Rynnes Master Posted August 9, 2018 Posted August 9, 2018 4 hours ago, Vyxenne said: I have the same issue but I think I'm on the way to a solution! I had always thought the NiStringExtraData was mandatory in the mesh, but this past 3 months as I struggled to get labia physics I found a post on another subject that said (paraphrasing from memory): "With HDT-SMP, you can specify an xml for the body to use with a NiStringExtraData in the mesh or by using DefaultBBPs.xml to point to body xml(s)." This implies that it is not necessary to have any NiStringExtraData in our SMP-Game body meshes at all! The NiStringExtraData in UUNP-Special bodies (which originated in Oldrim) specifies a Havok Object and an xml named hdt-vagina.xml. This is wrong on at least two counts- Havok Objects are strictly Oldrim HDT-PE requirements- there can be no Havok-based physics mods in SSE thanks to Microsoft ; and There is no hdt-vagina.xml in any of the xmls linked here and elsewhere for SSE UUNP-Special bodies. So the NiStringExtraData is doing absolutely nothing because all of the Data in it is invalid in SSE. To check this, I changed the Havok Object to HDT Skinned Mesh Physics Object and the data from skse\plugins\hdt-vagina.xml to skse\plugins\hdtSkinnedMeshConfigs\hdtVagina.xml, then named a vagina collisions file I had to hdtVagina.xml. When I tested in-game, I had no body physics whatsoever! By changing the data to point to a valid xml which is only for vagina physics and not for BBP-type physics, I killed all body physics. So tonight I'm going to remove the NiStringExtraData node completely from my body nifs and see what happens. I suspect I will have body physics, and I might even have vagina physics because my UUNP.xml has a vagina declaration in it. I'll come back and let you know what I find out. Please, please be sure to let us know the results because I too have hit a wall with this issue; no movement at all. I concluded that I had no idea what I'm doing (no doubt true but I'm obviously not alone) and I'd dearly love to know a solution (which is beyond my limited capabilities to find).
Vyxenne Posted August 9, 2018 Posted August 9, 2018 3 hours ago, Rynnes Master said: Please, please be sure to let us know the results because I too have hit a wall with this issue; no movement at all. I concluded that I had no idea what I'm doing (no doubt true but I'm obviously not alone) and I'd dearly love to know a solution (which is beyond my limited capabilities to find). I can report that removing the (Oldrim Havok Object) NiStringExtraData from UUNP-Special femalebody_0/1.nif does not affect physics in any way- I still have full SMP body physics with that node removed. I spent a couple of hours editing xmls to try to get labia physics & collisions with SoS Schlongs, but since part of that equation relies on SoS Schlongs being set up with proper xmls and only one of the 3 Schlongs has had any xml published as far as I know, it's new ground and slow going for me. I'll post when I find out anything.
