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A Guide to HDT-SMP Users/Modders


treota

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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.

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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 by CobbleSansPyro
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K so The new error log seems to be largely the same.

hello world
hdtSkinnedMeshPhysics
[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, skipped

But 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.
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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 by treota
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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 correctly
checking plugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtHighHeelNative.dll
plugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtHighHeelNative.dll (00000001 hdtHighHeelNative 00000001) loaded correctly
checking plugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtPhysicsExtensions.dll
plugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtPhysicsExtensions.dll (00000001 hdtPhysicsExtensions 00000001) loaded correctly
checking plugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtSittingHeightFix.dll
plugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtSittingHeightFix.dll (00000001 hdtHeightProtector 00000001) loaded correctly
checking plugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtSkinnedMeshPhysics.dll
couldn'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.dll
plugin C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\\hdtSkyrimMemPatch.dll (00000001 hdtSkyrimMemPatch 00000001) loaded correctly
checking 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 world
hdtSkinnedMeshPhysics
[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 by ksj0511
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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.

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  • 5 weeks later...

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.

 

 

unknown.png

 

 

Can the tails not act as collision objects upon eachother? If not, is there another way I could get them to collide with eachother?

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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 by treota
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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).

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