CobbleSansPyro Posted June 4, 2021 Share Posted June 4, 2021 Yes. I do use XMPSE. I also did know about the xml parse error. I had to fix that earlier this week before installing the new body cuz my other SMP got borked again, but indeed I did see some commas in the xml. Ill take a look at it. If its still borked I'll share the xml code.Thanks for the reply BTW. Link to comment Share on other sites More sharing options...
CobbleSansPyro Posted June 4, 2021 Share Posted June 4, 2021 (edited) These are the lines in question: <bone name="L Breast00"><mass>0,000000</mass><inertia x="0" y="0" z="0"/><centerOfMassTransform><basis x="0" y="0" z="0" w="1"/><origin x="0" y="0" z="0"/></centerOfMassTransform><linearDamping>0</linearDamping><angularDamping>0</angularDamping><friction>0</friction><rollingFriction>0</rollingFriction><restitution>0</restitution></bone> <bone name="R Breast00"><mass>0,000000</mass><inertia x="0" y="0" z="0"/><centerOfMassTransform><basis x="0" y="0" z="0" w="1"/><origin x="0" y="0" z="0"/></centerOfMassTransform><linearDamping>0</linearDamping><angularDamping>0</angularDamping><friction>0</friction><rollingFriction>0</rollingFriction><restitution>0</restitution></bone>I've already tried replacing all commas with periods but that caused the boobas to fall into the either forever.But the comma for mass seem to be present on most bones. I'll try replacing these commas first and then the rest.Update: Only replacing those values didnt do much. However, it did fix the errors. Im now going to replace all the commas on every line in the bones.Bloody hell this file is riddled with commas.Update 2: replacing all bone commas dont seem to work either.Update 3: replaced EVERY comma. Now its displaying the issues for other files. Ill replace all for those.Update 4: That resulted in the Booba falling through the floor for all of eternity. Edited June 4, 2021 by CobbleSansPyro Link to comment Share on other sites More sharing options...
CobbleSansPyro Posted June 4, 2021 Share Posted June 4, 2021 K so The new error log seems to be largely the same.hello worldhdtSkinnedMeshPhysics[Fri Jun 4 10:59:02 2021]INFO: Queue OK[Fri Jun 4 10:59:02 2021]INFO: SKSEPlugin_Load[06/04/2021 10:59:51 AM]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\COCO\BaseShapeC.xml(4,0):VirtualGround is not a NiGeomery or doesn't exist, skipped[06/04/2021 10:59:51 AM]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\COCO\BaseShapeC.xml(377,0):Bone L Breast00 is not exist, skipped[06/04/2021 10:59:51 AM]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\COCO\BaseShapeC.xml(391,0):Bone R Breast00 is not exist, skipped[06/04/2021 10:59:51 AM]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\COCO\BaseShapeC.xml(502,0):constraint L Breast01 <-> L Breast00 : bodyB doesn't exist, skipped[06/04/2021 10:59:51 AM]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\COCO\BaseShapeC.xml(522,0):constraint R Breast01 <-> R Breast00 : bodyB doesn't exist, skipped[06/04/2021 10:59:51 AM]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\COCO\BaseShapeC.xml(542,0):constraint L Breast02 <-> L Breast00 : bodyB doesn't exist, skipped[06/04/2021 10:59:51 AM]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\COCO\BaseShapeC.xml(562,0):constraint R Breast02 <-> R Breast00 : bodyB doesn't exist, skipped[06/04/2021 10:59:51 AM]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\COCO\BaseShapeC.xml(974,0):unknown element - penetration[06/04/2021 10:59:51 AM]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\COCO\BaseShapeC.xml(1018,0):Bone NPC L Breast use before created, create by current default value[06/04/2021 10:59:51 AM]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\COCO\BaseShapeC.xml(1019,0):Bone NPC R Breast use before created, create by current default value[06/04/2021 10:59:51 AM]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\COCO\BaseShapeC.xml(1020,0):Bone NPC R Breast01 use before created, create by current default value[06/04/2021 10:59:51 AM]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\COCO\BaseShapeC.xml(1021,0):Bone NPC L Breast01 use before created, create by current default value[06/04/2021 10:59:51 AM]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\COCO\BaseShapeC.xml(1340,0):VirtualClitoris is not a NiGeomery or doesn't exist, skipped[06/04/2021 10:59:51 AM]WARNING: SKSE\Plugins\hdtSkinnedMeshConfigs\COCO\BaseShapeC.xml(1367,0):VirtualVaginaBack is not a NiGeomery or doesn't exist, skippedBut now for C. But I have replaced all commas for C so I dont see the issue.https://coco2048.blogspot.com/2021/01/cocobody-v4-smp-3bbb-standalone-version.html you can find the file here if you want to take a look at it. Link to comment Share on other sites More sharing options...
