lordrahl Posted January 4, 2018 Posted January 4, 2018 May have to go back to CBP for a bit. It seems with SMP when going back into an interior cell that you have been in already the game lags/freezes in a big way.
DykkenTomb Posted January 5, 2018 Posted January 5, 2018 5 hours ago, cminnow said: We need racemenu in SSE! ECE is borked. Way to many errors. Does anyone have a cleaned version of ECE? The thing is it's still in alpha and the author isn't going to release the whole thing until SKSE64 is out of alpha itself. All we can do is be patient and hope Bethesda stops updating the freaking exe file. Once this community gets racemenu back in it's full extent. People may fully jump ship.
DoubleTrouble999 Posted January 5, 2018 Posted January 5, 2018 21 hours ago, 27X said: Yeah, that's the kinda stuff you get when using PE bones for SMP. You'll find most chinese authors are redoing the bones and rigging to actually take advantage of the higher level of collision granularity and control SMP has rather than just switching out unless it's something ass simple like earrings or the last tassels on a piece of clothing. It's also the stuff you get when using an xml that has no values for things that are supposed to have values like restitution, prenetration (not the same as penetration) margin, friction, damping and the like. You'll also find your issue will not necessarily be universal issues because SMP's performance is extremely hardware affinitive. I doubt that PE bones in SMP have anything to do with problem I have described. Physics works just fine when I visit particular cell for the first time since I started the game or loaded save. It breaks down when that cell is entered again. It makes me think that there are some cleanup issues for objects described by "per-triangle-shape" sections. If I were to speculate, I would say that SMP creates the collection of "no-collide-with-tag" objects in the cell upon entering the cell. But doesn't clean up that collection when cell is exited. It adds more objects to that collection when cell re-entered again. These are pure speculations on my part though. I have no knowledge of SMP implementation.
27X Posted January 5, 2018 Posted January 5, 2018 2 hours ago, DoubleTrouble999 said: I doubt that PE bones in SMP have anything to do with problem I have described. Physics works just fine when I visit particular cell for the first time since I started the game or loaded save. It breaks down when that cell is entered again. It makes me think that there are some cleanup issues for objects described by "per-triangle-shape" sections. If I were to speculate, I would say that SMP creates the collection of "no-collide-with-tag" objects in the cell upon entering the cell. But doesn't clean up that collection when cell is exited. It adds more objects to that collection when cell re-entered again. These are pure speculations on my part though. I have no knowledge of SMP implementation. My premise is based that A: you're having identical problems present in the first iterations of SMP for 32, some of which were fixed by updated libraries, and some of which were fixed by the integration of a segregated cache, and B: are identical to issues caused by using PE intended assets in the same vein until the late 2016 dlls were issued and C: PE designed bones in fact do not operate identically in SMP, this is fact, not speculation. The Labia settings designed for Stevierage's body caused CBBE vaginas to attempt to imitate Alduin and devour the entirety of Skyrim at the merest hint of collision or inertial velocity and had to be toned down by 70% in order to look halfway decent and stay reasonably within the confines of the body mesh in "exaggerated reality" instead of "try to eat everything not nailed down and ignore mesh boundaries entirely". Additionally Hydro has expressly stated three months ago that per-triangle->per-triangle collision is no longer officially supported because of the overhead it causes on anything other than a top of the line rig (as in anything under x1800 or 970/90X/ or Vega 64/Titan XP/V, which is probably 90% of the current Skyrim playerbase) so whomever wrote said xml either didn't pay attention or is using an xml made before the 2017 update or both, or simply has no clue what they're doing and copy pasta'd something, so you should probably try per-vertex->per-vertex or per-vertex->per-triangle, leaving the labia as per-triangle for more accurate results.
