Shiva182 Posted July 8, 2018 Posted July 8, 2018 Just going to mention that I updated UNP and UNPB with a nude body with collisions and a SMP config https://www.nexusmods.com/skyrimspecialedition/mods/1699 https://www.nexusmods.com/skyrimspecialedition/mods/9703
Vyxenne Posted July 8, 2018 Posted July 8, 2018 19 hours ago, turtle321 said: Updating to latest NIF optimizer and converting NOT as head part fixed my issue. Only needed to optimize meshes to get multiple SMP oldrim hairs to work. Wigs are considered helmets by the game, so that's why they are not "head parts" in NifOptimizer. Despite some of them working after being NifOptimized (as NON head-parts,) some of them will stretch to infinity (ground or horizon.) This is currently believed to be the result of one of the shapes (partitions) in the mesh exceeding SSE's 80-bone limit. There was no such limit in Oldrim, which is why those wigs work fine there but infinity-stretch in SSE. The only known fix is to separate whichever one of the partitions is exceeding the 80-bone limit into two partitions. As far as I know, this can only be done in Blender or similar 3D modeling software. For me, the solution was simpler- I sold the infinity-stretchy wigs to a vendor and enjoyed the rest.
Zaknea Posted July 9, 2018 Posted July 9, 2018 22 hours ago, Vyxenne said: Wigs are considered helmets by the game, so that's why they are not "head parts" in NifOptimizer. Despite some of them working after being NifOptimized (as NON head-parts,) some of them will stretch to infinity (ground or horizon.) This is currently believed to be the result of one of the shapes (partitions) in the mesh exceeding SSE's 80-bone limit. There was no such limit in Oldrim, which is why those wigs work fine there but infinity-stretch in SSE. The only known fix is to separate whichever one of the partitions is exceeding the 80-bone limit into two partitions. As far as I know, this can only be done in Blender or similar 3D modeling software. For me, the solution was simpler- I sold the infinity-stretchy wigs to a vendor and enjoyed the rest. You can separate vertices in bodyslide, I'm pretty sure it keeps your bone weights too so the only edits you really have to do beyond that is edit collisions for your shape in your XML. I'm still trying to figure out how to eliminate some overhead when using a body shape as collision object and an outfit shape covering the entire body. Random 20 fps dips when using one smp item with an i7, albeit gen 2, does not make me happy. What seems to work the best for me so far is the following... Collision body (triangle shape) Margin 0 Prenetration 0.2 Smp shape (vertex shape) Margin 0.5 Prenetration -0.2 (not sure if the actually works... I think it would be the same as changing margin to 0.7 anyways... but I've seen this on others xmls.) I have some negligible clipping using these settings but theres a LOT of vertices on this mesh so itd be worse with less vertices I think... I think part of the problem i am having is with how SSE keeps you to 4 bone weights per vertex, and weights can only add up to 1. Say we are working with a skirt and for simplicity sake, the pelvis is the only bone influencing it at a weight of 1 since it's the only bone. Now I add a physics bone to the skirt at .5 weighting, now the pelvis bone is influencing the same region at .5 weighting vs 1 as it's used to...so my theory is, since the pelvis bone is now 0.5 it is reacting different during animations, which can force a mesh to clip through your body, even if it has physics bones.... (dont believe me, put a thigh bone on a physics object and go into stealth, when your legs bend, that part of the mesh will jet out) So. You have a kinematic bone forcing a mesh into a collision object, and that is trying to push the mesh out but it cant because of the kinematic nature of the bone, thus putting you in a constant state of colliding which will kill fps... a conundrum indeed.... I have tried eliminating kinematic bones from where my physics bones are, and it tends to work but the mesh can look pretty fucked up in animations if I'm not very careful and meticulous about it. The reason this is important to me... I am working on putting physics on vanilla meshes. If one npc is causing fps drops, 5 npc's will blow my shit up. But I'll figure it out lol. I know it's all the collisions too. I've got 2Bs wig converted to smp and just did it without collisions. I spawned 100 npc's wearing that wig and no performance loss. Weight thresholding seems to help too. If anyone has other ideas let me know. One other thought, if I put a bone margin of 0 on the kinematic bones of the smp shape, does that do anything... I'll have to try when I get out of work.
