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HDT SMP for SSE?


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Posted
3 minutes ago, Vyxenne said:

The version published by aers on the Nexus is the latest official release. The GitHub version we have been discussing here is a fork (enhancement) of the Nexus version that addresses a few bugs and/or enhances performance and/or reduces fps penalties. So the GitHub fork is the most developed and latest version available AFAIK.

 

As to which version is "recommended," that probably depends on who you ask. I have been using the GitHub fork for several gameplay hours and so far it is flawless- no game freezes, no 1-fps slideshows, no hair spazzing out when I go through load doors, no skirts stretching to infinity or languishing around my ankles :classic_angel: for no apparent reason, etc. Just a steady 55-60fps, depending on my ENB settings.

Thank you for this clarification.

I am not using any resource intensive stuff, i even disabled all collisions for now and use HDT only for the jiggle and earings.
The only problem that sometimes happens is when i load the game, the earings often get "disconnected" from the character, and if the character moves, they stay frozen in the air at their initial position when the game loaded.
Re-equipping them in the inventory solves the problem, so it is just a minor annoyance, but would be nice to see if the GitHub version maybe fixes this too.

But what annoys me even more, is the fact that HDT doesn't allow different settings based on character weight.
I want the NPCs in my game to be of varied weights, so i have thin elves, bulky nords and orcs, etc., but the HDT "physics" is the same regardless of the NPC's weight.
Some NPC have big breasts, so they swing around wildly as such "bags of fat" should, while other NPCs have small breasts and... they swing around wildly the same way, which they shouldn't and it looks just AWFUL.
So, i'd like to propose a solution (use two XML, one for 0 weight, another for 100, and interpolate between depending on NPC weight, or something like that), but i don't know where to go - does any of these ppl have a Discord or some forums where i could post the suggestion?

Posted
3 hours ago, Vyxenne said:

The version published by aers on the Nexus is the latest official release. The GitHub version we have been discussing here is a fork (enhancement) of the Nexus version that addresses a few bugs and/or enhances performance and/or reduces fps penalties. So the GitHub fork is the most developed and latest version available AFAIK.

 

As to which version is "recommended," that probably depends on who you ask. I have been using the GitHub fork for several gameplay hours and so far it is flawless- no game freezes, no 1-fps slideshows, no hair spazzing out when I go through load doors, no skirts stretching to infinity or languishing around my ankles :classic_angel: (shut UP, @Grey Cloud)  etc. Just a steady 55-60fps, depending on my ENB settings.

Hey,

I noticed you are using the latest dll from github without issues, did you just replace aers dll or is there anything else that must be done? I get no physics on anything at all, clothing and hair fall/stretch to the ground, body parts are static. :(  I also reran FNIS and still the same. Is the github version AVX or noAVX , maybe this is the issue since my old cpu doesnt support AVX? Any help/suggestions are greatly appreciated.

Posted

this is the error I get - Couldn't load hdtSMP64.dll (HDT-SMP for SSE 1.5.97 v2.11 (no avx)). The last error code was 1114.

Posted
4 hours ago, Vyxenne said:

GitHub fork is the most developed

@Soviatx for the link !

Also tried to download the forked version, no luck.

This link works and for my impression this version reacts much more reliable.

Just to mention my opinion, if one tries to help others, it is almost going to help yourself.

Without posting here, I still would struggle to get the forked version.

Posted
5 hours ago, Roggvir said:

Thank you for this clarification.

I am not using any resource intensive stuff, i even disabled all collisions for now and use HDT only for the jiggle and earings.
The only problem that sometimes happens is when i load the game, the earings often get "disconnected" from the character, and if the character moves, they stay frozen in the air at their initial position when the game loaded.
Re-equipping them in the inventory solves the problem, so it is just a minor annoyance, but would be nice to see if the GitHub version maybe fixes this too.

But what annoys me even more, is the fact that HDT doesn't allow different settings based on character weight.
I want the NPCs in my game to be of varied weights, so i have thin elves, bulky nords and orcs, etc., but the HDT "physics" is the same regardless of the NPC's weight.
Some NPC have big breasts, so they swing around wildly as such "bags of fat" should, while other NPCs have small breasts and... they swing around wildly the same way, which they shouldn't and it looks just AWFUL.
So, i'd like to propose a solution (use two XML, one for 0 weight, another for 100, and interpolate between depending on NPC weight, or something like that), but i don't know where to go - does any of these ppl have a Discord or some forums where i could post the suggestion?

