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HDT SMP for SSE?


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Posted
1 hour ago, jesseg said:

i don't think there is a labia file for CBBE, when you build CBBE special in bodyslide it outputs with a functioning labia.....

 

thats what I thought to. Im lost on this smp thing. Never had issues with LE but SSE makes me want to bang my head against the wall. I just deleted everything and started over. Now for some reason when the male gets naked his chest and ass look like they are melting in the ground. kind of funny really but seriously frustrating. 

Posted

Uhh... I'd love to download the main file... but the verification image never appears no matter how many times I try so I can't register... Can someone help a guy out?

Posted
10 hours ago, dooders said:

yup still a no go. is there suppose to be a seperate labia file?

 I currently have a feet, gauntlet, glove, glovelow, hands, handscollide, headfemale, headmale, malebody, malegenitals, malehands, cbbe, configs, baseshape, penis, boner, and defaultbbps files

 

Hi! It's not a separate file. In the femalebody_0/1 there is a separate BSTRishape for the labia. In my CBBE.xml file I have separated it like this:

<per-triangle-shape name="CBBE">
		<margin>0.15</margin>	
		<penetration>1.0</penetration>
		<tag>body</tag>		
		<no-collide-with-tag>body</no-collide-with-tag>				
		<no-collide-with-tag>Labia</no-collide-with-tag>
		<no-collide-with-tag>Arms</no-collide-with-tag>			
		<no-collide-with-tag>Thighs</no-collide-with-tag>	
		<no-collide-with-tag>Rbreast</no-collide-with-tag>	
		<no-collide-with-tag>Lbreast</no-collide-with-tag>	
		<no-collide-with-tag>Balls</no-collide-with-tag>
		<no-collide-with-tag>FBalls</no-collide-with-tag>
		<no-collide-with-tag>Belly</no-collide-with-tag>
		<no-collide-with-tag>hands</no-collide-with-tag>
		<no-collide-with-tag>FGenitals_snake</no-collide-with-tag>	
		<weight-threshold bone="NPC L Pussy02">3.0</weight-threshold>
		<weight-threshold bone="NPC R Pussy02">3.0</weight-threshold>	
	    <weight-threshold bone="NPC L Breast">3.0</weight-threshold>
		<weight-threshold bone="NPC R Breast">3.0</weight-threshold>		
		</per-triangle-shape>	

	<per-triangle-shape name="Labia">
		<margin>0.08</margin>
		<penetration>1.0</penetration>
		<tag>Labia</tag>
		<no-collide-with-tag>Labia</no-collide-with-tag>
		<no-collide-with-tag>body</no-collide-with-tag>	
		<no-collide-with-tag>hair</no-collide-with-tag>	
		<no-collide-with-tag>MaleBody</no-collide-with-tag> 
		<no-collide-with-tag>Thighs</no-collide-with-tag>
		<no-collide-with-tag>Arms</no-collide-with-tag>	
		<no-collide-with-tag>Rbreast</no-collide-with-tag>
		<no-collide-with-tag>Lbreast</no-collide-with-tag>
		<no-collide-with-tag>Balls</no-collide-with-tag>		
	    <no-collide-with-tag>FBalls</no-collide-with-tag>	
		<no-collide-with-tag>Belly</no-collide-with-tag>		
	   </per-triangle-shape>	

 

Posted
29 minutes ago, Farass said:

Hi! It's not a separate file. In the femalebody_0/1 there is a separate BSTRishape for the labia. In my CBBE.xml file I have separated it like this:


<per-triangle-shape name="CBBE">
		<margin>0.15</margin>	
		<penetration>1.0</penetration>
		<tag>body</tag>		
		<no-collide-with-tag>body</no-collide-with-tag>				
		<no-collide-with-tag>Labia</no-collide-with-tag>
		<no-collide-with-tag>Arms</no-collide-with-tag>			
		<no-collide-with-tag>Thighs</no-collide-with-tag>	
		<no-collide-with-tag>Rbreast</no-collide-with-tag>	
		<no-collide-with-tag>Lbreast</no-collide-with-tag>	
		<no-collide-with-tag>Balls</no-collide-with-tag>
		<no-collide-with-tag>FBalls</no-collide-with-tag>
		<no-collide-with-tag>Belly</no-collide-with-tag>
		<no-collide-with-tag>hands</no-collide-with-tag>
		<no-collide-with-tag>FGenitals_snake</no-collide-with-tag>	
		<weight-threshold bone="NPC L Pussy02">3.0</weight-threshold>
		<weight-threshold bone="NPC R Pussy02">3.0</weight-threshold>	
	    <weight-threshold bone="NPC L Breast">3.0</weight-threshold>
		<weight-threshold bone="NPC R Breast">3.0</weight-threshold>		
		</per-triangle-shape>	

	<per-triangle-shape name="Labia">
		<margin>0.08</margin>
		<penetration>1.0</penetration>
		<tag>Labia</tag>
		<no-collide-with-tag>Labia</no-collide-with-tag>
		<no-collide-with-tag>body</no-collide-with-tag>	
		<no-collide-with-tag>hair</no-collide-with-tag>	
		<no-collide-with-tag>MaleBody</no-collide-with-tag> 
		<no-collide-with-tag>Thighs</no-collide-with-tag>
		<no-collide-with-tag>Arms</no-collide-with-tag>	
		<no-collide-with-tag>Rbreast</no-collide-with-tag>
		<no-collide-with-tag>Lbreast</no-collide-with-tag>
		<no-collide-with-tag>Balls</no-collide-with-tag>		
	    <no-collide-with-tag>FBalls</no-collide-with-tag>	
		<no-collide-with-tag>Belly</no-collide-with-tag>		
	   </per-triangle-shape>	

 

Thank you so much for you help so far but im still dead in the water. so after reinstalling all hdt smp files and SOS. I built a new body, ran FNIS, and I started a new game with the adjustments you posted and still no collision. Again all other HDT SMP is working (hair,breast,butt). since yours is working, anyway you could upload your files? I would like to compare and see what I did wrong. 

Posted
20 minutes ago, dooders said:

Thank you so much for you help so far but im still dead in the water. so after reinstalling all hdt smp files and SOS. I built a new body, ran FNIS, and I started a new game with the adjustments you posted and still no collision. Again all other HDT SMP is working (hair,breast,butt). since yours is working, anyway you could upload your files? I would like to compare and see what I did wrong. 

 

cbbe-smp.xml

MaleGenitals.xml

femalebody_0.nif

femalebody_1.nif

malegenitals_0.nif

malegenitals_1.nif

Posted

 So it sounds like CBP is a lower 'resolution' edition of the same type of physics framework as SMP which is truly excellent.

 

From what I've seen so far, it looks like it may be possible to use both at the same time for different applications. So where lower 'resolution' physics is sufficient to provide proper motion in some places, CBP can carry it. Where more precision is needed and CBP looks awkward, SMP could pick up the slack. The net effect could be realistic looking physics everywhere we want with a much lower performance hit than using SMP for everything.

 

I'm liking how this is shaping up.

Posted
5 minutes ago, Aldebaran said:

 So it sounds like CBP is a lower 'resolution' edition of the same type of physics framework as SMP which is truly excellent.

 

From what I've seen so far, it looks like it may be possible to use both at the same time for different applications. So where lower 'resolution' physics is sufficient to provide proper motion in some places, CBP can carry it. Where more precision is needed and CBP looks awkward, SMP could pick up the slack. The net effect could be realistic looking physics everywhere we want with a much lower performance hit than using SMP for everything.

 

I'm liking how this is shaping up.

CBP(C) trades faster calculations for less accuracy. And yes, you can use CBP(C) for body physics and SMP for hair and item physics.

Posted
14 hours ago, Farass said:

I give up, nothing works for me. I thought maybe it was a naming issue but thats not the case either. I tried editing in nifskope and nope that didnt work either. I will have to live with no collisions I guess. I think its an issue with SOS but no idea how to fix or tell exactly what it is.

Posted

it’s working now. I just reinstalled everything for like the 5th time and now it works. Maybe I messed something up in the malegenital.xml. Thanks farass for your help. 