Beef Cheeks Posted August 9, 2018 Posted August 9, 2018 Are HDT-SMP XML's from Oldrim directly compatible with SSE once the meshes have been converted? Because I'm not getting any floppiness with the horsepenis XML's I have from Oldrim. The penis does seem to be attached to HDT-SMP, as it is stiff, but once the horse moves to the side, the penis slowly bends back to its stiff position. Here are the two XML's: Horsepenis.xml <?xml version="1.0" encoding="UTF-8"?> <system> <bone name="NPC Genitals01 [Gen01]"> <mass>0,500</mass> <inertia x="5" y="5" z="5"/> <centerOfMassTransform> <basis x="0" y="0" z="1" w="0"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0</linearDamping> <angularDamping>0,8</angularDamping> <friction>0,1</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC Genitals02 [Gen02]"> <mass>0,500</mass> <inertia x="10" y="10" z="10"/> <centerOfMassTransform> <basis x="0" y="0" z="1" w="0"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0</linearDamping> <angularDamping>0,8</angularDamping> <friction>0,1</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC Genitals03 [Gen03]"> <mass>0,500</mass> <inertia x="5" y="5" z="5"/> <centerOfMassTransform> <basis x="0" y="0" z="1" w="0"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0</linearDamping> <angularDamping>0,8</angularDamping> <friction>0,1</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC Genitals04 [Gen04]"> <mass>0,5000</mass> <inertia x="10" y="10" z="10"/> <centerOfMassTransform> <basis x="0" y="0" z="1" w="0"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0</linearDamping> <angularDamping>0,8</angularDamping> <friction>0,2</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC Genitals05 [Gen05]"> <mass>0,500</mass> <inertia x="10" y="10" z="10"/> <centerOfMassTransform> <basis x="0" y="0" z="1" w="0"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0</linearDamping> <angularDamping>0,8</angularDamping> <friction>0,2</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC Genitals06 [Gen06]"> <mass>0,500</mass> <inertia x="5" y="5" z="5"/> <centerOfMassTransform> <basis x="0" y="0" z="1" w="0"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0</linearDamping> <angularDamping>0,8</angularDamping> <friction>0,3</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC GenitalsBase [GenBase]"> <mass>0,000000</mass> <inertia x="0" y="0" z="0"/> <centerOfMassTransform> <basis x="0" y="0" z="1" w="0"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0</linearDamping> <angularDamping>0</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <bone name="NPC GenitalsScrotum [GenScrot]"> <mass>0,500</mass> <inertia x="5" y="5" z="5"/> <centerOfMassTransform> <basis x="0" y="0" z="1" w="0"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0</linearDamping> <angularDamping>0</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <generic-constraint bodyA="NPC GenitalsScrotum [GenScrot]" bodyB="NPC GenitalsBase [GenBase]"> <frameInB> <basis x="0" y="0" z="1" w="0"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-10" y="-15" z="-15"/> <linearUpperLimit x="10" y="25" z="15"/> <angularLowerLimit x="0" y="0" z="-0,1"/> <angularUpperLimit x="0" y="0" z="0,1"/> <linearStiffness x="50" y="50" z="50"/> <angularStiffness x="20" y="20" z="50"/> <linearDamping x="3" y="3" z="3"/> <angularDamping x="2" y="2" z="2"/> <linearEquilibrium x="0" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC Genitals01 [Gen01]" bodyB="NPC GenitalsBase [GenBase]"> <frameInB> <basis x="0" y="0" z="1" w="0"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="0" y="0" z="0"/> <linearUpperLimit x="0" y="0" z="0"/> <angularLowerLimit x="-0,3" y="-0,2" z="0"/> <angularUpperLimit x="0,3" y="0,2" z="0"/> <linearStiffness x="50" y="50" z="100"/> <angularStiffness x="50" y="50" z="100"/> <linearDamping x="4" y="4" z="4"/> <angularDamping x="4" y="4" z="4"/> <linearEquilibrium x="0" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC Genitals02 [Gen02]" bodyB="NPC Genitals01 [Gen01]"> <frameInB> <basis