I love the idea but hate the work that would be necessary to implement it. And I think all GitHub pages have some channel for contacting the author, but I'm not sure about that.

Posted
6 hours ago, Vyxenne said:

no hair spazzing out when I go through load doors, no skirts stretching to infinity or languishing around my ankles 

Beautiful hair all down her back. None on her head, just all down her back.

Posted
2 hours ago, agiz19 said:

Hey,

I noticed you are using the latest dll from github without issues, did you just replace aers dll or is there anything else that must be done?

I am frequently forgetful, so I rely on my mod manager to keep track of what I have installed and what the details of each mod are. So, I downloaded the GitHub Release at the link @Soviaso kindly provided, zipped it up into a new 7z archive "HDT-SMP GitHub Release-20210329.7z" with the correct installation folder path structure (SKSE\Plugins\hdtSMP64.dll), drag-n-dropped it into Vortex and clicked Install > Enable > Deploy > Prioritize over the existing file of the same name. Yes, this is probably overkill/too much work/overly cautious/<other OCD adjectives as required>, but it does several things for me:

  • Creates a persistent record (in Vortex) of what I installed and exactly when in case I notice 2 weeks later that things have been going sideways since <date, time>
  • Assures correct installation in case of transient brain flatulence, which attacks me frequently
  • Does not overwrite or delete the original file of the same path and name, merely deprioritizes it
  • Provides for clean, instant, automatic reversion in case things go suboptimally
  • Gives me a warm fuzzy (in addition to the one I've had since I was about 10½)

But yes, in a roundabout and safe way, I just replaced the existing dll with the one from GitHub. ?

 

As to the rest of your post detailing the issues you're having, if SMP Physics did not work for you using aers's Nexus-released dll, the GitHub version is not going to fix it- it just improves upon it but it doesn't make physics magically work when they didn't work before. I'm using CBPC for body physics and reserving SMP just for cloth physics (hair, earrings, skirts, sashes, etc. Also, I'm using UUNP which has only one bone per breast - I know! How quaint and archaic, right? - and so my body physics and collisions are much simpler and less demanding than those of the 3,217-bones-per-boob-with-floppy-thighs bodies that many people seem to favor lately for no apparent reason as far as I can see :classic_wacko: :classic_tongue:.

 

If you want help getting your physics working, this is a good place to ask for it, but please provide details as to which physics you're trying to get (body, cloth or both) and how you have set it all up so far.

Posted
2 minutes ago, Vyxenne said:

I am frequently forgetful, so I rely on my mod manager to keep track of what I have installed and what the details of each mod are. So, I downloaded the GitHub Release at the link @Soviaso kindly provided, zipped it up into a new 7z archive "HDT-SMP GitHub Release-20210329.7z" with the correct installation folder path structure (SKSE\Plugins\hdtSMP64.dll), drag-n-dropped it into Vortex and clicked Install > Enable > Deploy > Prioritize over the existing file of the same name. Yes, this is probably overkill/too much work/overly cautious/<other OCD adjectives as required>, but it does several things for me:

  • Creates a persistent record (in Vortex) of what I installed and exactly when in case I notice 2 weeks later that things have been going sideways since <date, time>
  • Assures correct installation in case of transient brain flatulence, which attacks me frequently
  • Does not overwrite or delete the original file of the same path and name, merely deprioritizes it
  • Provides for clean, instant, automatic reversion in case things go suboptimally
  • Gives me a warm fuzzy (in addition to the one I've had since I was about 10½)

But yes, in a roundabout and safe way, I just replaced the existing dll with the one from GitHub. ?

 

As to the rest of your post detailing the issues you're having, if SMP Physics did not work for you using aers's Nexus-released dll, the GitHub version is not going to fix it- it just improves upon it but it doesn't make physics magically work when they didn't work before. I'm using CBPC for body physics and reserving SMP just for cloth physics (hair, earrings, skirts, sashes, etc. Also, I'm using UUNP which has only one bone per breast - I know! How quaint and archaic, right? - and so my body physics and collisions are much simpler and less demanding than those of the 3,217-bones-per-boob-with-floppy-thighs bodies that many people seem to favor lately for no apparent reason as far as I can see :classic_wacko: :classic_tongue:.

