Jump to content

A Guide to HDT-SMP Users/Modders


treota

Recommended Posts

So... Correcting the "." to "," (and vice versa) in the Haku Dress .xml files fixed the error in the hdtSkinnedMeshPhysics.log. and same for the configs.xml. But.. nothing else changed. In fact neither the Haku Dress nor the configs.xml show up in hdtSkinnedMeshPhysics.log anymore.

 

Furthermore, it's interesting because all other .xml files in the hdtSkinnedMeshConfigs folder were using "." up to now, and all of them, except cbbe-tppb.xml, the Haku Dress .xml files and the configs.xml were showing signs of error in the hdtSkinnedMeshPhysics.log

 

I also tried placing the Haku .xml files in all of the related Haku folders, and in the hdtSkinnedMeshConfigs folder, and that didn't anything either.

 

Below is the log after replacing "." to "," ONLY for the Haku .xml files and the configs.xml file

 

Link to comment
Share on other sites

  • Replies 234
  • Created
  • Last Reply

Top Posters In This Topic

UPDATE: OK!! So I finally got it to work... kinda.. Here's what I did(for those who's on EUROPEAN FORMAT in Windows)

 

1a) re-installed all required files

1b) SKSE(Latest), XMPSE(Lastest AND ALL OF IT'S REQUIREMENTS latest ofc.) The dress' files and it's SMP patch ((remember to run FNISGenerator for users))

1c) move the d3d-something compiler to the skyrim root folder(and not just copy n' paste it over)

1d) Having issues with commas and periods I completely changed my OS language format from Danish(dansk) to English(US/USA)

2) completely and correctly installed my ENB(as I should've from the beginning)

 

Summary: I "kinda" got to work, and I can't emphasize "kinda" enough. The HDT SMP is applied to the dress, but... it's really buggy, like running, turning 180° or walking backwards slings the textures everywhere.

 

To Treota: do you also experience it being buggy?

Link to comment
Share on other sites

It's certianly not what I would call the cleanest simulation no.

Not totally awful though.
Haku_Dress_C.gif
https://imgur.com/a/cbEf3 (higher quality version)

If you are having trouble with physics simulations make sure that your framerate is locked to 60fps.

Many people have reported that higher frames than 60 causes weird issues, though I cant say that I have ever run into them.

 

Skyrim's animation system does not help either, physics simulation is going to get a bit confused when a character insta warps 180°

Edited by treota
Link to comment
Share on other sites

Hello Treota, I'm running into a problem with a SMP wig in SSE and hope you can help me. I've read through your guide and I don't understand where I'm going wrong.

 

I have SMP installed and working properly for CBBE, physics and collisions, and decided I'd try to get a SMP wig working. I downloaded

 

https://www.loverslab.com/files/file/1811-hdt-smp-ks-pony-hair/

 

and ran it through the "SSE NIF Optimizer" then converted the .esp with the creation kit. Loaded it up in game and the mesh and SMP physics work great, but it clips through my characters back. From your guide I understand how to tell it what not to collide with, I think, but not how to tell it to collide with something. I'm hoping I just blatantly missed something and this will be as easy as you telling me "do step 6", but whatever it is I can't figure it out.

Link to comment
Share on other sites

@DarkFireTim

You most likely do not have a collision object set up that represents your characters 'body'.

There are a few ways to set up a collision object to represent your character. One is to add an entry to your defaultBBPs.xml which creates an object like so (this is the easier one):

<!-- defaultBBPs.xml -->
<default-bbps>
  <map shape="MyBodyShapesName" file="SKSE\Plugins\hdtSkinnedMeshConfigs\body-collision.xml" />
</default-bbps>



<!-- New xml file (e.g. body-collision.xml) -->
<per-triangle-shape name="MyBodyShapesName">
  <margin>0</margin>					
  <penetration>0.25</penetration>
  <tag>body</tag>		
  <no-collide-with-tag>body</no-collide-with-tag>
</per-triangle-shape>

Linking this xml file to the name of your chosen body mod (CBBE in the case of CBBE for SSE).

Advantages:

  • Easy

Disadvantages:

  • You are making your entire body a collision object, and in CBBE's case that is a lot of geometry (Performance)
  • This will not work if the body object with the name CBBE is not present (As will be the case for most armor)

While you could go through all your armor files and add a collision definition for each entry, this will most likely end up in hideous tedium.

The second option is to create a proxy objects that approximate your characters body that the hair is likely to interact with, these objects can be built as a part of the hair nif itself.

These proxies would be skinned / mapped to the appropriate skeleton nodes so they move properly and interact with the hair, our proxy objects only need to be as complex as desired for the accuracy of simulation intended (these end up being invisible in game).