x="0" y="0" z="1" w="0"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="0" y="0" z="0"/> <linearUpperLimit x="0" y="0" z="0"/> <angularLowerLimit x="-0,3" y="-0,2" z="0"/> <angularUpperLimit x="0,3" y="0,2" z="0"/> <linearStiffness x="50" y="50" z="100"/> <angularStiffness x="50" y="50" z="100"/> <linearDamping x="4" y="4" z="4"/> <angularDamping x="4" y="4" z="4"/> <linearEquilibrium x="0" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC Genitals03 [Gen03]" bodyB="NPC Genitals02 [Gen02]"> <frameInB> <basis x="0" y="0" z="1" w="0"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="0" y="0" z="0"/> <linearUpperLimit x="0" y="0" z="0"/> <angularLowerLimit x="-0,3" y="-0,2" z="0"/> <angularUpperLimit x="0,3" y="0,2" z="0"/> <linearStiffness x="50" y="50" z="100"/> <angularStiffness x="50" y="50" z="100"/> <linearDamping x="4" y="4" z="4"/> <angularDamping x="4" y="4" z="4"/> <linearEquilibrium x="0" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC Genitals04 [Gen04]" bodyB="NPC Genitals03 [Gen03]"> <frameInB> <basis x="0" y="0" z="1" w="0"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="0" y="0" z="0"/> <linearUpperLimit x="0" y="0" z="0"/> <angularLowerLimit x="-0,3" y="-0,2" z="0"/> <angularUpperLimit x="0,3" y="0,2" z="0"/> <linearStiffness x="50" y="50" z="100"/> <angularStiffness x="50" y="50" z="100"/> <linearDamping x="4" y="4" z="4"/> <angularDamping x="4" y="4" z="4"/> <linearEquilibrium x="0" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC Genitals05 [Gen05]" bodyB="NPC Genitals04 [Gen04]"> <frameInB> <basis x="0" y="0" z="1" w="0"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="0" y="0" z="0"/> <linearUpperLimit x="0" y="0" z="0"/> <angularLowerLimit x="-0,3" y="-0,2" z="0"/> <angularUpperLimit x="0,3" y="0,2" z="0"/> <linearStiffness x="50" y="50" z="100"/> <angularStiffness x="50" y="50" z="100"/> <linearDamping x="4" y="4" z="4"/> <angularDamping x="4" y="4" z="4"/> <linearEquilibrium x="0" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> <generic-constraint bodyA="NPC Genitals06 [Gen06]" bodyB="NPC Genitals05 [Gen05]"> <frameInB> <basis x="0" y="0" z="1" w="0"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="0" y="0" z="0"/> <linearUpperLimit x="0" y="0" z="0"/> <angularLowerLimit x="-0,3" y="-0,2" z="0"/> <angularUpperLimit x="0,3" y="0,2" z="0"/> <linearStiffness x="50" y="50" z="100"/> <angularStiffness x="50" y="50" z="100"/> <linearDamping x="4" y="4" z="4"/> <angularDamping x="4" y="4" z="4"/> <linearEquilibrium x="0" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> </system> Horsepenis_balls.xml <?xml version="1.0" encoding="UTF-8"?> <system> <bone name="NPC Genitals01 [Gen01]"/> <bone name="NPC Genitals02 [Gen02]"/> <bone name="NPC Genitals03 [Gen03]"/> <bone name="NPC Genitals04 [Gen04]"/> <bone name="NPC Genitals05 [Gen05]"/> <bone name="NPC Genitals06 [Gen06]"/> <bone name="NPC GenitalsBase [GenBase]"/> <bone name="NPC GenitalsScrotum [GenScrot]"> <mass>0,50000</mass> <inertia x="5" y="5" z="5"/> <centerOfMassTransform> <basis x="0" y="0" z="1" w="0"/> <origin x="0" y="0" z="0"/> </centerOfMassTransform> <linearDamping>0</linearDamping> <angularDamping>0</angularDamping> <friction>0</friction> <rollingFriction>0</rollingFriction> <restitution>0</restitution> </bone> <generic-constraint bodyA="NPC GenitalsScrotum [GenScrot]" bodyB="NPC GenitalsBase [GenBase]"> <frameInB> <basis x="0" y="0" z="1" w="0"/> <origin x="0" y="0" z="0"/> </frameInB> <useLinearReferenceFrameA>false</useLinearReferenceFrameA> <linearLowerLimit x="-10" y="-15" z="-15"/> <linearUpperLimit x="10" y="25" z="15"/> <angularLowerLimit x="0" y="0" z="-0,1"/> <angularUpperLimit x="0" y="0" z="0,1"/> <linearStiffness x="50" y="50" z="50"/> <angularStiffness x="20" y="20" z="50"/> <linearDamping x="3" y="3" z="3"/> <angularDamping x="2" y="2" z="2"/> <linearEquilibrium x="0" y="0" z="0"/> <angularEquilibrium x="0" y="0" z="0"/> </generic-constraint> <per-vertex-shape name="Horse"> <margin>0</margin> <tag>Horse</tag> <no-collide-with-tag>Horse</no-collide-with-tag> <no-collide-with-tag>penis</no-collide-with-tag> <no-collide-with-tag>body</no-collide-with-tag> <no-collide-with-tag>Belly</no-collide-with-tag> <no-collide-with-tag>hair</no-collide-with-tag> <no-collide-with-tag>Vagina</no-collide-with-tag> </per-vertex-shape> <per-vertex-shape name="Horsepenis"> <margin>0</margin> <tag>penis</tag> <no-collide-with-tag>penis</no-collide-with-tag> <no-collide-with-tag>Horse</no-collide-with-tag> <no-collide-with-tag>hair</no-collide-with-tag> </per-vertex-shape> </system>