treota Posted June 5, 2021 Author Share Posted June 5, 2021 (edited) Alrighty, reinstalled LE with a fresh test environment and a new MO profile. Test setup:- SkyUI (mostly for MCM)- Live another life (for sanity)- FNIS (required by XPMSE but not really I did not generate idles in my test)- Racemenu (required by XPMSE)- Bodyslide (required to build the body)- [COCO]SMP body v5 LE standalone (I picked the UNP or body b version, shouldn't matter though)- XPMSE (bare bones install, no animation overrides selected) Critical point 1)Looks like COCO has you covered for the decimal notation issue, the installer for the body asks you if you are european, answer no to this and you will get dot notation rather than comma. Critical point 2)Make sure to build the entire group in bodyslide for your chosen body type, e.g. in my install I chose to use UNP3BBB so I have to build the entire group COCOUNP3BBB this comes with several choices for what I assume to be breast size related physics (A,B,C,D,P) just pick one of these that suits you (use batch build). My basic test setup has a rather dirty looking character but physics is all working as expected, you might need to turn on the 3BBB SMP physics via the hotkey or spell provided by UNP / CBBE (check your MCM). There are several warnings in the SMP logs about missing virtual mesh, that is most likely just some left over physics definition though that is not really harming anything other than log readability. Edited June 5, 2021 by treota Link to comment Share on other sites More sharing options...
ksj0511 Posted June 8, 2021 Share Posted June 8, 2021 (edited) Hello treota. I've been using SMP-PE path during last 2 years, but suddenly my smp physics is disable. I think I had some mistakes with installing mods but I donno what that is...... My PE physics is working well, by the way. I installed SMP-PE path by Manual Installing. And I checked and reinstalled all of my vr_redist files. (Frankly, My SkyrimMemPath had has trouble too, but it has been solving after vr_redist files's reinstalling.) Could you give me some tips, please? I attatch my logs as below for your checking. My SKSE log plugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\gotobed.dll (00000001 GoToBed 00000001) loaded correctlychecking plugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtHighHeelNative.dllplugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtHighHeelNative.dll (00000001 hdtHighHeelNative 00000001) loaded correctlychecking plugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtPhysicsExtensions.dllplugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtPhysicsExtensions.dll (00000001 hdtPhysicsExtensions 00000001) loaded correctlychecking plugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtSittingHeightFix.dllplugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtSittingHeightFix.dll (00000001 hdtHeightProtector 00000001) loaded correctlychecking plugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtSkinnedMeshPhysics.dllcouldn't load plugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtSkinnedMeshPhysics.dll (Error 5)checking plugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtSkyrimMemPatch.dllplugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtSkyrimMemPatch.dll (00000001 hdtSkyrimMemPatch 00000001) loaded correctlychecking plugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\nioverride.dll My hdtSkyrimMemPatch.log hdtSkyrimMemPatch[06/08/21 21:06:23]INFO: Queue OK[06/08/21 21:06:23]INFO: SKSEPlugin_Load My hdtSkinnedMeshPhysicslcs.log hello worldhdtSkinnedMeshPhysics[Wed Apr 21 22:30:09 2021]INFO: Queue OK[Wed Apr 21 22:30:09 2021]INFO: SKSEPlugin_Load My hdtPhysicsExtensions.log hdtPhysicsExtensions[06/08/21 21:06:23]INFO: Queue OK[06/08/21 21:06:23]INFO: System run with 8 threads[06/08/21 21:06:23]INFO: Havok simulated world created.[06/08/21 21:06:23]INFO: SKSEPlugin_Load[06/08/21 21:23:18]INFO: Physics system loaded : meshes\KS Hairdo's\HDT_dint999\xml\titaniumR.xml[06/08/21 21:23:18]INFO: Physics system loaded : meshes\KS Hairdo's\HDT_dint999\xml\titaniumL.xml[06/08/21 21:23:18]INFO: Physics system loaded : meshes\KS Hairdo's\HDT_dint999\xml\titaniumB.xml[06/08/21 21:23:18]INFO: Physics system loaded : Data\skse\plugins\hdtFingers.xml[06/08/21 21:23:18]INFO: Physics system loaded : skse\plugins\hdtm.xml[06/08/21 21:23:18]INFO: Physics system loaded : Data\SKSE\Plugins\hdtm.xml[06/08/21 21:23:18]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml[06/08/21 21:23:18]INFO: Physics system loaded : meshes\KS Hairdo's\HDT_dint999\xml\titaniumR.xml[06/08/21 21:23:18]INFO: Physics system loaded : meshes\KS Hairdo's\HDT_dint999\xml\titaniumL.xml[06/08/21 21:23:18]INFO: Physics system loaded : meshes\KS Hairdo's\HDT_dint999\xml\titaniumB.xml[06/08/21 21:23:18]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml[06/08/21 21:23:18]INFO: Physics system loaded : meshes\YunDao_Hdt\Hair\244ksHair.xml[06/08/21 21:23:18]INFO: Physics system loaded : Data\SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml[06/08/21 21:23:18]INFO: Physics system loaded : Data\skse\plugins\hdtFingers.xml[06/08/21 21:23:18]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml[06/08/21 21:23:18]INFO: Physics system loaded : meshes\YunDao_Hdt\Hair\244ksHair.xml[06/08/21 21:23:18]INFO: Physics system loaded : Data\SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml[06/08/21 21:23:18]INFO: Physics system loaded : Data\skse\plugins\hdtFingers.xml[06/08/21 