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HDT SMP for SSE?


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Posted

ScreenShot34.png.9b35e48543811d2eda1faf908403b4f8.png

 

 


I installed UUNP SMP pack SSE bodyslide, and the mesh and body are different and break like screen shots. What should I do with this problem?

Apply body preset with BodySlide.exe -> Install mod on nexus -> Break like screen shot

PS) Physics works well. I really appreciate this.

 

 

or Is there an (UUNP-SMP-pack-SSE-bodyslide) applicable body preset?

Posted
15 minutes ago, qkdvhr said:

I installed UUNP SMP pack SSE bodyslide, and the mesh and body are different and break like screen shots. What should I do with this problem?

Install mode on nexus -> Apply body preset with BodySlide.exe -> Break like screen shot

PS) Physics works well. I really appreciate this.

wrong body textures. Find textures for UUNP body

Posted

I modified the skeleton and added a few more skirt bones, little bit of progress but I guess the main  issue is with the SSE engine. All the "decent" oldrim mods that use smp for cloth physics use custom bones in the nif file. While this is fine for oldrim, there is no way to incorporate these bones in sse.

 

This is why we see lots of smp mods for oldrim and none for sse: no import/export support for blender.

Posted

So, I've tried using an example to help me convert this hair and its xml to SMP but no matter what I change, the hair is stretching off into infinity. What could I be missing?

 

(I'm trying to convert a whole host of hairs but I'm trying to test one before I try and do all of them)

Kai's Male Hair HDT SE TEST.zip

Posted
1 hour ago, Yinkle said:

This is why we see lots of smp mods for oldrim and none for sse: no import/export support for blender.

I would not say that there are so many SMP clothes. Porting from LE version to SE is not so difficult (NIF Optimizer and resave in CK). The main problem is the limitation on the number of bones in one mesh. In some clothes I met 81 and 90 bones on a single mesh, which is impermissible in SE.

Posted
11 minutes ago, megat said:

So, I've tried using an example to help me convert this hair and its xml to SMP but no matter what I change, the hair is stretching off into infinity. What could I be missing?

 

(I'm trying to convert a whole host of hairs but I'm trying to test one before I try and do all of them)

Kai's Male Hair HDT SE TEST.zip

Wrong NiStringsExtraData line. IT must be one string NiStringExtraData like here

Spoiler

Clipboard01.jpg.73adea1a7b0cee08c4d94257ea22baf4.jpg

 

Posted
4 minutes ago, Gromilla said:

Wrong NiStringsExtraData line. IT must be one string NiStringExtraData like here

  Hide contents

 

 

Can hairs really be ported to SMP this way?

Posted
3 minutes ago, Barragan said:

Can hairs really be ported to SMP this way?

Not so easy. You need to make a wig out of your hair. Add the necessary bones for moving parts and register all the physics. Well, as far as I read :)

Posted

Alright so this isn't about a 'technical issue', so I didn't go to Tech Support for this. It's just a few quick questions:

 

Which one(s) of the HDT XML files in the Chinese mod pack (under SKSE\Plugins\hdtSkinnedMeshConfig) is responsible for the following:

 

- Collision between the Hands and the Vagina.

- Collision between the Hands and the Schlong.

- Collision between Head (or Mouth) and the Vagina.

- Vagina 'stretching' limits (on X and Y axis).

- Anus 'stretching' limits (on X and Y axis).

 

There are so many XML files in there I just don't know which ones are responsible for which physics effects.

 

Because I'd like to do the following in my 'build' to speak of:

 

1) I would like to disable the collision between Hands and Schlong. (because as of now when the Hands even just approach the Schlong, the Schlong distorts uncontrollably and it's ugly).

2) BUT, I would like to keep the collision between the Hands and the Vagina. (it does work right now, but I don't want to disable that if I disable the collision with the Schlong).

3) And I would like to activate the collision between the Head (or the Mouth) and the vagina. (because it doesn't work as of now).

 

When it comes to the Head (or Mouth) collision I think it's because the Head mesh isn't linked to the proper file. But I'm not sure. I'm also not sure what to do with the Mouth Mesh files in the Chinese mod. I don't think I've ever seen meshes for the Mouth before (currently they are in (meshes\actors\character\character assets ... it's a "faceparts" and "mouth" folders containing them) and if they are necessary to bring collision between Mouth (or Head) and the vagina during animations like Cunnilingus for example.

Posted
2 hours ago, Molokkx said:

Alright so this isn't about a 'technical issue', so I didn't go to Tech Support for this. It's just a few quick questions:

 

Which one(s) of the HDT XML files in the Chinese mod pack (under SKSE\Plugins\hdtSkinnedMeshConfig) is responsible for the following:

 

- Collision between the Hands and the Vagina.

- Collision between the Hands and the Schlong.

- Collision between Head (or Mouth) and the Vagina.

- Vagina 'stretching' limits (on X and Y axis).

- Anus 'stretching' limits (on X and Y axis).

 

There are so many XML files in there I just don't know which ones are responsible for which physics effects.