Yoxgg04 Posted August 9, 2018 Posted August 9, 2018 can anyone tell me why i keep getting ctd LODORDER.txt Papyrus.0.log
Beef Cheeks Posted August 9, 2018 Posted August 9, 2018 2 hours ago, Yoxgg04 said: can anyone tell me why i keep getting ctd LODORDER.txt Papyrus.0.log Good luck with that. You're running a lot of mods that I believe do not work in SSE. Secondly, why are you running any HDT related stuff without installing the required HDT plugins? Do some reading here. Thirdly, you have TONS of things installed that are incompatible with each other. Read readme's and compatibility lists for each of your mods, mate. That's not something people will do for you.
Yoxgg04 Posted August 9, 2018 Posted August 9, 2018 most of my mods come from skyrim se nexus and se thread on lovers lab and do indeed workfine, i have the required hdtsmp files not installed in main dir but inside of mo 2 and its been working for me so far. Incompatibility as you said may be my biggest concern but aside for that youre previous statements arent true. Thanks for replying.
Beef Cheeks Posted August 9, 2018 Posted August 9, 2018 39 minutes ago, Yoxgg04 said: most of my mods come from skyrim se nexus and se thread on lovers lab and do indeed workfine, i have the required hdtsmp files not installed in main dir but inside of mo 2 and its been working for me so far. Incompatibility as you said may be my biggest concern but aside for that youre previous statements arent true. Thanks for replying. My apologies. I forgot that the new HDT-SMP doesn't use esp's. But I still see mods that aren't for SSE. SL_Kidnapped_Redux.esp This hasn't been released for SSE, nor does it work when converted. You have RaceCompatibilityUSKPOverride.esp which is meant for USSEP. The "Untranslated Plugins" from the SSE Nexus page for RaceCompatibility is an Oldrim plugin pack. I'm not sure why the author uploaded it there. USKP isn't even the name of the patch for SSE. It's USSEP. It's probably breaking parts of USSEP. XPMSE.esp is not the proper XP32 Skeleton mod for SSE. XPMSSE is. you have the normal skyrim LE edition installed. ELFX - Exteriors.esp is incompatible with CLARALUX and most weather and ENB's. SexLab - Sexual Fame [SLSF].esm is an Oldrim plugin, unless you manually converted it. But it has not been reported as working for SSE. Heels Sound.esm is an Oldrim only plugin unless you manually converted it. HDT Necklace.esp HDTTESTEarring.esp - These aren't for SSE. They're for HDT-Physics Extensions, not HDT-SMP, so unless the author made HDT-SMP versions, you should have manually added XML's for those items, and stripped the meshes of the HDT PE parts, and added the proper entries to either the meshes or the XML's to attach the physics to the meshes. There is probably more, but I'm not spending that much time on this. There are a lot of converted mods that still link to old plugin pages that haven't been converted to SSE. You need to use your wits to make sure the mods you are installing are linking to the proper plugins for SSE. From what it looks like, you haven't read anything but "install this and this and this" without checking compatibility or if those links are sending you to the non-SSE parts of LL or Nexus. On top of that, you have literally added big mod upon big mod upon big mod. Plastering X, Y, and Z into a load order without testing them all separately will make it very hard to figure out what is causing the crash. If all else fails, minimize your load order, LOOT it, re-bash-patch and try to find what is causing the issue.