TheWilloughbian Posted January 5, 2018 Posted January 5, 2018 Yay! It works. The Shanoa demo mod seem to be working just fine. Now I need to figure out how to get some cloaks running. I'm having a little trouble finding cloaks for SMP though. I found some here on LL, but I haven't gotten them working yet. https://www.loverslab.com/files/file/3279-skyrim-smp-capes/ Then there's this, which I haven't played with yet. https://www.loverslab.com/files/file/3285-all-in-one-hdtskinnedmeshphysics-setup-20b-fomod/ Has anyone had any luck with any capes or cloaks? Does anyone have any thoughts on this thread? https://forums.nexusmods.com/index.php?/topic/3800385-a-guide-to-hdt-smp-usersmodders/
DykkenTomb Posted January 5, 2018 Posted January 5, 2018 4 hours ago, TheWilloughbian said: Yay! It works. The Shanoa demo mod seem to be working just fine. Now I need to figure out how to get some cloaks running. I'm having a little trouble finding cloaks for SMP though. I found some here on LL, but I haven't gotten them working yet. https://www.loverslab.com/files/file/3279-skyrim-smp-capes/ Then there's this, which I haven't played with yet. https://www.loverslab.com/files/file/3285-all-in-one-hdtskinnedmeshphysics-setup-20b-fomod/ Has anyone had any luck with any capes or cloaks? Does anyone have any thoughts on this thread? https://forums.nexusmods.com/index.php?/topic/3800385-a-guide-to-hdt-smp-usersmodders/ All in one setup.. I take it that is for Skyrim LE 32bit am I correct? And the only way to get the 64bit alpha is to download it from the other site?
minalia Posted January 5, 2018 Posted January 5, 2018 I have found a few capes and cloaks and coats..that sorta works. Mostly from chinese websites that have folks using smp files. Easy to google em. The downside is that if one of the parts of the armor set they come with goes bonkers. It will crash your skyrim when you go quit the game.
TheWilloughbian Posted January 5, 2018 Posted January 5, 2018 4 hours ago, DykkenTomb said: All in one setup.. I take it that is for Skyrim LE 32bit am I correct? And the only way to get the 64bit alpha is to download it from the other site? I'm afraid that I'm completely new to HDT, as I never played Oldrim. But, as far as I know all those links are for the afore mentioned Oldrim.
TheWilloughbian Posted January 5, 2018 Posted January 5, 2018 1 hour ago, minalia said: I have found a few capes and cloaks and coats..that sorta works. Mostly from chinese websites that have folks using smp files. Easy to google em. The downside is that if one of the parts of the armor set they come with goes bonkers. It will crash your skyrim when you go quit the game. Yeah, I've been hunting. If you have any links it would be helpful. I'll be sure to post my discoveries as well.
cminnow Posted January 5, 2018 Posted January 5, 2018 3 hours ago, TheWilloughbian said: Yeah, I've been hunting. If you have any links it would be helpful. I'll be sure to post my discoveries as well. I'm an idiot. " you only need to change all "." in xmls to "," then it works, really awesome hairs included " Just do that and all SMP stuff will work but may still possibly crash randomly if there are still other errors. Scarves, cloaks, earings, anything as long as the texture and mesh are good 1
cminnow Posted January 5, 2018 Posted January 5, 2018 Basically there is a problem with SMP being written for (i guess Chinese?) code where a comma is used in the place of period like in English systems. So basically if you can see the SMP item in SSE but it doesn't move, this is probably your reason. If it's garbled graphics or physics, you still need to fix the mesh, texture, or edit something else in the XML.
DoubleTrouble999 Posted January 5, 2018 Posted January 5, 2018 I think, it has nothing to do with being written for Chinese. It was pointed out somewhere, that it is XML using locale of your operating system to parse/convert floating point values. Some locales are using comma others using period for decimal point.
cminnow Posted January 5, 2018 Posted January 5, 2018 36 minutes ago, DoubleTrouble999 said: I think, it has nothing to do with being written for Chinese. It was pointed out somewhere, that it is XML using locale of your operating system to parse/convert floating point values. Some locales are using comma others using period for decimal point. No, not WRITTEN in Chinese. Written FOR a Chinese or non-English locale. Which isn't America. It's the same as using Japanese games in America. The unicode is different which falks up everything. Because no one can agree on anything.
ousnius Posted January 5, 2018 Posted January 5, 2018 15 hours ago, 27X said: So you should probably try per-vertex->per-vertex or per-vertex->per-triangle, leaving the labia as per-triangle for more accurate results. Do you have any technical reason on why per-vertex is faster than per-triangle? I was thinking that vertex collision is actually more accurate, as it has more points to draw from. If it's true that per-vertex is faster and still remotely accurate, I can change the body to per-vertex. I also asked someone to change the prenetration of the labia from 1 to 0 and he said that fixed some things for him.