 

If you want help getting your physics working, this is a good place to ask for it, but please provide details as to which physics you're trying to get (body, cloth or both) and how you have set it all up so far.

Hey thanks for responding. Nexus version from aers works without issues on everything body, clothing and hair - I use CBBE 3BA from acro, it only stops or the plugin wont load even when using new Github version sadly and the only thing that comes to mind is its only AVX  but need confirmation since this is not mentioned anywhere on github.

Posted
10 minutes ago, Grey Cloud said:
6 hours ago, Vyxenne said:

no hair spazzing out when I go through load doors, no skirts stretching to infinity or languishing around my ankles 

Beautiful hair all down her back. None on her head, just all down her back.

Ha! Little do you know...

20210523045019_1.jpg

See there? Even Monkeyface Man says I'll do! Apparently he knows about me being named "Girl Most Likely To" by the Yearbook Staff my first 3 years of High School.

(Actually, it happened in my Senior year too but the Guidance Counselor caught it and made them change it to "Everybody's Sweetheart," which we agreed later was even more descriptive.)

 

PS: How did you find out my hair grows out of my back and I'm using a combaround and skull clips to stick it to my head?

Posted
6 minutes ago, agiz19 said:

Hey thanks for responding. Nexus version from aers works without issues on everything body, clothing and hair - I use CBBE 3BA from acro, it only stops or the plugin wont load even when using new Github version sadly and the only thing that comes to mind is its only AVX  but need confirmation since this is not mentioned anywhere on github.

I'm sorry, but I don't know what "only AVX" means.

Posted
1 hour ago, T-lam said:

should be this, I assume, quite old. SandyBridge is outdated.

I don't think, this is the problem, agiz19

https://en.wikipedia.org/wiki/Advanced_Vector_Extensions

 

 

I just tried AVX version on Nexus and the result is the same as with updated github version, so now Im 100% sure its this, github dll is AVX only. To bad there is no way to contact the author so he/she could compile a noAVX version. Well I tried to recompile it myself from updated github files in Visual Studio but all I get is a bunch of errors and no dll anywhere... 

Is there someone here who is familiar with stuff like this to compile it in noAVX ?

Posted
1 hour ago, T-lam said:

there is a check for it on gifthub

 

https://gist.github.com/hi2p-perim/7855506

 

how old is your CPU ?

 

My cpu does not support AVX...and as I said this is the problem, I get same error on github version and same error from Nexus AVX, but with noAVX everything works...

 

I tried to build dll in visual studio, well it builds skse.dll without any errors and issues, but not hdtsmp64.dll since errors occur, Im following the very unspecified "guide" on aers github and all works until the build reaches hdtsmp64 then errors and it stops, there is one library source which I dont have anywhere in bullet folder even after generating via cmake and visual studio as instructions say, folder missing or not created by something is called : ...\bullet\build_noavx\lib\Release which I think is the reason for errors and failed compile.

 

Also I am not programmer or know any programming language.

Posted
15 hours ago, Vyxenne said:

Why, yes. Yes, "this" indeed! :classic_heart:

 

How did you find that? I really looked for it, pressed the "Code" button where installable archives usually hide on GitHub, but no luck. Obviously, my Google-fu needs work... :classic_unsure:

 

I installed it (thanks to your link) and so far (~5 hours gameplay wearing SMP hair, earrings and miniskirt) it's flawless. Thank you.

 I asked Aers last fall as to whether HDT-SMP will ever get any updates or bug fixes and his reply was "Not Likely". So this is a surprise, I asked because of my in game physics problems ended my 9 year modding Skyrim addiction problem.

 

 I run Skyrim on Sandy Bridges CPU at 4.3 GHZ fully modded and it runs just fine, other than the latest Physics bug. Skyrim is very old software wise and Sandy Bridges predates. Skyrim loves clock speeds over any fancy IPC improvements from over the years of newer CPU's.

 

 Seems to me that the guys/Gals who have been tirelessly working behind the scenes to improve Skyrim Se have been awful quiet of late- Aers, Fudgyduff, SKSE team etc. so I am surmising that Skyrim Se won't be getting much of any updates nor improvements to come.