Yoxgg04 Posted August 9, 2018 Posted August 9, 2018 27 minutes ago, XenoDrake said: My apologies. I forgot that the new HDT-SMP doesn't use esp's. But I still see mods that aren't for SSE. SL_Kidnapped_Redux.esp This hasn't been released for SSE, nor does it work when converted. You have RaceCompatibilityUSKPOverride.esp which is meant for USSEP. The "Untranslated Plugins" from the SSE Nexus page for RaceCompatibility is an Oldrim plugin pack. I'm not sure why the author uploaded it there. USKP isn't even the name of the patch for SSE. It's USSEP. It's probably breaking parts of USSEP. XPMSE.esp is not the proper XP32 Skeleton mod for SSE. XPMSSE is. you have the normal skyrim LE edition installed. ELFX - Exteriors.esp is incompatible with CLARALUX and most weather and ENB's. SexLab - Sexual Fame [SLSF].esm is an Oldrim plugin, unless you manually converted it. But it has not been reported as working for SSE. Heels Sound.esm is an Oldrim only plugin unless you manually converted it. HDT Necklace.esp HDTTESTEarring.esp - These aren't for SSE. They're for HDT-Physics Extensions, not HDT-SMP, so unless the author made HDT-SMP versions, you should have manually added XML's for those items, and stripped the meshes of the HDT PE parts, and added the proper entries to either the meshes or the XML's to attach the physics to the meshes. There is probably more, but I'm not spending that much time on this. There are a lot of converted mods that still link to old plugin pages that haven't been converted to SSE. You need to use your wits to make sure the mods you are installing are linking to the proper plugins for SSE. From what it looks like, you haven't read anything but "install this and this and this" without checking compatibility or if those links are sending you to the non-SSE parts of LL or Nexus. On top of that, you have literally added big mod upon big mod upon big mod. Plastering X, Y, and Z into a load order without testing them all separately will make it very hard to figure out what is causing the crash. If all else fails, minimize your load order, LOOT it, re-bash-patch and try to find what is causing the issue. alot of that youre reading off as oldrim has been converted either in conversion tracking thread or in nexus SE or converted by me. Im not a super advanced modder and it is trial and error but at the same time that is why i do read compatabily listings because im aware of how many big mods i have. Thanks for the advice i can tell you really took time with this, my game has been running fine with no ctd untill recently and im sure ill find the issue youre right it is a matter of compatability,
Vyxenne Posted August 9, 2018 Posted August 9, 2018 1 hour ago, XenoDrake said: XPMSE.esp is not the proper XP32 Skeleton mod for SSE. XPMSSE is. you have the normal skyrim LE edition installed. I thought so too, but it turns out that Groovtama changed the name of his XPMSSE plugin from XPMSSE.esp back to XPMSE.esp- exactly matching the Oldrim plugin's name and making it impossible for anyone to tell them apart, especially those of us who have Oldrim and SSE installed on the same machine. He might as well have named the plugin TESV.exe- it couldn't be any more confusing than this decision (or error) has made it. I posted about it on the XPMSSE page but his response was, um, totally Groovtama. It's his mod, and it's genius level work, so I guess he really has no need to make things easier, or even logical, for users. 1
khumak Posted August 10, 2018 Posted August 10, 2018 19 minutes ago, Vyxenne said: I thought so too, but it turns out that Groovtama changed the name of his XPMSSE plugin from XPMSSE.esp back to XPMSE.esp- exactly matching the Oldrim plugin's name and making it impossible for anyone to tell them apart, especially those of us who have Oldrim and SSE installed on the same machine. He might as well have named the plugin TESV.exe- it couldn't be any more confusing than this decision (or error) has made it. I posted about it on the XPMSSE page but his response was, um, totally Groovtama. It's his mod, and it's genius level work, so I guess he really has no need to make things easier, or even logical, for users. Well one difference I've noticed between 4.2 vs 4.33 is that the plugin for 4.2 was recognized by bash as being mergeable (and works when you do so). The new one is not mergeable. 1