Vyxenne Posted July 10, 2018 Posted July 10, 2018 6 hours ago, Zaknea said: You can separate vertices in bodyslide, I'm pretty sure it keeps your bone weights too so the only edits you really have to do beyond that is edit collisions for your shape in your XML. Thanks, I have struggled with this in OS and failed to figure out how to do it. Google searches on "Outfit Studio separate vertices" turn up only Blabba's very out of date and dead-link-image-dependent (so therefore largely useless) archived tutorial here on LL. The official BS/OS guides don't explain how to do it, or if they do I haven't found that section, probably because I have no idea what to look under. The only guidance I can find on separating shapes is a Blender article. I understand how to apply a mask, and invert it if needed, to specify the parts of a shape I want to separate, but the problem is the lack of precision in the mask-application "brush." Due to the cloth physics bones, I need to separate the armor shape at the waist in more or less of a straight line. The Mask brush does not share my enthusiasm for straight lines and selects random vertices that are anywhere in the general vicinity of my brush circle, including some above the line and some below the line. Overall, the performance of the brush is "jagged" and "fuzzy" and "unpredictable" and "uncontrollable" and seemingly random in how it lets me mask the mesh. It is "generalized" instead of precise, no matter what brush size I set. This completely nullifies my attempts to separate the shape into "torso" and "skirt" shapes because my line of demarcation (mask tool) always features vertices from both (intended) shapes. I have an Oldrim (possibly even Oblivion) armor mesh called "The Roadstrokers Royal Elven Armor Set" which is all flouncy and feminine. I have spent literally dozens of hours trying to separate it as described above and given up when I found myself about to hurl a stapler through my monitor. Here's why it is so worth it to try to fix:
DoubleTrouble999 Posted July 10, 2018 Posted July 10, 2018 1 hour ago, Vyxenne said: Thanks, I have struggled with this in OS and failed to figure out how to do it. Google searches on "Outfit Studio separate vertices" turn up only Blabba's very out of date and dead-link-image-dependent (so therefore largely useless) archived tutorial here on LL. The official BS/OS guides don't explain how to do it, or if they do I haven't found that section, probably because I have no idea what to look under. The only guidance I can find on separating shapes is a Blender article. I understand how to apply a mask, and invert it if needed, to specify the parts of a shape I want to separate, but the problem is the lack of precision in the mask-application "brush." Due to the cloth physics bones, I need to separate the armor shape at the waist in more or less of a straight line. The Mask brush does not share my enthusiasm for straight lines and selects random vertices that are anywhere in the general vicinity of my brush circle, including some above the line and some below the line. Overall, the performance of the brush is "jagged" and "fuzzy" and "unpredictable" and "uncontrollable" and seemingly random in how it lets me mask the mesh. It is "generalized" instead of precise, no matter what brush size I set. This completely nullifies my attempts to separate the shape into "torso" and "skirt" shapes because my line of demarcation (mask tool) always features vertices from both (intended) shapes. I have an Oldrim (possibly even Oblivion) armor mesh called "The Roadstrokers Royal Elven Armor Set" which is all flouncy and feminine. I have spent literally dozens of hours trying to separate it as described above and given up when I found myself about to hurl a stapler through my monitor. Here's why it is so worth it to try to fix: Reveal hidden contents The way I understand it - the mask it selecting vertices. If vertices don't form straight line, then you won't be able mask in straight line. it is probably will be in the form like this: \/\/\/, depending on how many vertices shape has, and how these vertices are arranged.
Vyxenne Posted July 10, 2018 Posted July 10, 2018 5 hours ago, DoubleTrouble999 said: The way I understand it - the mask it selecting vertices. If vertices don't form straight line, then you won't be able mask in straight line. it is probably will be in the form like this: \/\/\/, depending on how many vertices shape has, and how these vertices are arranged. If only. No, it's much coarser and sloppier than that, and even worse, almost entirely unpredictable- a vertex that is at 12:00 o'clock in the outer 25% of the brush circle will be included, but on the same shape/partition the very next vertex to the right or left in *exactly* the same position as the brush circle passes over it will be ignored. It's truly almost nonsensical, which I guess just means I don't understand why it is doing what it does and how to make it do what I want. There may be a brush setting that "hardens up" the selections instead of whatever "fuzzy logic" is used to decide which vertices inside the brush circle get selected and which ones don't. What I want the brush to do is select EVERY vertex that the brush circle passes over and NONE of the vertices outside of that circle. If it did that, I could separate the shapes. But so far I haven't found a way to make it do that. The only vertices I can reliably mask are the ones in the center 60%-75% of the brush circle. In the outer 25%-40% of the brush circle, it's hit-or-miss, random, unpredictable and hence unusable for what I'm trying to do.