Advantages:

  • Lower object complexity (Performance)
  • No need to re-declare every armor you use as a collision object
  • Can tailor these proxies to get a collision simulation that works well enough for all use cases or that works specifically for your use case
  • Can add the proxy objects definition to the file that comes with the hair (HDTHair.xml), no need to mess around with linking files through defaultBBPs.xml

Disadvantages:

  • Learning curve for the creation of mesh & skinning in the context of nif files, 3D modeling and weight mapping are not something I cover in this guide.

This technique is employed by the above wedding dress file for interactions with the players legs / ground etc.

proxies.png

Edited by treota
Link to comment
Share on other sites

@treota

 

First, thank you thank you thank you for responding. I've been just about pulling my hair out trying to figure out what I'm missing.

 

Second, I tried your first suggestion and it didn't change anything. I've attached copies of the xmls I'm using for cbbe and the wig so you can take a look at them. Looking at the cbbe xml again I notice that it has

 

<per-triangle-shape name="CBBE">
<margin>0.0</margin>
<prenetration>0.2</prenetration>
<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>Genitals</no-collide-with-tag>
<no-collide-with-tag>MaleBody</no-collide-with-tag>
<no-collide-with-tag>Lbreast</no-collide-with-tag>
<no-collide-with-tag>Rbreast</no-collide-with-tag>
<no-collide-with-tag>Belly</no-collide-with-tag>
</per-triangle-shape>

 

all ready. I've also tried copying this part into the hair xml, it didn't do anything as far as I could see so I removed it.

 

However while I was testing your suggestion I found this in my hdtSSEPhysics.log

 

[Mon Mar 26 17:09:51 2018]WARNING: data\MESHES\KS_HDT_SMP\HDTHair.xml(162,2):Shape hair  has unsupport vertex format 45a00030210046
[Mon Mar 26 17:09:51 2018]WARNING: data\MESHES\KS_HDT_SMP\HDTHair.xml(163,3):unknown element - margin
[Mon Mar 26 17:09:51 2018]WARNING: data\MESHES\KS_HDT_SMP\HDTHair.xml(164,3):unknown element - priority
[Mon Mar 26 17:09:51 2018]WARNING: data\MESHES\KS_HDT_SMP\HDTHair.xml(165,3):unknown element - prenetration
[Mon Mar 26 17:09:51 2018]WARNING: data\MESHES\KS_HDT_SMP\HDTHair.xml(166,3):unknown element - tag
[Mon Mar 26 17:09:51 2018]WARNING: data\MESHES\KS_HDT_SMP\HDTHair.xml(167,3):unknown element - no-collide-with-tag

I'm assuming both that I've been missing it throw this error the whole time, and that this is what is causing my problem. Does this mean my problem is in the wig mesh itself?

Edited by DarkFireTim
Link to comment
Share on other sites

@DarkFireTim

 

That it does yes.

 

If you are getting an unsupported vertex format it would suggest that the mesh has not converted properly to BSTriShapes from NiTriShapes.

 

You can confirm that the mesh converted properly with Nifskope by checking if the object is a BSTrishape.

 

I have done the following:

  1. Get oldrim SMP wig
  2. Run the nif through SSE NIF Optimizer
  3. Update the esp with CK

This still resulted in no collisions with the body, however replacing the previously typoed <prenetration> elements with the correct <penetration> elements and adding a <margin> of 0.1 resulted in the desired collision.

 

To achieve this open CBBE.xml and replace all occurances of "prenetration" with "penetration".

 

Tweak the line:

<per-triangle-shape name="CBBE">
	<margin>0.1</margin> <!-- This one here -->
        ...
</per-triangle-shape>

Without any margin I get weird collision behavior, acts like a sticky non solid material.

 

Might as well fix the HDTHair.xml as well and replace the <prenetration> tags.

 

Note:

The hair has some ~500 nodes that are unused, won't break anything but its still messy :P

Edited by treota
Link to comment
Share on other sites

@treota

 

Awesome! Thank you so much for the help, that did the trick! Tweaking the margin and changing "prenetration" to "penetration" in the CBBE xml fixed the wig you were helping me with and the two other wigs I was gonna take a look at next. I also fixed the "penetration" issue in the HDTHair.xml as you suggested, should I go through my other SMP xmls and fix them as well? For example "MaleBody.xml" has "prenetration" instead of "penetration". As for the unused nodes in "HDTHair.xml" I'm not sure what part of the xml is necessary and what isn't. What parts of the "HDTHair.xml" would you recommend I remove?

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...