Posted
3 hours ago, dooders said:

it’s working now. I just reinstalled everything for like the 5th time and now it works. Maybe I messed something up in the malegenital.xml. Thanks farass for your help. 

could you clarify that reinstall and load order of these mods ? have you used those xmls posted few posts up or you used the original ones from smp config? have you modified any values or added new lines in xmls? i have reinstalled couple of times with no new results, all work except the labia collisions...

Posted

In case anyone still wonders if HDT-SMP still works with UNP in SSE (boy... is THAT an alphabet soup!) the answer is YES.  I bought a new PC not long ago and decided that if I was going to run SSE on it, I'd start from scratch and get physics working the way I wanted.  It took weeks to figure it all out -- I knew nothing about it -- but it all works fine now.  Here are the issues I ran into and how I solved them:

 

1) I am using Skyrim SSE Release 1.5.53.0.8, SKSE64 2.0.10. rel 5, and hdtSSE framework and physics for 1_5_53.  Which means everything works fine NOW -- all subject to change when Bethesda updates SSE and breaks it again.

2) Nude/base undies body works fine right out of the box if the instructions on the UNP mod page are followed -- but you must watch your version numbers.  At first, I was using my old download of hdtSSE (because the Chinese site is a bit tough to navigate) but it didn't work. As soon as I downloaded the fresh version, it worked fine. 

3) Took me forever to figure out why I wasn't getting bounce on my armor.  A little digging in Nifskope revealed the issue.  In some oldrim conversions, the name of the resource body differed from the name listed in my defaultBBPs.xml file.  (In some cases it was "UNP," in others it was "UUNP", and in still others it was something weird like "UNP_Body_0".) I just added lines in my xml that linked the name listed in the armor to my actual UNP xml file and everything worked. 

4) Caveat to #3: Some oldrim armor conversions had issues that required Outfit Studio to resolve.  In a few cases where armor should be static (like a hard breastplate) and was therefore not linked to breast nodes, visible breasts were bouncing/clipping through the armor.  For these conversions, I went into Outfit Studio and deleted the vertices from the source body from under those armor pieces.

 

I'm afraid my interest in bouncing things extends only to clothed people, so I can't speak to any other (naked, adult) collisions.  I assume, however, it will all work as it did before, since everything WITH clothes does. 

 

My last thoughts on this... It's probably better to go with CBP if you're starting from scratch, since it sounds like hydrogensayshdt may no longer be supporting the hdtSSE framework, whereas there are new and exciting things happening with CBP.  Alas, I figured that out at the END of my physics exploration and I wasn't about to start from scratch AGAIN at that point.

 

Thanks, all of you, for posting code and detailed explanations on these forums.  I lurked and learned SO MUCH from the expertise here!

Posted
14 hours ago, agiz19 said:

could you clarify that reinstall and load order of these mods ? have you used those xmls posted few posts up or you used the original ones from smp config? have you modified any values or added new lines in xmls? i have reinstalled couple of times with no new results, all work except the labia collisions...

I didnt use his exact xmls. More used them as a frame of reference for how the xml should be set up. all SMP is DIY so his xml wont exactly work for everyone. I did a copy paste and it didnt work. I installed cbbe, then sos for se, then xpmse, smp files, cbbe config files, built the body, ran fnis. I checked the Malegenitals.xml and made sure smp was giving the right parts physics. Started a new game and everything worked. The collisions arent great because the xml needs editing but its clearly working.

Posted
On 11/13/2018 at 3:25 PM, Gromilla said:

It seems that I managed to do something :)

Especially for @Vyxenne 

  Hide contents

 

 

I'm impressed!  My oldrim port of this either sticks to the floor or causes a CTD when I try to get physics working on it, which means you know things I don't.  Any chance you could point me in the direction of a tutorial for how to get all this working properly?  I'm not a newbie when it comes to rigging 3D objects in general, but I'm not terribly familiar with the Nif format, especially as it pertains to physics.  Up to this point, I've just used Outfit Studio to conform and weight-map garments to the existing bones in the resource body.  This is sufficient for bounce, but not for anything that "flows around" the body (like skirts or cloaks).  I realize that those garments need extra bones to conform to.  As stated before, I ported my oldrim version of this outfit over and am attempting to write some xml for it, but before I get too deep, I want to know if it's just my poor xml coding, or if I need to adjust something in the rigging to make this work. 