Zaknea Posted July 10, 2018 Posted July 10, 2018 8 hours ago, Vyxenne said: If only. No, it's much coarser and sloppier than that, and even worse, almost entirely unpredictable- a vertex that is at 12:00 o'clock in the outer 25% of the brush circle will be included, but on the same shape/partition the very next vertex to the right or left in *exactly* the same position as the brush circle passes over it will be ignored. It's truly almost nonsensical, which I guess just means I don't understand why it is doing what it does and how to make it do what I want. There may be a brush setting that "hardens up" the selections instead of whatever "fuzzy logic" is used to decide which vertices inside the brush circle get selected and which ones don't. What I want the brush to do is select EVERY vertex that the brush circle passes over and NONE of the vertices outside of that circle. If it did that, I could separate the shapes. But so far I haven't found a way to make it do that. The only vertices I can reliably mask are the ones in the center 60%-75% of the brush circle. In the outer 25%-40% of the brush circle, it's hit-or-miss, random, unpredictable and hence unusable for what I'm trying to do. What I do is turn your spacing? down... bottom slider to like .001. Then I mask what I want to separate. The inconsistency comes from the level of the mask brush as you said already so you are aware of that. What I typically do is put a small size on my brush and make sure the edges of my mask are a hard 1.0. OS will tell you the weight of the mask in the bottom right corner of the window. After that I color in the rest and will just check if I'm not confident it makes correctly. I also found turning lighting off let's me see this more clearly too. Also enable "connected vertices only" helps a lot too depending on how the mesh was created. I think if you hit Q, it will show you the vertices and they will show red if masked. Not sure if they show red for any level of mask though. It would still be hard for hair... because its hair... its probably the most tedious modeling developers have at this stage in the game. You can always invert what you have masked, move vertices up, say 10, to get parts out of your way so you can see what you're working on, just remember to move it back down and dont clear your mask or else you're fucked lol. I've used OS for way too long....
Vyxenne Posted July 11, 2018 Posted July 11, 2018 22 hours ago, Zaknea said: What I do is turn your spacing? down... bottom slider to like .001. Then I mask what I want to separate. The inconsistency comes from the level of the mask brush as you said already so you are aware of that. What I typically do is put a small size on my brush and make sure the edges of my mask are a hard 1.0. OS will tell you the weight of the mask in the bottom right corner of the window. I'll try the spacing again, and make sure the mask weight is 1.0. Thanks for the tips (and encouragement.)
Guest Posted July 11, 2018 Posted July 11, 2018 On 7/9/2018 at 12:03 AM, Tron91 said: Any SMP enabled Hair Mods available for download? nope just wigs for now
BillyPilgrim Posted July 12, 2018 Posted July 12, 2018 17 hours ago, bola08 said: nope just wigs for now Are the SMP wig mods published with a download link or are they just converted Oldrim mods that people have worked on?
Gromilla Posted July 12, 2018 Posted July 12, 2018 1 hour ago, BillyPilgrim said: Are the SMP wig mods published with a download link or are they just converted Oldrim mods that people have worked on? Try to search in this topic, at least. The seeker will find (c). Or have you been banned in Google? 1
BillyPilgrim Posted July 12, 2018 Posted July 12, 2018 8 hours ago, Gromilla said: Try to search in this topic, at least. The seeker will find (c). Or have you been banned in Google? See, I'm lazy. So I like to ask if something's worth searching for before even beginning my search. ? Thank you for the link.
neon_xeon Posted July 16, 2018 Posted July 16, 2018 On 7/8/2018 at 11:24 PM, Shiva182 said: Just going to mention that I updated UNP and UNPB with a nude body with collisions and a SMP config https://www.nexusmods.com/skyrimspecialedition/mods/1699 https://www.nexusmods.com/skyrimspecialedition/mods/9703 Does the SMP have any vagina collision? Because i cannot see any vagina nodes in the nif. If its not added please add, will make it a perfect body
Shiva182 Posted July 16, 2018 Posted July 16, 2018 7 hours ago, neon_xeon said: Does the SMP have any vagina collision? Because i cannot see any vagina nodes in the nif. If its not added please add, will make it a perfect body No, it hasn't since it's just regular UNP and UNPB.... Me and a couple of others are building a new UNP bodyslide with two different vaginas. Read more here
Grey Cloud Posted July 16, 2018 Posted July 16, 2018 23 minutes ago, Shiva182 said: Me and a couple of others are building a new UNP bodyslide with two different vaginas. This being Lover's Lab, you will now get requests for a body covered in vaginas.