TheWilloughbian Posted January 5, 2018 Posted January 5, 2018 1 hour ago, cminnow said: I'm an idiot. " you only need to change all "." in xmls to "," then it works, really awesome hairs included " Just do that and all SMP stuff will work but may still possibly crash randomly if there are still other errors. Scarves, cloaks, earings, anything as long as the texture and mesh are good Woot! ....or half a woot, anyhow. As you can see in the video I have a node or two that aren't behaving properly. However, rather that change all "." to "," I had to change all "," to ".". But, it is progress none the less. Thanks for your help. I post when I make some progress. BTW, I am using https://www.loverslab.com/files/file/3279-skyrim-smp-capes/ by prZ
cminnow Posted January 5, 2018 Posted January 5, 2018 You live in Europe, Will? Yeah, I should have mentioned that. The instructions are: put periods between numbers for non-European systems, put commas for European systems in xmls. Nice video though. That's exactly the ones I just got working. They are great except my computer crashes with one of the last capes so I'm using the riften one like you. Messed up mesh I'm thinking. You getting that crash too? Also, I noticed you mentioned a problem with the legs. I believe it has to do with the cape mesh. I'm no expert but if you look at it with nifscope, you'll probably notice it has a "hidden body" as part of the cape mesh that the cape is interacting with for the physics. It does not actually interact with your actual body model so it has no way of knowing where your "feet" are. It's the same way the wigs work that I've seen with a "fake head". Still looks great! I'm using the https://www.loverslab.com/files/file/3286-skyrim-smp-jewelerynecklaces/ jewelry too. Prz puts together great stuff. Love that bling.
cminnow Posted January 5, 2018 Posted January 5, 2018 Oh, and hit the jackpot with a bunch more hairs that work. Most of KShairdos inventory. https://www.loverslab.com/topic/68070-tutorial-how-to-make-hdt-meshes-work-with-hdt-smp/?page=2
TheWilloughbian Posted January 5, 2018 Posted January 5, 2018 20 minutes ago, cminnow said: You live in Europe, Will? Yeah, I should have mentioned that. The instructions are: put periods between numbers for non-European systems, put commas for European systems in xmls. Nice video though. That's exactly the ones I just got working. They are great except my computer crashes with one of the last capes so I'm using the riften one like you. Messed up mesh I'm thinking. You getting that crash too? Also, I noticed you mentioned a problem with the legs. I believe it has to do with the cape mesh. I'm no expert but if you look at it with nifscope, you'll probably notice it has a "hidden body" as part of the cape mesh that the cape is interacting with for the physics. It does not actually interact with your actual body model so it has no way of knowing where your "feet" are. It's the same way the wigs work that I've seen with a "fake head". Still looks great! I'm using the https://www.loverslab.com/files/file/3286-skyrim-smp-jewelerynecklaces/ jewelry too. Prz puts together great stuff. Love that bling. I have my pc set up weird. I'm in the states but I wanted cortona to have that sexy English accent, so played with some settings. Does some funny stuff every now and then. As for the legs it turned out to be the xml needed a couple of lines. <bone name="NPC R Breast"/> <bone name="NPC R Breast01"/> <bone name="NPC L Breast"/> <bone name="NPC L Breast01"/> <bone name="NPC L Calf [LClf]"/> <bone name="NPC R Calf [RClf]"/> <bone name="NPC L Clavicle [LClv]"/> <bone name="NPC R Clavicle [RClv]"/> <bone name="NPC R Pauldron"/> <bone name="NPC L Pauldron"/> <bone name="NPC Head [Head]"/> <bone name="NPC Pelvis [Pelv]"/> <bone name="NPC Spine [Spn0]"/> <bone name="NPC Spine1 [Spn1]"/> <bone name="NPC Spine2 [Spn2]"/> <bone name="Bone001"/> <bone name="Bone011"/> <bone name="Bone021"/> <bone name="Bone031"/> <bone name="Bone041"/> <bone name="Bone051"/> I added the lines for the calfs and all was good. I'm not much of a coder, but I've picked up enough too be able to understand what I'm reading a little. I'll send prZ a pm and see if he minds me sharing the edited xml.