 

I've been poking around with Nifskope and looking at the mesh and corresponding xml files for physics-enabled outfits that work (vs. those from oldrim, etc., which don't anymore.)  I can see that in the working garments, there's a "root" NiNode at the character's feet.  There's also a rig of "NPC" NiNodes which show the heirarchy of bones in the object.  I'm just wondering if you need to completely re-rig the outfit in 3DS Max (or Blender, which I detest) for physics to work, or if you can do this in NifSkope. 

 

In short... it seems I know just enough to be dangerous.  On the bright side, with a little extra help, I might be useful.  I've worked with 3D meshes and rigging for years (I make art) and I'm a quick study!

Posted
4 hours ago, KaribouOfDoom said:

I'm just wondering if you need to completely re-rig the outfit in 3DS Max (or Blender, which I detest) for physics to work, or if you can do this in NifSkope. 

I couldn't get the blender nif plugin to export without messing up the rigging. After reading the wiki it seems there's an issue with exporting transforms. If you want to change the shape of an smp/pe enabled outfit for sse then you have to re-skin the skirt bones and 3ds max + nif plugin appears to be the only option. Sadly documentation on this is pretty limited. I found this article which has some useful tips: https://beyondskyrim.org/rigging-3ds-max/

Posted
6 hours ago, KaribouOfDoom said:

I'm impressed!  My oldrim port of this either sticks to the floor or causes a CTD when I try to get physics working on it, which means you know things I don't.  Any chance you could point me in the direction of a tutorial for how to get all this working properly?  I'm not a newbie when it comes to rigging 3D objects in general, but I'm not terribly familiar with the Nif format, especially as it pertains to physics.  Up to this point, I've just used Outfit Studio to conform and weight-map garments to the existing bones in the resource body.  This is sufficient for bounce, but not for anything that "flows around" the body (like skirts or cloaks).  I realize that those garments need extra bones to conform to.  As stated before, I ported my oldrim version of this outfit over and am attempting to write some xml for it, but before I get too deep, I want to know if it's just my poor xml coding, or if I need to adjust something in the rigging to make this work. 

 

I've been poking around with Nifskope and looking at the mesh and corresponding xml files for physics-enabled outfits that work (vs. those from oldrim, etc., which don't anymore.)  I can see that in the working garments, there's a "root" NiNode at the character's feet.  There's also a rig of "NPC" NiNodes which show the heirarchy of bones in the object.  I'm just wondering if you need to completely re-rig the outfit in 3DS Max (or Blender, which I detest) for physics to work, or if you can do this in NifSkope. 

 

In short... it seems I know just enough to be dangerous.  On the bright side, with a little extra help, I might be useful.  I've worked with 3D meshes and rigging for years (I make art) and I'm a quick study!

I adapted this by picking up @Vyxenne and I would hardly have worked with this clothing if it were not for her request :)
The main problem was already voiced here more than once - this is an excess of the bone limit (for the SE it is 80 bones) for one shape in the nif file. In this dress, there were 81 in the mesh of the skirt and corset. So we had to split the mesh and restore the weight of the bones. This can be done in the 3D program, but since I am a noob in this, I had to do everything in Outfit Studio. The most important thing after splitting the mesh into parts is to precisely split the bones of the skeleton into new parts of the mesh and check all the weight of the bones. Otherwise there will be holes or strong distortions of the mesh and the game. Do not know whether it is necessary to explain the separation process in more detail, this has already been described many times. And editing of scales and transfer of bones in each case is different. And each time you have to “dance with a tambourine” around the mesh :) in order to ensure the correct operation of all the clothes in its entirety.
And of course, you need to add new parts of the mesh to the ml file and configure collisions.
I do not even know what else to help with the explanation :)
The same problem exists in some wigs and other clothes.