Vyxenne Posted July 17, 2018 Posted July 17, 2018 3 hours ago, Grey Cloud said: This being Lover's Lab, you will now get requests for a body covered in vaginas. Can't wait to play my soon-to-be created new character- Teh Vaginator! He'll be a real pussy...
Shiva182 Posted July 17, 2018 Posted July 17, 2018 14 hours ago, Grey Cloud said: This being Lover's Lab, you will now get requests for a body covered in vaginas. Haha, okay, not the best formulated sentence I meant that we're building several bodies and two of them has a vagina mesh and they're different
Grey Cloud Posted July 17, 2018 Posted July 17, 2018 1 minute ago, Shiva182 said: Haha, okay, not the best formulated sentence I meant that we're building several bodies and two of them has a vagina mesh and they're different Sighs of disappoinment echo around LL. P.S. Not me, I haven't gone over to SE yet.
Vyxenne Posted July 17, 2018 Posted July 17, 2018 On 7/5/2018 at 6:29 AM, turtle321 said: Anyone have a guide for converting SMP wigs from oldrim to SSE? Is it a simple process? For example, I would love to convert the SMP hairs in https://www.nexusmods.com/skyrim/mods/88416 Pickelsturn has already converted those to SSE. They're working great in my game.
neon_xeon Posted July 18, 2018 Posted July 18, 2018 On 6/29/2018 at 1:12 AM, LukeDuke said: I tested this more using SOS Full, and damn this is great, it has bouncing and collisions for breast, butt, belly and thighs! I also have collision enabled schlongs with bouncing balls, sex in Skyrim never looked better! Thanks for sharing again @Gromilla Could I get a mirror link to the latest HPM-SMP Male body of SOS Full? The links you posted seems to be down. Thanks =D
GreatLord Posted July 18, 2018 Posted July 18, 2018 Hello, I'd like some assistance from experienced members. I have installed: 1. All-In-One HDT SMP Setup 2.0b 2. 360 Walk and Run Plus SSE 3. Caliente's Beautiful Bodies Enhancer - v1.3 4. CBBE SMP Config v1.0.4 5. cbp-13207-0-20 6. FNIS Behavior SE 7_4_5 XXL 7. LazyTools 0.10.1 8. Race Scale Remover 9. Schlongs_of_Skyrim_SE - v1.0.7z 10. skse64_2_00_07 11. skse64plugins (kept only SKEE and removed HUD extension) 12. SMP+MemPatch Binary Archive 13. XP32 Maximum Skeleton Special Extended-1988-4-32 There were over-writings between: 4 over 1 (by reversing I had issues!) 13 over 9 In general "All in one" prompted to overwrite quite a few things and I did let it till I discovered issues such as: Female boopies didn't appear properly (not standalone followers) All Argonians and Kahit had a big red aura like mark all over them, also their tails were stiff, stern and immobilized That's what I have noticed, if there were more issues I'm not aware to report. Eventually I overwritten every conflict of "All in one" and the above problems disappeared, although I didn't removed it completely, I've just let it fill whatever wasn't already there. There was no (still there is not) body-slider for genitals, but this issue has been solved by "LazyTools", also includes a few more useful utilities which can be accessed any time from the MCM. Are there any conflicts on my setup I should be aware of, or perhaps there are some unnecessary installation I'm not aware. Regarding the skeleton installation I've chosen the HDT physics rather than the "fake physics" or "no physics" options. You could also check the installation folders for possible misplacements/inconsistencies. I'd much appreciate any helpful comments, thanks.
Tooneyman23 Posted July 18, 2018 Posted July 18, 2018 @GreatLord Why do you need the HDTSMP patch for SSE?....
GreatLord Posted July 18, 2018 Posted July 18, 2018 53 minutes ago, Tooneyman23 said: @GreatLord Why do you need the HDTSMP patch for SSE?.... To have HDT physics I guess, isn't it necessary?
Tooneyman23 Posted July 18, 2018 Posted July 18, 2018 6 minutes ago, GreatLord said: To have HDT physics I guess, isn't it necessary? For SE? Hell, no. You just need the framework and physics setup. What mod manager are you using?
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