21:23:18]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml[06/08/21 21:23:18]INFO: Physics system loaded : meshes\SGhairs\HDT_dint999\xml\hairwildsoul.xml[06/08/21 21:23:18]INFO: Physics system loaded : Data\skse\plugins\hdtFingers.xml[06/08/21 21:23:18]INFO: Physics system loaded : Data\SKSE\Plugins\hdtVagina.xml[06/08/21 21:23:18]INFO: Physics system loaded : Data\SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml[06/08/21 21:23:18]INFO: Physics system loaded : Data\skse\plugins\hdtFingers.xml[06/08/21 21:23:18]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml[06/08/21 21:23:19]INFO: Physics system loaded : meshes\SGhairs\HDT_dint999\xml\hairwildsoul.xml[06/08/21 21:23:19]INFO: Physics system loaded : Data\skse\plugins\hdtFingers.xml[06/08/21 21:23:19]INFO: Physics system loaded : Data\SKSE\Plugins\hdtVagina.xml[06/08/21 21:23:19]INFO: Physics system loaded : Data\SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml[06/08/21 21:23:19]INFO: Physics system loaded : Data\skse\plugins\hdtFingers.xml[06/08/21 21:23:19]INFO: Physics system loaded : SKSE\Plugins\hdtPhysicsExtensionsDefaultBBP.xml[06/08/21 21:23:34]INFO: Cell changed...[06/08/21 21:23:34]INFO: Add character 00000014[06/08/21 21:23:34]INFO: Add character 00019df7[06/08/21 21:23:34]INFO: Add character 6e008942[06/08/21 21:23:34]INFO: Add character 6f001d99[06/08/21 21:23:34]INFO: Add character 7100ea58 Edited June 8, 2021 by ksj0511 Link to comment Share on other sites More sharing options...
treota Posted June 14, 2021 Author Share Posted June 14, 2021 Hmm, not a lot to go on unfortunately. Logs seem to be mostly fine other than error 5 from smp, though to uncover what error 5 is meant to be will probably end up in a stroll through the source code for SKSE. If you have had SMP working before and it has stopped working recently then the most likely suspects would be other '.dll' based mods that could potentially be conflicting with smp loading. If you are not already using mod organizer I would highly recommend it as it makes tracking down specific mod problems pretty easy. Link to comment Share on other sites More sharing options...
ksj0511 Posted June 15, 2021 Share Posted June 15, 2021 Thanks for your advice. I could not find problems thought I use MO already... I think maybe initializing my computer and reinstalling Skyrim is will helpful... I will try that. Link to comment Share on other sites More sharing options...
Leskomo Posted July 14, 2021 Share Posted July 14, 2021 I have a question regarding collisions.I am currently trying to get a set of 5 tails to work with HDT-SMP. So far I got physics, but the tails won't collide with eachother for some reason. They'll collide with the ground, just not eachother. Can the tails not act as collision objects upon eachother? If not, is there another way I could get them to collide with eachother? Link to comment Share on other sites More sharing options...
treota Posted July 15, 2021 Author Share Posted July 15, 2021 (edited) N7R had some success with collision in this thread earlier, though I am not sure it is really the problem with yours.https://forums.nexusmods.com/index.php?/topic/3800385-a-guide-to-hdt-smp-usersmodders/page-20&do=findComment&comment=86734338 The tails are quite close to each other, presumably you have already tried various margin & penetration values? It is possible that you might have more success using proxy style objects that collide with each other rather than trying to use the actual tail mesh, the proxies could be made a lot slimmer to avoid having them clipping each other and constantly causing collision events, would probably be more performance friendly as well. You could also look into tweaking the rotation/translation constraints of each string of tail bones to sell the illusion of collision without actually using the collision system. Edited July 15, 2021 by treota Link to comment Share on other sites More sharing options...
Leskomo Posted July 15, 2021 Share Posted July 15, 2021 The tails are quite close to each other, presumably you have already tried various margin & penetration values? - Changing these values doesn't seem the fix anything. Rather, it breaks things. Raising the margin value causes the tails to either stutter/vibrate a bunch, or spaz out like crazy (I think b/c they're colliding with the leg mesh). The penetration value doesn't seem able to change this. It is possible that you might have more success using proxy style objects that collide with each other rather than trying to use the actual tail mesh, the proxies could be made a lot slimmer to avoid having them clipping each other and constantly causing collision events, would probably be more performance friendly as well. - This sounds like the ideal solution, but I have nearly 0 experience with 3D software. I don't suppose there is an easy way to make a proxy object? You could also look into tweaking the rotation/translation constraints of each string of tail bones to sell the illusion of collision without actually using the collision system. - I'm confused on how I could make this would work? I could re-define the angularUpper/LowerLimit constraints between each constraint group, but that won't change how far the tails fall, seeing as how the only difference between a limit of 0 and 2 is a noticeable stutter.Anytime I make the angularUpperLimit for x less than 2, the tails get that same stutter I mentioned earlier (but they don't spaz out). Link to comment Share on other sites More sharing options...
Recommended Posts