 

Because I'd like to do the following in my 'build' to speak of:

 

1) I would like to disable the collision between Hands and Schlong. (because as of now when the Hands even just approach the Schlong, the Schlong distorts uncontrollably and it's ugly).

2) BUT, I would like to keep the collision between the Hands and the Vagina. (it does work right now, but I don't want to disable that if I disable the collision with the Schlong).

3) And I would like to activate the collision between the Head (or the Mouth) and the vagina. (because it doesn't work as of now).

 

When it comes to the Head (or Mouth) collision I think it's because the Head mesh isn't linked to the proper file. But I'm not sure. I'm also not sure what to do with the Mouth Mesh files in the Chinese mod. I don't think I've ever seen meshes for the Mouth before (currently they are in (meshes\actors\character\character assets ... it's a "faceparts" and "mouth" folders containing them) and if they are necessary to bring collision between Mouth (or Head) and the vagina during animations like Cunnilingus for example.

all the effect just in one xml named UUNPVagina.xml for original full smp body pack,you can select custom effect

when you install the full smp body pack,if you want change the effect by yourself,just edit the xml,but first you have to understand the smp and the code I wrote in the xml

Posted
10 hours ago, SapphireXTyphoon said:

Is there any topic suggesting they're already working on the new skse 2.0.10 version of HDT-SMP? Just so I know.. Thanks. 

It's compatible with 2.0.9, which is basically the same thing as 2.0.10 except for the version number. If HDT doesn't do an explicit "SKSE version number = 2.0.9" check then it should work.

Posted
6 hours ago, Yinkle said:

I modified the skeleton and added a few more skirt bones, little bit of progress but I guess the main  issue is with the SSE engine. All the "decent" oldrim mods that use smp for cloth physics use custom bones in the nif file. While this is fine for oldrim, there is no way to incorporate these bones in sse.

 

This is why we see lots of smp mods for oldrim and none for sse: no import/export support for blender.

My personal experience contradicts this- I have used several SMP cloth-physics meshes in SSE (after proper conversion via NifOpt and the CK) and the custom skirt/robe bones make it into SSE just fine. The only issue is SSE's 80-bone-per-shape limit. In one of the cases I encountered, I was able to fix it using the NifSkope "Spells > Optimize" function to delete unused nodes. In the other case, that didn't work so I decided the easiest answer was to modify the shape that has 81 bones by splitting it into 2 shapes, each with fewer than 80 bones.

 

Sadly, my efforts were not successful because I lack the 3D modeling skills required to do it, and neither friend here on LL that I asked for help was able to do it either. So theRoadstrokers Royal Elven Set languishes in my "Mods\Rejected" heap. Every now and then I watch the demo video of it that I made and sob into my wine over it... :classic_huh:

Posted
On ‎10‎/‎28‎/‎2018 at 7:38 PM, Aldebaran said:

Have you unparked your cores? It can help with CPU-intensive processes. I use this utility because Windows doesn't always manage system resources well.

 

http://coderbag.com/Programming-C/CPU-core-parking-manager

 

Wow! I had pretty much abandoned SMP after it nuked my framerates in the past but I'm putting my Skyrim back together from scratch and figured I'd give it another shot.

 

Also happened to install a few landscape and building textures at the same time but with this utility I was actually getting HIGHER framerates in Riverwood with higher resolution textures and SMP than I was with vanilla textures on a few things and CBP. Thanks so much for this. 

Posted
On 10/23/2018 at 2:54 AM, panchovix said:

I had the same problem as you and it was easy to fix, but maybe it's different things :0

 

1. Installed SSE HDT Framework and SSE Physics

2. Installed Vyxenne XMLS

3. Used New Bodyslide (SSE Version), but moved the old UUNP files from the old UUNP-Bodyslide to the new Bodyslide (aka moved the 02 UUNP folders from the oldrim Bodyslide into the new one)
4. Converted the nifs of UUNP with Nifoptimizer from Data\CalienteTools\BodySlide\ShapeData\Unified UNP
5. Built UUNP Special, Special hands and Special feets from the SSE Bodyslide, with a custom preset that I used 
6. Afer building the body, went to meshes/actors/character/character assets, opened the female body 0 and 1 .nif and edited the NiStringExtraData to the Vyxenne XML, same with femalehands 0 and 1
7. Ran FNIS 
8. Opened the game and everything worked so far, without Issues, and the animations working 

 

Can you please tell me what uunp Outfit/body you are using for HDT-SMP?

I always thought it hadt to be [SA] SMP-UUNP_BSL Conversion one.

 

I try to use different bodies (with unique bobies by race)

When i use only cbbe (or in my special case only CosioHD-ones) everything seems fine (beside the pussy collision) but the uunp ones didn't jiggle and collide at all.

Posted
10 hours ago, noreg said:

 

Can you please tell me what uunp Outfit/body you are using for HDT-SMP?

I always thought it hadt to be [SA] SMP-UUNP_BSL Conversion one.

