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HDT SMP for SSE?


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Posted
On 11/5/2018 at 8:28 PM, realclone said:

At this stage, SMP relies on the speed of CPU and has nothing to do with gpu.

Open question, not just for realclone - how multi-threaded is SMP? I'm seriously considering a Threadripper build, and I'd love to know if SMP will peg 16 cores given enough vertices. If SMP doesn't scale and prefers a high single-core clock speed, that's going to be a significant check in Intel's column.

Posted
15 hours ago, realclone said:

which exceeds the 80 bones per shape limit for SE

is this true?

Yes, it is one reason why wigs (and clothes) sometimes stretch to infinity. This 80-bones-per-shape limit does not exist in Oldrim, which is why cloth-physics models that worked in Oldrim can nonetheless fail in SSE. I have personally tried to fix theRoadstrokers Royal Elven Set that I fell in love with from your video *sigh*... it has ONE SHAPE ONLY with 81 bones. I tried to separate the over-limit shape into 2 separate shapes but I don't have the skills to do it- I got it nicely separated but something failed to copy over to the new shape so it ruined the mesh. I don't know what it is that failed to copy but I suspect it was the BSDismemberSkinInstance, and I don't know what to do about that and I can't ask a genius like Ousnius because I use UUNP and he won't help us any more unless we switch to new CBBE. :classic_angry:

 

But yes, it's absolutely true- meshes with more than 80 bones in a single shape ("partition") will not work in SSE.

Posted
On 11/5/2018 at 12:32 PM, Aldebaran said:

This is when I really wish it were possible to bookmark posts.

You can bookmark or shortcut posts.

  • To bookmark one, just bookmark whatever page you're on, rename the bookmark appropriately and replace the url in the bookmark with the one below.
  • To make a desktop shortcut, right-click anywhere on the desktop and select New >> Shortcut, name it whatever and use the url below as the "file location."

Go ahead. Click it. You know you wanna see how far down the rabbit hole it goes... :classic_biggrin:

 

https://www.loverslab.com/topic/68731-hdt-smp-for-sse/?do=findComment&comment=2420760

 

Posted
2 hours ago, Vyxenne said:

Yes, it is one reason why wigs (and clothes) sometimes stretch to infinity. This 80-bones-per-shape limit does not exist in Oldrim, which is why cloth-physics models that worked in Oldrim can nonetheless fail in SSE. I have personally tried to fix theRoadstrokers Royal Elven Set that I fell in love with from your video *sigh*... it has ONE SHAPE ONLY with 81 bones. I tried to separate the over-limit shape into 2 separate shapes but I don't have the skills to do it- I got it nicely separated but something failed to copy over to the new shape so it ruined the mesh. I don't know what it is that failed to copy but I suspect it was the BSDismemberSkinInstance, and I don't know what to do about that and I can't ask a genius like Ousnius because I use UUNP and he won't help us any more unless we switch to new CBBE. :classic_angry:

 

But yes, it's absolutely true- meshes with more than 80 bones in a single shape ("partition") will not work in SSE.

its easy to separate one meth,if its true ,i can fix it

Posted
4 hours ago, realclone said:

its easy to separate one meth,if its true ,i can fix it

How? 3d programs? I found this OutfitStudio split process description:

"Yes, you can split shapes in outfit studio.  Mask what you want to split then under shape there is an option to seperate vertices.  Name your new shape and there you go.  Just remember to delete the extra bones from that shape or you'll run into the same problem."

 

Need more gold ... information :)

 

UPD. Now I tried, it works! ? How did I notice this before? ? As always, the sun turned out to be simple.

Posted
11 hours ago, Vyxenne said:

You can bookmark or shortcut posts.

  • To bookmark one, just bookmark whatever page you're on, rename the bookmark appropriately and replace the url in the bookmark with the one below.
  • To make a desktop shortcut, right-click anywhere on the desktop and select New >> Shortcut, name it whatever and use the url below as the "file location."

Go ahead. Click it. You know you wanna see how far down the rabbit hole it goes... :classic_biggrin:

 

https://www.loverslab.com/topic/68731-hdt-smp-for-sse/?do=findComment&comment=2420760

 

Good heavens, Vyx, that means I'd have to clean up my browser bookmarks first. ?? 

 

Really though, saving interesting things to my blog seems to be working pretty well.