Beef Cheeks Posted August 10, 2018 Posted August 10, 2018 14 hours ago, Vyxenne said: I thought so too, but it turns out that Groovtama changed the name of his XPMSSE plugin from XPMSSE.esp back to XPMSE.esp- exactly matching the Oldrim plugin's name and making it impossible for anyone to tell them apart, especially those of us who have Oldrim and SSE installed on the same machine. He might as well have named the plugin TESV.exe- it couldn't be any more confusing than this decision (or error) has made it. I posted about it on the XPMSSE page but his response was, um, totally Groovtama. It's his mod, and it's genius level work, so I guess he really has no need to make things easier, or even logical, for users. Well 4.20 is named XPMSSE. If that's the case then @Yoxgg04 is using the wrong XP32 Skeleton for HDT, which clearly states that there are problems with 4.30+. @Yoxgg04 As noted here, SL Kidnapped Redux causes dialog errors and crashes when converted. It is not stable yet, and I haven't seen anyone release an unofficial port. EDIT: I want to ask something off the side though. Is HDT-SMP working for meshes other than the ones attached to the player? I can't seem to get HDT to attach to NPC's like animals. I have the XML's properly attached to the nodes and everything double checked, but it doesn't seem to cause the HDT to work. I then copy the same XML to a schlong on a player and it works just fine (they use the same Genitals NiNode nameset). I know HDT-SMP is in alpha for SSE, but I can't seem to find any info on this. 1
Yoxgg04 Posted August 10, 2018 Posted August 10, 2018 6 hours ago, XenoDrake said: Well 4.20 is named XPMSSE. If that's the case then @Yoxgg04 is using the wrong XP32 Skeleton for HDT, which clearly states that there are problems with 4.30+. @Yoxgg04 As noted here, SL Kidnapped Redux causes dialog errors and crashes when converted. It is not stable yet, and I haven't seen anyone release an unofficial port. EDIT: I want to ask something off the side though. Is HDT-SMP working for meshes other than the ones attached to the player? I can't seem to get HDT to attach to NPC's like animals. I have the XML's properly attached to the nodes and everything double checked, but it doesn't seem to cause the HDT to work. I then copy the same XML to a schlong on a player and it works just fine (they use the same Genitals NiNode nameset). I know HDT-SMP is in alpha for SSE, but I can't seem to find any info on this. Thank you for your help i tried to convert kidnapped myself and it wasnt good, i figured out the problem and my game runs fine now i will try switching skeletons again back to 4.20
Beef Cheeks Posted August 11, 2018 Posted August 11, 2018 3 hours ago, Yoxgg04 said: Thank you for your help i tried to convert kidnapped myself and it wasnt good, i figured out the problem and my game runs fine now i will try switching skeletons again back to 4.20 Trust me, I don't try to sound angry. I'm sorry if it sounded that way. For future advice though, hijacking a thread for help with crashes usually offends people on this server, or results in nobody helping you. There are parts of these forums intended for people with crash problems. 1
Yoxgg04 Posted August 11, 2018 Posted August 11, 2018 20 minutes ago, XenoDrake said: Trust me, I don't try to sound angry. I'm sorry if it sounded that way. For future advice though, hijacking a thread for help with crashes usually offends people on this server, or results in nobody helping you. There are parts of these forums intended for people with crash problems. i will keep that and mind and i apologize for it if i offended anyone, i only posted here because i suspected my crash was from a mod i got from this thread "hdtsmp remastered".
