalia Posted February 7, 2018 Posted February 7, 2018 https://www.nexusmods.com/skyrim/mods/58165/?tab=posts or hdt tails for smp works. I tested it with psq succubus transformation mods and they both work. It requires a lot of mesh optimisation primarily and some mesh renaming. Hell i even wrote a guide in the psq thread in oldrim in how to install the damn thing and make it work for the succubus transformation.
Guest Posted February 7, 2018 Posted February 7, 2018 2 hours ago, cminnow said: That's strange. I converted some older KS hairs and they didn't get doubled. Do you know why they get doubled now? Ousnius wrote about it in this thread
ousnius Posted February 7, 2018 Posted February 7, 2018 22 minutes ago, prZ said: Ousnius wrote about it in this thread The doubled thing was because of the meshes themselves (one shape has the same mesh in it twice), not because there are two BSTriShapes in the NIFs. Those are merely to get underwater rendering working properly.
Bluegunk Posted February 7, 2018 Posted February 7, 2018 2 hours ago, Kadeda said: I don't know if this has been said and i'm sorry if it has but this causes crashes around Whiterun... or at least I believe it does... could just be something else related.Do you Do you mean your general HDT-SMP set up? Your character is using SMP wig, clothing? I recently completed my set up and when using a wig I get a serious FPS lag in places where there are a few people - Whiterun Market being one, and most interiors of taverns. I suspect any further and it would crash. I'm talking of a mighty drop from 60FPS to 9 - 11FPS. Out in the countryside I get 60FPS. If I remove the wig, the FPS is instantly restored. Now, I use an ENB and I've read that earlier SMP files and ENB don't mix. I do not know if this has been corrected. So that might be my issue. If anyone does know why these huge FPS drops occur, I'm interested. I noticed it matched population density, which may or may not be an accurate observation.
TheWilloughbian Posted February 7, 2018 Posted February 7, 2018 37 minutes ago, Bluegunk said: Do you mean your general HDT-SMP set up? Your character is using SMP wig, clothing? I recently completed my set up and when using a wig I get a serious FPS lag in places where there are a few people - Whiterun Market being one, and most interiors of taverns. I suspect any further and it would crash. I'm talking of a mighty drop from 60FPS to 9 - 11FPS. Out in the countryside I get 60FPS. If I remove the wig, the FPS is instantly restored. Now, I use an ENB and I've read that earlier SMP files and ENB don't mix. I do not know if this has been corrected. So that might be my issue. If anyone does know why these huge FPS drops occur, I'm interested. I noticed it matched population density, which may or may not be an accurate observation. It seems to me to have something to do with changing cells (load screen) while wearing HDT equipment. So long as I remove my cape before I go through a door or fast travel I don't have the FPS issues. I'm not sure how it is for other people, but whenever I move to a new cell, any HDT clothing I'm wearing freaks out and stretches for a few seconds and then snaps back. After that is when I get the FPS drop.
Bluegunk Posted February 7, 2018 Posted February 7, 2018 1 hour ago, TheWilloughbian said: It seems to me to have something to do with changing cells (load screen) while wearing HDT equipment. So long as I remove my cape before I go through a door or fast travel I don't have the FPS issues. I'm not sure how it is for other people, but whenever I move to a new cell, any HDT clothing I'm wearing freaks out and stretches for a few seconds and then snaps back. After that is when I get the FPS drop. I get a little bit of freakery when changing cells / though doors. Old HDT PE used to do that, too. The FPS collapse I get is on entering populated areas. Walking into Whiterun Market I can see the FPS counter sink down. Cell-transition into a busy interior, like Bannered Mare, Winking Skeever, also drives down the FPS. The worst I ever got was 8 FPS in a game that normally runs at 60. Removing the HDT wig cures the issue.
TheWilloughbian Posted February 7, 2018 Posted February 7, 2018 Maybe just for an experiment, try taking the wig off before you go into one of the cells in question and put it back on after the load screen and see if you still get the FPS drop. It could help if we confirm whether or not it has to do with cell transitions.
27X Posted February 7, 2018 Posted February 7, 2018 The fps loss will be an issue until such time as SMP has its own segregated cache and hydro fixes the bone constraint issues it still has, particularly hair; the more npcs are affected by SMP, the larger the effect.
cminnow Posted February 7, 2018 Posted February 7, 2018 1 hour ago, 27X said: The fps loss will be an issue until such time as SMP has its own segregated cache and hydro fixes the bone constraint issues it still has, particularly hair; the more npcs are affected by SMP, the larger the effect. Ah, I noticed the SMP glitch when entering a new cell but it usually quickly resolves. I guess it's a permanent issue with no solution for now. I wonder if delaying SMP effects on a new cell loading could alleviate the effect. Do you know what exactly is the ongoing issue with bone constraints? It sounds like there are two issues. Bone constraints causing physics glitches on cell load and FPS drop due to memory leak? The doubled thing was because of the meshes themselves (one shape has the same mesh in it twice), not because there are two BSTriShapes in the NIFs. Those are merely to get underwater rendering working properly. Can I fix it in 3dsmax if I export the nif to an obj?
