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Everything posted by treota
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@Medusa30 A few questions I have for you to start off a debugging hullabalu. * Which version of the game are you running? (Special edition, Legendary etc) * Is the nif you are applying SMP to created by you or being adapted from an exisiting mod? * Does your hair nif contain proxy objects called VirtualGround, collision head, collision body? (with those exact names, triple check for typos) (also try removing the space in the 'collision' names, shouldn't matter but *shrug*)
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You are probably looking for something like this one: https://www.nexusmods.com/skyrim/mods/100306, the mods installer comes with the SMP version you will need. SMP is open source now so it is entirely possible someone has taken up supporting newer versions on LE. I have not come across it though so you may be stuck with the last supported release from Hydrogen for LE.
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Can't say I have tried using outfit studio for SMP outfits. Do you know if the outfit worked properly before using outfit studio to modify it? Falling through the floor is usually an indication of skeleton or constraint issues. Often the bone that SMP is attaching to does not exist so the physics object just falls into oblivion :wink:, your hdt physics logs should have some entries in them about not being able to find bones if this is the case
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Virtual ground is a proxy object used for collisions. It is attached to the base of your character and is used to give the illusion of your physics objects hitting the ground (noticable in things like a ball gown). The error means one of two things: There is a virtual ground object in your mesh that is still using an older format of object (NITriShape), running a converter would fix this. There is a virtual ground definition block in your physics XML files but there is no virtual ground object in the mesh itself.Either of these can be 'ignored' as SMP will just skip that calculation. This will mean that you don't get collisions with the ground but in your case I would guess that the virtual ground is an unintentional left over definition in the xml files that should be removed by the modder in question.
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This error means that your operating system is trying to parse 'floating' or 'decimal' numbers with commas ',' but the xml file is defined using dot notation '.' (or vice versa). Random learning material! 10.58 vs 10,58 The easiest way to solve this is to change your OS language to one that uses dot notation, alternatively you could go through all the xml files and change them to commas instead of dots. My os language for exampe is set to ENG_NZ, however ENG_US or any other dot notation language would work as well. ---- The other errors look like the mesh & xml files are from legendary edition. Special edition changed from NITriShapes to BSTriShapes. You may either need to convert the mesh in question to special edition or find someone who has already done it. https://www.nexusmods.com/skyrimspecialedition/mods/19911 NiTriShape converter https://www.nexusmods.com/skyrimspecialedition/mods/30121 COCO CheongSan Also make sure if you are not installing a body mod that you have a skeleton installed that works with SMP. https://www.nexusmods.com/skyrimspecialedition/mods/1988 XP32 skeleton is the most common.
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I would recommend using something like ModOrganizer and making a fresh profile with no other mods, just special edition SMP. It's very likely that you have other dll plugins conflicting with the hdt framework. After you have confirmed that SMP works on its own you can start adding more mods gradually. I have found the best way to benchmark that SMP is working is with the following setup: Mod Organizer SKSE SSE (installed manually, not with mod organizer; note Skyrim, SKSE and HDT need to be for the same game version. Bethesda likes to push out menial game updates that break everything.) HDT framework (installed manually, not with mod organizer) HDT SMP (installed manually, not with mod organizer) Bodyslide (needed to build the physics enabled body) CBBE SMP (if you have body physics at this point you are good to go)https://www.nexusmods.com/skyrimspecialedition/mods/12480?tab=description This mod helps a lot with the various updates for SSE. There are also links to basically all of those in the guide, CBBE SMP in particular has links to the SSE version of HDT-SMP.
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Seems like your hardware configuration does not support what SMP needs unfortunately :( There is this alternative though that may provide some of what you are looking for, there is even effort being put towards it using the same xml physics files as SMP. CBPC https://www.nexusmods.com/skyrimspecialedition/mods/21224 I am not sure if any clothing mods are set up for using CBP though.
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( ͡° ͜ʖ ͡°) Most interesting indeed, I generally end up with c++ runtimes due to all sorts of dev setup / other games installing them etc. It does make sense that it is required though, kinda suprised skyrim works at all without it let alone SMP :).
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Hmm, that would seem to suggest that SMP is working. Have you tried loading up a test Skyrim environment that only has SMP and the skirt you are attempting to use? Seems like it might be mod conflicts or something broken about the skirt mod. Some debugging options: 1. Set up a Skyrim environment with only CBBE SMP, Bodyslide and SMP. This works fine for me and should validate that SMP is working. 2. Try lowering some graphics settings, particularly around shadows. Make sure to start from a fresh save and manually put your SMP files in your Skyrim SKSE directory, supposedly mod managers can break things.
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@ATIMKOS What graphics card do you have? Probably worth checking the SMP log files for clues. (data/SKSE/plugins/*) https://developer.nvidia.com/opencl This page seems to suggest that having the latest drivers will give you OpenCL support of some kind, though this is probably dependent on the card in question.
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https://www.nexusmods.com/skyrimspecialedition/mods/29023 (CBBE has support for SMP now, description contains a link to SMP dlls) http://www.9dmmods.com/thread-61878-1-1.html (source, needs a 9dm account though) https://www.loverslab.com/topic/68731-hdt-smp-for-sse/page/200/?tab=comments#comment-2794698 (loverslab, explicit content warning, this one is kinda like the all in one setup)
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Might help: https://www.techpowerup.com/gpuz/ If you are playing on special edition you probably already have what you need, special edition only seems to require ~1.0 versions of OpenCL For legendary edition you may be out of luck. Easiest test would be to install SMP and see what happens really :)
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I don't think SMP has a configurable concept of motion types, then again I have not dived into it in quite a while. Your best option would be to try and narrow down the potential cause of FPS loss, give the following a try: - Comment out collisions in physics files (test if collision simulation is killing things, this can be quite sporadic when it hits and is the most likely thing to freak out) - Tweak the solver iterations (configs.xml) - Track how much load is on your CPU / GPU and where it is going (resource monitor might help) It is possible that the newer CPU has a worse implementation of the OpenCL layer, however it might be worth reinstalling the OpenCL runtime for your particular processor.