Posted
12 hours ago, Vyxenne said:

Yes, it is one reason why wigs (and clothes) sometimes stretch to infinity. This 80-bones-per-shape limit does not exist in Oldrim, which is why cloth-physics models that worked in Oldrim can nonetheless fail in SSE. I have personally tried to fix theRoadstrokers Royal Elven Set that I fell in love with from your video *sigh*... it has ONE SHAPE ONLY with 81 bones. I tried to separate the over-limit shape into 2 separate shapes but I don't have the skills to do it- I got it nicely separated but something failed to copy over to the new shape so it ruined the mesh. I don't know what it is that failed to copy but I suspect it was the BSDismemberSkinInstance, and I don't know what to do about that and I can't ask a genius like Ousnius because I use UUNP and he won't help us any more unless we switch to new CBBE. :classic_angry:

 

But yes, it's absolutely true- meshes with more than 80 bones in a single shape ("partition") will not work in SSE.

The game renders skinned meshes by partitions, not by shapes. So you don't need to separate shapes, you just need to split partitions into multiple (other than OS, there's no tool that can do this for SSE though and it can't be done manually in NifSkope).

 

OS does this automatically for FO3/NV after 18 bones, for Oldrim and SSE it's infinite. I can enable the split after 80 bones for SSE.

Posted
1 hour ago, ousnius said:

The game renders skinned meshes by partitions, not by shapes. So you don't need to separate shapes, you just need to split partitions into multiple (other than OS, there's no tool that can do this for SSE though and it can't be done manually in NifSkope).

 

OS does this automatically for FO3/NV after 18 bones, for Oldrim and SSE it's infinite. I can enable the split after 80 bones for SSE.

Interesting. But I honestly do not understand :)  What is partitions in the OS and how to split it? 

For example there is a skirt. Nif file contains one shape. This shape contains 10 partitions. In OS, I mask the necessary part of shape (some necessary partitions) and make "separate vertices". It turns out two pieces .. what? 

Posted
23 hours ago, Foxtrot6 said:

Woahmygawdwhatthehell I just spent the last 40 minutes digging through this thread and i'm more confused than when i started. Okay so for 1) I didn't know HDT was nearly this complicated. You guys are doing a great job keep it up. and 2) I'm sorry if i missed something but I just moved from LE to SE and i'm wondering how/if i can get HDT and TBBP working. I have the newest skse installed (v2.00.10) and XPMSSE (v4.51). 6 months ago when i checked it was impossible without the new skse. now it seems like people are getting it working. im just not sure how. 

 

EDIT: oh i should also mention ive tried downloading the HDT framework and main file from here: http://9dm.zhongyidiantong.com/thread-61878-1-1.html I downloaded v1.5.53 of both and they install fine and everything they just dont work in game. i do have part of a log from one of them though it probably wont be much help


I try to help you
1) Install Skyrim SE in my documents ( if you install in root  directory you will have some bugs with skse64 and some mods will not load)
2) Install CBBE , XP32, bodyslider and Fins as usual.
3) you have to download  hdtSSEFramework_1_5_53,  hdtSSEHH_1_5_53 and   hdtSSEPhysics_1_5_53 from this site: https://gamer-mods.ru/load/skyrim_se/odezhda/fleur_hdt_smp_se/169-1-0-7510 (Russian site better than chinese for me lol)
Obs:  Go in comments and you will see a updated version of the mod. ( I don't know if can post archive here, if I can i will put here the files for you to download)
4) Run Fins and enable Boobs Pyschs in bodyslider click build
5) Have fun

 

Posted
18 hours ago, realclone said:

its easy to separate one meth,if its true ,i can fix it

Here is a short video of what is going wrong in-game:

 

 

Here is my SSE conversion of theRoadstrokers Royal Elven Set SMP 7B. I would be eternally grateful if you could fix the one skirt shape that has 81 bones by separating it into 2 different shapes without blowing up the mesh. Thank you.

Posted
8 hours ago, ousnius said:
21 hours ago, Vyxenne said:

I can't ask a genius like Ousnius because I use UUNP and he won't help us any more unless we switch to new CBBE.

The game renders skinned meshes by partitions, not by shapes. So you don't need to separate shapes, you just need to split partitions into multiple (other than OS, there's no tool that can do this for SSE though and it can't be done manually in NifSkope).

 

OS does this automatically for FO3/NV after 18 bones, for Oldrim and SSE it's infinite. I can enable the split after 80 bones for SSE. 