cminnow Posted January 5, 2018 Posted January 5, 2018 16 minutes ago, TheWilloughbian said: I have my pc set up weird. I'm in the states but I wanted cortona to have that sexy English accent, so played with some settings. Does some funny stuff every now and then. As for the legs it turned out to be the xml needed a couple of lines. <bone name="NPC R Breast"/> <bone name="NPC R Breast01"/> <bone name="NPC L Breast"/> <bone name="NPC L Breast01"/> <bone name="NPC L Calf [LClf]"/> <bone name="NPC R Calf [RClf]"/> <bone name="NPC L Clavicle [LClv]"/> <bone name="NPC R Clavicle [RClv]"/> <bone name="NPC R Pauldron"/> <bone name="NPC L Pauldron"/> <bone name="NPC Head [Head]"/> <bone name="NPC Pelvis [Pelv]"/> <bone name="NPC Spine [Spn0]"/> <bone name="NPC Spine1 [Spn1]"/> <bone name="NPC Spine2 [Spn2]"/> <bone name="Bone001"/> <bone name="Bone011"/> <bone name="Bone021"/> <bone name="Bone031"/> <bone name="Bone041"/> <bone name="Bone051"/> I added the lines for the calfs and all was good. I'm not much of a coder, but I've picked up enough too be able to understand what I'm reading a little. I'll send prZ a pm and see if he minds me sharing the edited xml. Duh. You're a genius. The physics work with the nodes or "bones" that are part of the cloak mesh as referenced by the cloak xml. What you did was add the names of the bones that are part of the hidden body mesh to the cloak xml so the cloak can interact with it. Smart cookie! I wonder if it's possible to add the bones from the ACTUAL body mesh. That would be amazing.
TheWilloughbian Posted January 5, 2018 Posted January 5, 2018 11 minutes ago, cminnow said: Duh. You're a genius. The physics work with the nodes or "bones" that are part of the cloak mesh as referenced by the cloak xml. What you did was add the names of the bones that are part of the hidden body mesh to the cloak xml so the cloak can interact with it. Smart cookie! I wonder if it's possible to add the bones from the ACTUAL body mesh. That would be amazing. I'm just making guesses here. Trial and error, like most of my modding.
cminnow Posted January 5, 2018 Posted January 5, 2018 cloak.bmp Boy. Are the hidden body meshes ugly... And my game still crashes when I try to select the Whiterun cape. You're not having this problem? Also, what program did you use to make that video? I was thinking someone should make an SMP showcase. Hopefully gets people interested in moving to SMP and SSE.
TheWilloughbian Posted January 5, 2018 Posted January 5, 2018 You know I started fooling with something else after I got the one working. So, I haven't checked them all. I guess I should take a few and do that..... Try opening the textures for the mesh that has issues in gimp and recompressing them to DXT5. I run into bad textures that CTD all the time and that usually fixes the problem. As for the Video. That was made with NVidia GeForce Experience. Seems to work nicely. Gets good frames and all. I haven't played with any video editing software, so I just kind of post them as is. However, I'm happy to help advance the cause.
TheWilloughbian Posted January 5, 2018 Posted January 5, 2018 1 hour ago, cminnow said: And my game still crashes when I try to select the Whiterun cape. You're not having this problem? Yup, It's the texture. Looks like a compression was used that doesn't work for SSE. You'll see that every once and a while. I've converted a few armors where that was an issue.
cminnow Posted January 5, 2018 Posted January 5, 2018 9 minutes ago, TheWilloughbian said: Yup, It's the texture. Looks like a compression was used that doesn't work for SSE. You'll see that every once and a while. I've converted a few armors where that was an issue. Yeah, I could't open it in GIMP even with a DDS plugin like the other cloak textures. What do you need to do to fix it? I used gimp-dds-win64-3.0.1. edit: Actually, was able to open it but had to uncheck minmaps.
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