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Could you elaborate? Some particular part or information that needs to be revised perhaps.
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prZ is most likely more accurate. (64 fps is interesting, shall have to inquire sometime about what this is doing.) For a while it seemed that LE Skyrim required 2.0, However when testing SSE on a new rig using 1.2 everything worked fine. I don't recall needing to get anything specific for my 1080ti to work with SMP, however I am using SSE. You should only need OpenCL on either of your CPU or GPU, some people have reported that using CPU is better as Skyrim is already blasting your GPU apart. I probably can't really help much unfortunately if Intel has decided to be butts about their drivers / software :sad:.
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Probably means the outfit has a bunch of needless copy pasted definitions in its xml file, or the skeleton you are using does not have the required bones. Either way it should not really cause much of a problem as the bone definitions just get ignored if they don't exist.
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Could always try removing 'bogus' nodes and then removing unused strings. (TBH I am out of my depth with that though, I am unsure if the nodes that get removed are actually needed for anything). You could also try removing the following nodes from your xml file: <shared>private</shared><can-collide-with-tag>...</can-collide-with-tag>I don't know of any actual schema for SMP xml's however I have not personally come across these two tags being valid.
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Nice! So we know that your physics is all fine its just the linking via string extra data that is not working. This is most likely related to path resolution (smp can't find or process the path given to it). Try in Nifskope doing spells > optimize > remove unused strings. You do have a typoed skinned mesh physics object lying around in the string table (this also moves your string to position 2 interestingly)
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Your NiStringExtraData is attached to the root node rather than the actual skirt mesh. Not 100% sure if that would cause issues, try removing the StringExtraData from the root node and put it in the NiTriShapes for the skirt instead. If that does not work try linking using the defaultBBPs.xml file.
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Your xml file looks fine. There is quite a lot of duplication that you don't need though, you can move your margin multiplier into the first bone defaults declaration then just declare all of your bones (this won't be what is breaking anything). If you are going to change the bone defaults though I highly recommend adding a bone defaults declaration at the bottom of your file that re-sets the mass of default bones to '0', this saves you from adding physics to bones that you did not intend to. It also saves you from the classic "my thing just falls off my character" problem. ---- To be of any assistance we will need to know a few things: What version of Skyrim are you using? (Special edition | Legendary edition etc)What exactly is breaking? (no physics | clothing falling off your character | funky physics)Have you had other SMP active items that do work properly? (i.e. are you sure it's specifically your xml that is broken and not SMP in general)Do your SMP log files contain errors?
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Nice, glad you found a fix :). I'll add it to the troubleshooting section of this guide.
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I have the d3dcompiler in my root skyrim directory, right next to the skyrim.exe & skse-loader, but I can not guarantee that those packages have not done some other form of linking that expects the dll to be elsewhere. You will probably have to replace all physics xml files '.' decimal notation with ','. This includes any xml files that come with armor. (could also change OS language to a dot notation one). I would recommend disabling PE and validating that SMP works at all in isolation so that you can rule out system issues. If SMP works on its own then something is probably trying to apply both systems to the same object. Some possible options to try: Try getting the latest version of LE SMP from source and replacing the various dll's.Make sure your SMP / PE etc is installed directly in your Skyrim directory rather than added via MO (can't say this has been an issue for me but some report that it is)
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SMP is just a tool in the box. It has no expectations one way or the other, you could write your own physics or copy someone else. The tool supports modders linking pre-made physics definitions to bodies/clothes/weapons etc so it's a bit hyperbolic to say it's expected that you write your own; it is however currently the norm to do so. As for the origin of work that supports SMP, this is really not the place to be discussing the legalities or morality of modding and derivative works.
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I have seen this in SSE occasionally, did not notice it in LE Skyrim. Warning! Assumptions ahead. From pure observation it would seem like the player is moved at some point during cell loading (or physics is being initially calculated from 0,0,0). SMP is applied before this move happens so the end result is physics that think that the player has moved extremely fast from point A -> point B. It is also possible, if the physics are applied from a point far away from the player, that the bones are left behind and get gradually corrected by the constraint error resolvers (these apply force to counter 'drift' and push bodies back to where they should be). This would be consistent with what I have seen where the bones seem to slowly slide back into place. This is probably fixable in the SMP layer by turning off physics / making all bones static until said load is completed. I don't believe there is anything that can be done on our end though.
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Short answer: No. Longer answer: Sort of, most PE armor has the hard part done already (weight mapping). You can pretty much just plug your body physics xml into the armor and be good to go. The problem with that is the severe lack of any standard naming convention amongst mods (worst offenders are bulk armor packs that have inconsistent names >.<), means you have to add a 'link' entry to your defaultBBPS.xml for basically every armor that you want to be SMP active. This will also just flat out not work at all for anything with custom bones in it, that will require a custom physics definition xml. The bright side is that linking PE armor to SMP is a pretty easy process -> https://www.loverslab.com/topic/89576-10-minutes-or-less-guide-to-making-your-entire-hdt-pe-armor-library-jiggle-with-smp/ Also on the bright side, there seems to be an increasing amount of native SMP support in newer mods these days. There have been some efforts to link armor packs already so you might be able to find a fairly painless drop 'n' go solution for what you are looking for. e.g. the world of bikini armor is addressed in this one: (fair warning there is some more extreme NSFW content on this particular link)