 

I thank you from the bottom of my heart for making a liar out of me. ❤️

 

I am calling the various doolollies that appear in the right-hand pane of OS (above all the sliders) "shapes." I'm doing this because when I go to the Partitions tab (still in OS) it looks absolutely nothing like the Meshes tab thingies that I have marked with red arrows in the following screamshot:

RoyalElvenShapes.png.eb8ce983137fbd1ed8cedf6679a03b14.png

 

Since reading your response, I'm no longer sure that the doolollies marked with red arrows above are "shapes" as I have been calling them. Could you please tell me what you call them? Whatever they are, those are the things that cause failures if any one of them has more than 80 bones. (You have to open it in Nifskope to count the bones because OS just shows me the same Bones list, including every bone in the Project, regardless of which Shape (or doololly :classic_tongue: ) I have highlighted on the Meshes tab.)

 

Thanks again for your kindness in sharing your expertise with us apostates. :classic_wub:

Posted
21 minutes ago, jesseg said:

@VyxenneWhat's the shape name of your body?

Edit - also check the xml, the body, breasts have been commented out

I call her Naughty Girl. What's the name of your body? :classic_tongue: And my "Shape Name" is "Angie UUNP-Special Ooh-La-La." Unless you mean the shape in the mesh, which is not nearly as much fun- it's just "UUNP."

 

OK, enough fooling around- the real name of my body is G:\Games\Steam\SteamApps\common\Skyrim Special Edition\Data\meshes\actors\character\character assets\femalebody_0 and _1 .nif. And yes, I'm used to my breasts being commented on when I'm out. :classic_biggrin: However, they bounce and jiggle to beat the band, so I may have sent you an obsolete xml. Here's the one I'm actually using in the game today: UUNP-Body.xml.

Posted

Yeah, the mesh is all explody when you look at it in NifSkope even though it looks fine in Outfit Studio. I'm just lost and have no idea how to fix anything about it so unless RealClone and/or Ousnius helps idk what to do with it.

 

It's so beautiful though, you should see the video RealClone made of it, looked like it was in GomaPeroLand, and the model (girl) had a runway walk that would make grown men cry. Maybe we can talk him into posting a link here, I can't find it now.

Posted
13 hours ago, Vyxenne said:

Here is a short video of what is going wrong in-game:

If you should ever open an inn in Skyrim you should call it "The Flouncin' Floozie" or "The Struttin' Strumpet".  ?

 

Posted

I have long promised @Vyxenne to solve the problem with this clothes and I don’t give up on my words ;) But I reinstalled the game with all the mods and do not know yet when I can start the processing pipeline porting again in SE SMP. :) If someone does it first, then please post the files for study. 
I have not yet received a response from the author of Merida Hair, if anyone knows how to contact him except the forum, I would be grateful.
And in general, the question is: Do I need to make a separate topic on wigs, jewelry, clothes ported to the SE  with the support of  SMP physics. I have accumulated something and much is in work now, but there may be problems with authorship and permission to publish.

Posted
15 hours ago, Vyxenne said:

 

I thank you from the bottom of my heart for making a liar out of me. ❤️

 

I am calling the various doolollies that appear in the right-hand pane of OS (above all the sliders) "shapes." I'm doing this because when I go to the Partitions tab (still in OS) it looks absolutely nothing like the Meshes tab thingies that I have marked with red arrows in the following screamshot:

 

Since reading your response, I'm no longer sure that the doolollies marked with red arrows above are "shapes" as I have been calling them. Could you please tell me what you call them? Whatever they are, those are the things that cause failures if any one of them has more than 80 bones. (You have to open it in Nifskope to count the bones because OS just shows me the same Bones list, including every bone in the Project, regardless of which Shape (or doololly :classic_tongue: ) I have highlighted on the Meshes tab.)

 

Thanks again for your kindness in sharing your expertise with us apostates. :classic_wub:

What you're calling shapes are shapes, yes.

 

But the limit isn't bound to those shapes, it's bound to each entry you see for each shape in the "Partitions" tab (that's where the data and skinning of the shape is stored and split up if it has multiple partitions).

 

CBBE SE has a body, a calf and a forearm partition on its main body shape. The 80 bones limit isn't for the "CBBE" shape, it's for the body, calf and forearm partition of CBBE (each can have 80 bones).

Posted
5 hours ago, ousnius said:

What you're calling shapes are shapes, yes.