 

I try to use different bodies (with unique bobies by race)

When i use only cbbe (or in my special case only CosioHD-ones) everything seems fine (beside the pussy collision) but the uunp ones didn't jiggle and collide at all.

I used the old HDT ones and it worked without Issues, idk if i'm missing anything :0

Posted

Anybody have this working with the devious devices chain armors? The outfits load in game but don't seem to have physics on the chains, while my character body does have physics, and some chains don't connect right. I just installed the framework and physics files and have the xml from the cbbe body page off nexus. I'm somewhat new to hdt and recently getting back into skyrim so don't know if I need something else or would have to convert stuff maybe or if it's just incompatible at this time. 

Posted
12 hours ago, noreg said:

 

Can you please tell me what uunp Outfit/body you are using for HDT-SMP?

I always thought it hadt to be [SA] SMP-UUNP_BSL Conversion one.

2 hours ago, panchovix said:

I used the old HDT ones and it worked without Issues, idk if i'm missing anything :0

I'm using the UUNP body from UNP Female Body Renewal. It has full breast, butt and belly physics capability. Works great in SSE with SMP.

 

@panchovix Whichever body you decide to use, don't forget to copy the femalebody/hands/feet nifs to Data\CalienteTools\BodySlide\ShapeData\UnifiedUNP (or whatever the final folder is called, don't rmbr but it will be obvious once you get there) because when ppl copy over the Oldrim BodySlide files to their SSE installation they forget that the Oldrim BodySlide reference shape bodies need to be converted to SSE- if you build a UUNP body or outfit into your SSE game without making sure the reference body in BodySlide is the SSE body you installed, you will be building an Oldrim reference shape body into all your SSE outfits. This is not a good idea.

 

Here is how that all works for me in-game:

Spoiler

and body physics:

 

 

 

 

 

 

Posted
26 minutes ago, Vyxenne said:

I'm using the UUNP body from UNP Female Body Renewal. It has full breast, butt and belly physics capability. Works great in SSE with SMP. If you decide to use that body, don't forget to copy the femalebody/hands/feet nifs to Data\CalienteTools\BadySlide\ShapeData\UnifiedUNP (or whatever the final folder is called, don't rmbr but it will be obvious once you get there) because when ppl copy over the Oldrim BodySlide files to their SSE installation they forget that the Oldrim BodySlide reference shape bodies need to be converted- if you build a UUNP body or outfit into your SSE game without making sure the reference body in BodySlide is the SSE body you installed, you will be building an Oldrim reference shape body into all your SSE outfits. This is not a good idea.

@noreg exactly what Vyxenne said, that's a really good comment

Posted
2 hours ago, Gromilla said:

Hello friends. I came to you with gifts :)
I picked up some different SMP wigs with physics and I decided to port them under SE.

Honestly, I don `t know the authors, and so if someone finds out his creation, thank you so much and I apologize for not being able to contact. All rights belong to the authors. I hope that the admins will not delete this post, since I did not change anything (well, almost), but only clean the physics configuration files.

 

Hairstyles until they pass through their bodies and clothes, I haven’t worked out how to solve this problem until the end, and if someone has found a recipe for a solution, I will be glad to hear your opinion.

 

http://www.mediafire.com/folder/ohkrnkpy5b7f7/Hair_2

 

I hope this will be useful for you. 

Thank you for this, much appreciated....Just tested the one wig so far, Marie Rose, noticed all nif's shader texture set point to the "default" colour....It will have to be set manually for each nif....haven't tested the other wigs just yet, kind of late in my area of the world....nice job though!!!!

Posted
19 minutes ago, jesseg said:

Thank you for this, much appreciated....Just tested the one wig so far, Marie Rose, noticed all nif's shader texture set point to the "default" colour....It will have to be set manually for each nif....haven't tested the other wigs just yet, kind of late in my area of the world....nice job though!!!!

Oh thanks! I reloaded this file with the corrected files. All is well.

Posted

OK so I've all but given up and am beginning to think 3d modelling with proper smp cloth physics is on a par with welding titanium. I've read lots of tutorials about niftools and managed to do most things but am missing something key here. It would seem that an important factor as regards collisions is that the bone hierarchy is maintained in the armor nif file. I can't see how to do this and if anyone could explain I'd be eternally in your debt! :)

Posted
22 hours ago, jesseg said:

Thank you for this, much appreciated....Just tested the one wig so far, Marie Rose, noticed all nif's shader texture set point to the "default" colour....It will have to be set manually for each nif....haven't tested the other wigs just yet, kind of late in my area of the world....nice job though!!!!

Wait, there are separate nifs for a single hairstyle? They didn't use texture swaps? Which hair mod are you seeing this in, please, so I can go fix it.

Posted
7 minutes ago, Vyxenne said:

Wait, there are separate nifs for a single hairstyle? They didn't use texture swaps? Which hair mod are you seeing this in, please, so I can go fix it.

Yeah, the Marie Rose wig has about 5-6 nifs for the colours, but Gromilla fixed it by editing each nif, you could just download the updated one instead of doing it yourself.....

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