Vyxenne Posted August 11, 2018 Posted August 11, 2018 10 hours ago, XenoDrake said: Is HDT-SMP working for meshes other than the ones attached to the player? I can't seem to get HDT to attach to NPC's like animals Well, the answer to your first question is yes- I use UUNP and all the female NPCs in my game have "BBB" physics with HDT-SMP. The answer to your second question is I don't know, I never tried to get a dog's boobs to jiggle.
Vyxenne Posted August 11, 2018 Posted August 11, 2018 25 minutes ago, Yoxgg04 said: i only posted here because i suspected my crash was from a mod i got from this thread "hdtsmp remastered". HDT Remastered is a WIP. It won't crash your game, though- I have tested it myself, including with some SL animations. 1
Vyxenne Posted August 11, 2018 Posted August 11, 2018 10 hours ago, XenoDrake said: Well 4.20 is named XPMSSE. (...) there are problems with 4.30+. I should've checked before I posted. I checked belatedly when I saw your info above, and you are exactly right- the Groovtama XP32 v4.20 skeleton plugin for SSE is indeed XMPSSE.esp. As I mentioned, he had changed it at some point (recently) to XPMSE.esp but when I posted my feelings about that, he wasn't, um, glad to see me and gave me the impression that he couldn't care less. From that, I assumed that he never corrected what I still believe was a faux pas. Glad to see that he now has corrected it. XPMSSE 4.3x conflicts with SKEE (apparently, it is a bug in SKEE, not a bug in XPMSSE) but the conflict is fixed by Skyrim Engine Fixes.
E Boy Posted August 11, 2018 Posted August 11, 2018 I'm very new to SMP on SSE and I was wondering how to add collision? I assume it's all about XML editing, but I can't figure out how to set the collision system up! I've downloaded every needed file from the chinese site, and my physics are running properly... I'm sorry if this is obvious EDIT: This post wasn't originally from this thread so please don't hurt me I read that Vyxenne was working on collisions... Have you got anything yet?
Zaknea Posted August 11, 2018 Posted August 11, 2018 Hey everyone. I've run into an issue, that I've had for a long time with SMP, but I'm trying to fix now. If I have clothing physics on a piece of clothing that is on the body slot, physics works fine for it, but on all other items equipped, I have no breast or butt bounce UNTIL I unequip my body piece and then re-equip it. If I'm using a body piece that's just using the default BBP xml, I have zero issues with this. This was a non issue for me until now. Now I have NPCs with clothing physics and it's not really feasible for me to go around and manually unequip and reequip armors on NPCs. I did some testing with making all the other items equipped an SMP object and pointing to my default BBP xml but that didn't work either. I CAN get physics to work with the other equipped items, but only if I point them to the current xml that is attached to the body piece. This isn't going to work either because of all the different combinations of armors I have. Plus, the bounce isn't "synced" with the other parts either until I unequip and re-equip the body anyways, as there's a ton of clipping until I do so. This could be a 1.5.23 issue and might be addressed already with 1.5.39, but too many other parts of my game get broken when I update so I don't really want to do it yet. Anyone else having this issue and have a work around for it?
Vyxenne Posted August 11, 2018 Posted August 11, 2018 I have not been able to find any working cloth-physics outfits for SSE other than capes, which I don't personally care for or use. That said, I have had various issues with SMP "hanging up" and running my CPU into the dirt trying in vain to correct itself (happens with wigs.) In every case, Quicksave >> Quickload fixes it. I want to be clear- I do not have any cloth physics items *sobs softly* so I make no claim that the above will work for the issue you're having, but it's easy enough to try it and find out. PS: if you know how to make BDO Marine Romance and/or theRoadstroker's Royal Elven Armor cloth physics work in SSE, or any other flouncy-girly skirts, please just name a price and I'll get a bank loan. (jk, Ashal)
Vyxenne Posted August 11, 2018 Posted August 11, 2018 19 hours ago, E Boy said: I read that Vyxenne was working on collisions... Have you got anything yet? Well, I have full hair-to-shoulders and hair-to-back collisions working with my 3 sets of wigs, and I seem to have earring-to-head and amulet-to-chest collisions as well. What I'm working on is schlong-to-labia, female-hand-to-labia and male-hand-to-labia collisions, which have so far eluded me. PS: To clarify, I'm working to get collisions with my UUNP-Special body. I have read that the CBBE 1.04 physics bodies and xml's work right out of the box, full physics and collisions... although what I read did not specify whether or not any labia-related collisions were covered by that statement. So if you're using CBBE, what I'm doing probably won't help you.