 

But the limit isn't bound to those shapes, it's bound to each entry you see for each shape in the "Partitions" tab (that's where the data and skinning of the shape is stored and split up if it has multiple partitions).

 

CBBE SE has a body, a calf and a forearm partition on its main body shape. The 80 bones limit isn't for the "CBBE" shape, it's for the body, calf and forearm partition of CBBE (each can have 80 bones).

Thanks. Is there any way in OS to count the number of bones in a partition? Also, I have re-examined (in NifSkope) the main mesh for theRoadstroker's Royal Elven Set and discovered that the Nif Optimizer apparently correctly changed the NiTriShapes (or whatever they were) to BSTriShapes, but did not change the NiSkinInstances to BSDismemberSkinInstances. This concerns me and makes me wonder if this could be one of the reasons why the mesh doesn't quite work in SSE. I'm attaching just that mesh in case you want to look at it.

 

Torso2_1.nif

Posted
1 hour ago, Vyxenne said:

but did not change the NiSkinInstances to BSDismemberSkinInstances. This concerns me and makes me wonder if this could be one of the reasons why the mesh doesn't quite work in SSE. I'm attaching just that mesh in case you want to look at it.

 

I did not completely understand all the about "limitation" and "partition" logic and split it, but as far as NiSkinInstances is concerned, it can be converted into BSDismemberSkinInstances. right click on the line, select Block\Convert and then Bethesda\BSDismemberSkinInstances and vice versa. If it helps ...

And I hope that you will tell the whole truth about this confusing story when you unravel this tangle :)

Posted
1 hour ago, Gromilla said:

I did not completely understand all the about "limitation" and "partition" logic and split it, but as far as NiSkinInstances is concerned, it can be converted into BSDismemberSkinInstances. right click on the line, select Block\Convert and then Bethesda\BSDismemberSkinInstances and vice versa. If it helps ...

And I hope that you will tell the whole truth about this confusing story when you unravel this tangle :)

I understand what Ousnius said about the 80-bone limit being per-partition instead of per-shape as I had thought (and repeatedly posted here and elsewhere, more's the pity.) :classic_blush:

 

What I don't understand is how to work with partitions:

  • How do I count the bones in a particular partition? Can I do it in OS or must I use NifSkope?
  • If/when I discover a partition with >80 bones, how do I manually split one in such a way that everything needed for the new (second) partition will stand on its own and work?

 

@ousnius: You mentioned that you could give OS the ability to fix >80-bone partitions- it would be absolutely amazing if Nif Optimizer and/or Outfit Studio would detect partitions with >80 bones and do "whatever" to fix it, including cloth-physics meshes that depend on "bone hierarchies" (which I do not understand.) Thank you for offering to do that.

Posted

I could really need some help.

 

There are some HDT PE models in DD and ZAZ, that need to be converted to HDT SMP. My main problem is, that I don't really know, where to start. I didn't find any understandable guide for doing it and it also seems like noone did a conversion of those models and shared them. So here are the questions:

 

What do I have to do to the nif's?

What do I have to do to the xml's?

 

Posted
1 hour ago, Pfiffy said:

I could really need some help.

 

There are some HDT PE models in DD and ZAZ, that need to be converted to HDT SMP. My main problem is, that I don't really know, where to start. I didn't find any understandable guide for doing it and it also seems like noone did a conversion of those models and shared them. So here are the questions:

 

What do I have to do to the nif's?

What do I have to do to the xml's?

 

just convert nif to sse, hook smp xml files

about xml you should write the code by yourself

Posted
12 minutes ago, realclone said:

just convert nif to sse, hook smp xml files

about xml you should write the code by yourself

How is it done? I mean, it sounds pretty easy.... For someone who has done that before...

 

The nifs are already converted. (Easy thing tom do...) What do I have to change?

And where are the differences between the old PE xml's and the new SMP xml's?

Do I have to write completly new ones OR is it possible to edit the old ones to make them fit?

Posted
16 minutes ago, Pfiffy said:

How is it done? I mean, it sounds pretty easy.... For someone who has done that before...

 

The nifs are already converted. (Easy thing tom do...) What do I have to change?

And where are the differences between the old PE xml's and the new SMP xml's?

Do I have to write completly new ones OR is it possible to edit the old ones to make them fit?

Unfortunately, you need to rewrite the code, because the code of PE is completely different from that of SMP

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