Posted
On 11/15/2018 at 3:20 PM, GodWearsGucci said:

Anyone know what page on here has the download link to SMP hairs or the wigs? 

There is no such thing as "SMP Hairs" because the SMP Physics system can only deal with equippable items so far- that's why people made so many wigs for SMP.

 

Here are the wigs I got from this page, back around April or so:

HDT-SMP KS Pony Hair SSE

HDT-SMP Hair Project

KS Wigs HDT-SMP-SE

 

You can also find YunDao Wigs HDT-SMP-SE on the SSE Nexus, although I'm in the middle of cleaning it up and adding a few new wigs to it (see latest sticky.)

Posted
6 hours ago, Gromilla said:

I adapted this by picking up @Vyxenne and I would hardly have worked with this clothing if it were not for her request :)

I think I love you- the Royal Elven Set Armor is beautiful and now moves perfectly, thanks to you. :classic_heart:

Posted
1 hour ago, Vyxenne said:

I think I love you- the Royal Elven Set Armor is beautiful and now moves perfectly, thanks to you. :classic_heart:

 

Happy 100th page of posting! This thread is obscenely long considering how much valuable information is lost in it.

Posted
22 minutes ago, cminnow said:

Happy 100th page of posting! This thread is obscenely long considering how much valuable information is lost in it.

and coincidentally a happy 100th post to you!  :P

Posted
9 hours ago, Vyxenne said:

There is no such thing as "SMP Hairs" because the SMP Physics system can only deal with equippable items so far- that's why people made so many wigs for SMP.

 

Here are the wigs I got from this page, back around April or so:

HDT-SMP KS Pony Hair SSE

HDT-SMP Hair Project

KS Wigs HDT-SMP-SE

 

You can also find YunDao Wigs HDT-SMP-SE on the SSE Nexus, although I'm in the middle of cleaning it up and adding a few new wigs to it (see latest sticky.)

Don't remember typing both lol. I meant the ks wigs. Wasn't sure the exact name, cause i been away for a few months due to needing a new pc. Thanks for the links, I appreciate it. 

Posted
15 hours ago, Vyxenne said:

@Gromilla @shiva @Tooneyman23 @EverybodySwatchin:

 

Ousnius has just released a new version of NifOptimizer:

Version 3.0.7

  • - Added LE output mode.
  • - Limit bones per partition to 80 for SSE (then split automatically).

We should throw some serious huggles at him. Shut up, @Grey Cloud  :classic_tongue:

Wow, This is great news! Thank you very much! I will go to learn new features :)

 

UPD.

But "Limit bones per partition to 80 for SSE (then split automatically)." does not solve the problem with over the number of bones in the mesh. Well, or I do not understand. :) So far everything is solved only by dividing the mesh into parts.

UPD2.

And one more thing, after a complete reinstallation of the game, physics 1.5.53, I noticed that collisions work by default (!) When the body (and its parts - hands, legs, genitals) is declared in the defaultBBPs.xml file and there is no need to prescribe collisions in the <no-collide-with-tag>bodypart tag</no-collide-with-tag>. Only it is necessary to register the collisions of the mesh itself ? like 

<tag>feet</tag>

<no-collide-with-tag>feet</no-collide-with-tag>. to reduce the CPU load.

and no more. 

I checked this point on several types of bodies (standard UUNP, CBBE, Special and not standart COS) without additional collisions meshes (proxy, invisible meshes). Everything is working. This is either an update in the physics framework (If anyone checked this version, I would be grateful) or I simply did not notice this before ? .

 

I have not yet reinstalled the SOS and SL, but I think that everything will work there. If necessary, I will collect standard packages of xml settings for these bodies. 

 

Similarly, wigs (and i think other stuff) collide with a inoutfit body that is declared in the defaultBBPs.xml file, but do not work with bodies in SMP clothing that is managed by its own xml file (conflict of complaints?), do not work with the any clothing (that is, the wig passes through the clothes but stops on the body) until the clothes meshes are declared in the main defaultBBPs file (This is still a guess, but I will check in the near future).
In general, there is something to think about. Constantly there is something new, or well forgotten old :) 

 

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