Beef Cheeks Posted August 11, 2018 Posted August 11, 2018 21 hours ago, Vyxenne said: XPMSSE 4.3x conflicts with SKEE (apparently, it is a bug in SKEE, not a bug in XPMSSE) but the conflict is fixed by Skyrim Engine Fixes. Now that I didn't know. Thanks for the info. And yes, I am trying to attach a penis to an animal that has the same bone names as a schlong for SOS and use the same XML for it, and while the SOS schlong properly achieves physics, they seem to not apply to the animal mesh. I'm wondering if that is not working for SSE yet, because the same XML works in Oldrim with HDT-SMP.
jesseg Posted August 12, 2018 Posted August 12, 2018 So I just switched recently to UNP from CBBE, had the whole collision/bounce going on as well, frame rates would tank indoors at most inns, since the switch to UNP, haven't had my frame rates tank indoors, stable 60FPS most of the time...There might be an issue with CBBE SMP config files (just speculation) no hard proof, could as very well been my installation of the config files....
Beef Cheeks Posted August 12, 2018 Posted August 12, 2018 2 hours ago, jesseg said: So I just switched recently to UNP from CBBE, had the whole collision/bounce going on as well, frame rates would tank indoors at most inns, since the switch to UNP, haven't had my frame rates tank indoors, stable 60FPS most of the time...There might be an issue with CBBE SMP config files (just speculation) no hard proof, could as very well been my installation of the config files.... Did you switch bodies mid-playthrough? That's like one of the big no-no's of Skyrim modding if the switch requires different ESP's. Also, if you use RaceMenu, I'm not sure of the repercussions of switching major body types (UNP/CBBE) mid-playthrough since the NiNodes may be different.
jesseg Posted August 12, 2018 Posted August 12, 2018 9 hours ago, XenoDrake said: Did you switch bodies mid-playthrough? That's like one of the big no-no's of Skyrim modding if the switch requires different ESP's. Also, if you use RaceMenu, I'm not sure of the repercussions of switching major body types (UNP/CBBE) mid-playthrough since the NiNodes may be different. No, it wasn't mid play through, i was starting a new play through, so i did a clean install of skyrim se, tested CBBE SMP using alternate start, still had frame rate tanking, then tested the UUNP body type, and was pleasantly surprised when frame rates did not tank...So now, i just have to figure out how to use UUNP in bodyslide, still trying to figure out how to actually build armours in bodyslide with UUNP.... Edit - using NVT for Surreal ENB with strong DOF settings plus some other texture mods and still getting a fairly stable 60FPS, i am using a i5 3570 with a gtx 1080, yes, my processor is old.....but from my personal tests, when using CBBE with SMP and entering the bee and barb, my processor usage would double more or less and GPU load would drop to single digits, frame rates would go from 60 to 1/5 during a collision process and then back up to 60 when the animation finishes, but now with UNP that doesn't happen, also it didn't matter if NPC's had SMP enabled or not same frame rate tanking .....maybe some of the experts here can do more testing as I'm really not experienced to provide any conclusive evidence....All my personal tests were with a clean install of SSE and with a new character, but i don't know, i'm not really experienced enough to provide conclusive results, but that's just what i noticed....
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