Kadeda Posted February 8, 2018 Posted February 8, 2018 12 hours ago, Bluegunk said: Do you mean your general HDT-SMP set up? Your character is using SMP wig, clothing? I recently completed my set up and when using a wig I get a serious FPS lag in places where there are a few people - Whiterun Market being one, and most interiors of taverns. I suspect any further and it would crash. I'm talking of a mighty drop from 60FPS to 9 - 11FPS. Out in the countryside I get 60FPS. If I remove the wig, the FPS is instantly restored. Now, I use an ENB and I've read that earlier SMP files and ENB don't mix. I do not know if this has been corrected. So that might be my issue. If anyone does know why these huge FPS drops occur, I'm interested. I noticed it matched population density, which may or may not be an accurate observation. I tried removing all HDT gear. I cut off the mods one at a time. It only stopped when i disabled HDT Physics. I have ENB so that could be an issue. I also have all sorts of mods that add more people. It's fairly odd however. In the actual city... no crash. Walking across the bridge to the 2 farms and it crashed every time. Ahh, I have open skyrim. it's probably loading a ton of npcs at the same time... causing the crash.
TheWilloughbian Posted February 8, 2018 Posted February 8, 2018 Ran into some weirdness with HDT High Heels. Here's what happened. I was playing with the High heels MCM menu. Just seeing what some of the shoes and boots look when the toes don't sink into the ground. All I did was adjust one of the custom height settings. Then I quit out of the game without saving. Next time I tried to load a save, the load screen would finish and then a black screen, then a windows message saying skyrim quit working. I disabled HDTHighHeels and the games would load. To fix it I loaded the game with High Heels uninstalled. Then I had to wait for the MCM menu to update, as High Heels was still showing up. After it updated I saved then reinstalled High Heels. Now as far as I can tell all of my saves load without issue, even the ones before the cleaned save. Is there some kind MCM configuration file that I messed up by not saving after playing with the High Heels MCM menu?
DoubleTrouble999 Posted February 8, 2018 Posted February 8, 2018 Are you on the latest version of HDTHH? I know that the first SSE version was leading to black screen. In following versions Hydro switched to hdtSSEHHEnch.json from whatever she was originally using to save HH configuration. It helped with black screen issue
TheWilloughbian Posted February 8, 2018 Posted February 8, 2018 38 minutes ago, DoubleTrouble999 said: Are you on the latest version of HDTHH? I know that the first SSE version was leading to black screen. In following versions Hydro switched to hdtSSEHHEnch.json from whatever she was originally using to save HH configuration. It helped with black screen issue I thought so. I'll have to double check. I know I have the hdtSSEHHEnch.json file in the SKSE plugins folder.
lampuiho Posted February 9, 2018 Posted February 9, 2018 On 07/02/2018 at 5:10 AM, prZ said: why dont you use cbbe with a uunp slider preset and then use xml files for it? I have not tried that in SSE yet. I can't remember if I tried it on FO4 or oldrim a long time ago and it looked different. The thighs, boobs, waist, just look different from UUNP. But I know the new CBBE has different polygons. I may try it again. Another guy mentioned about conflict with hands and feet, I wonder what it is.
Guest Posted February 9, 2018 Posted February 9, 2018 1 hour ago, lampuiho said: I have not tried that in SSE yet. I can't remember if I tried it on FO4 or oldrim a long time ago and it looked different. The thighs, boobs, waist, just look different from UUNP. But I know the new CBBE has different polygons. I may try it again. Another guy mentioned about conflict with hands and feet, I wonder what it is. You can probably still use uunp special from oldrim, even with bs and hdt.
Illuminati Posted February 9, 2018 Posted February 9, 2018 Are we eventually going to have an official HDT SMP thread with a link to the 3dmgame.com in the first post along with instructions on how to install? 3
renthal721 Posted February 10, 2018 Posted February 10, 2018 Sorry if this was mentioned already, but can HDT-SMP work with a unp body? If so, do I still need to use bodyslides?
TheWilloughbian Posted February 10, 2018 Posted February 10, 2018 42 minutes ago, renthal721 said: Sorry if this was mentioned already, but can HDT-SMP work with a unp body? If so, do I still need to use bodyslides? I'm just using the regular UNP body. It works fine, just no bouncy T@A.
minalia Posted February 10, 2018 Posted February 10, 2018 You just need to link the body type in the mesh file to the defaultbbp.xml in the plugin to get the smp physics. Very easy to do. Just need to open the bodyslide studio and write down what type of body type the meshe uses it.
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