Posted
4 hours ago, agiz19 said:

My cpu does not support AVX...and as I said this is the problem, I get same error on github version and same error from Nexus AVX, but with noAVX everything works...

 

I tried to build dll in visual studio, well it builds skse.dll without any errors and issues, but not hdtsmp64.dll since errors occur, Im following the very unspecified "guide" on aers github and all works until the build reaches hdtsmp64 then errors and it stops, there is one library source which I dont have anywhere in bullet folder even after generating via cmake and visual studio as instructions say, folder missing or not created by something is called : ...\bullet\build_noavx\lib\Release which I think is the reason for errors and failed compile.

 

Also I am not programmer or know any programming language.

You need to compile bullet3 as well: bulletphysics/bullet3: Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc. (github.com), then point hdt project (look for c/cc+ directories) at bullet3 include folder. Dunno if the noavx version is availavble through vcpkg, but worth checking since it's just one command to get the built library if that's the case.

Posted
15 hours ago, arshesney said:

You need to compile bullet3 as well: bulletphysics/bullet3: Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc. (github.com), then point hdt project (look for c/cc+ directories) at bullet3 include folder. Dunno if the noavx version is availavble through vcpkg, but worth checking since it's just one command to get the built library if that's the case.

...well I was messing with this yesterday before seeing this,... I successfully installed bullet , I have the correct folders set up, I created detours , then placed all files to the correct folders as per instructions on GitHub - Karonar1/hdtSMP64: hdt-smp for 64 bit Skyrim , then opened hdtSMP64.sln defined sources in properties of hdtSMP64 under VC++ Directories and then I go on and build/debug with noAVX and also AVX option then SKSE things build as they should, dll is written and works as the original one from SKSE plugin, then this happens:

Error    C2039    'GetAsBSDynamicTriShape': is not a member of 'NiAVObject' (compiling source file ActorManager.cpp)    hdtSMP64

and around 30 errors of :

Error    C1083    Cannot open include file: 'btBulletCollisionCommon.h': No such file or directory (compiling source file hdtSkyrimSystem.cpp)    hdtSMP64  ,

 

despite all those files with c1083 error being exatcly in that directory, googling this error and its solutions really makes little sense to me as I said Im not a programmer. After those errors build stops and fails.

 

Sorry for polluting this thread with this but I really hope I can get some solutions or a noAVX version of updated hdtSMP64.dll since nexus people who ported smp to sse wont polish or optimize anything regarding SMP sadly.

 

Edit : Found the creator of said SMP version on Nexus, sent a request for noAVX if he is willing to update/upload it.

Posted

Nice plugin (updated github version), with it looks like collision glitches are more likely to resolve itself or never happened.

I see people in thread were not able to compile it too, well...

Just in case, some old port of HDT-SMP for Fallout 4 exists https://github.com/ericncream/hdtSMP64

Who knows, maybe one compilation will bring cloth to FO4 (although 13 commits is really a small number to look like working prototype)

 

Wishing for SMP plugin one day finally use GPU 

Posted
3 hours ago, neneXgod said:

Hello everyone. Can I just replace the .dll file in "HDT-SMP for SSE 1.5.97" folder mod with the latest one ( github link above )?

yes

Posted
On 5/27/2021 at 6:52 PM, full_inu said:

Nice plugin (updated github version), with it looks like collision glitches are more likely to resolve itself or never happened.

I see people in thread were not able to compile it too, well...

Just in case, some old port of HDT-SMP for Fallout 4 exists https://github.com/ericncream/hdtSMP64

Who knows, maybe one compilation will bring cloth to FO4 (although 13 commits is really a small number to look like working prototype)

 

Wishing for SMP plugin one day finally use GPU 

well yeah, karonar1 is doing just that so GPU takes over some of SMP if not all in the end

Posted
6 hours ago, agiz19 said:

well yeah, karonar1 is doing just that so GPU takes over some of SMP if not all in the end

Oh, he is working on that?

Well, this is sweet ?

Modern games uses GPU for faster and better physics calculations... If his work will be published, we will have a chance to compare state of SMP before/after ?

Posted

What is the difference between build the plugin in his "Build Instructions" ( readme.md )  and download the file in "Release" then overwrite the old one in HDT-SMP folder? Is it for developer? I'm a freshman in IT so I'm a bit curious.

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