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Mod articles
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Obsolete: see FSMPU
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Min-fps is the main frequency at which physics simulation will advance; in fact, it defines the main period of time at which the physics simulation will advance; (p=1/f).
Min-fps should never be configured under 60, or the bullet physics engine will badly bug.
In the current code is offered the possibility each frame to advance the simulation.
The accumulated time is defined as the time passed since last simulation.
The simulation advances if the accumulated time is greater than half of the tick, defined as the lower of the average frame period and the min-fps period.
The simulation advances then by accumulated time, limited to 'maxSubSteps' steps (by default 4), by steps of one ... -
How to solve the Player Becomes Invisible bug
Obsolete: see FSMPU
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This article is 99% based on jg1 work, endorse him, give him kudos :)
The probable errors are mine.
It seems there are several "the player becomes invisible" bugs.
This solution concerns only the most prevalent; you might be concerned by another one :/
In that case, please report a bug, or add some info to the bug report describing your problem.
This bug here isn't caused by FSMP, it's a native bug.
FSMP allows to check it through its logs.
Some say that they don't have the problem when FSMP is disabled, I have a current 1.6.640 save where this problem happens even wen FSMP is disabled.
The root of the problem
Hairstyles usually have "extra parts", ... -
Obsolete: not supported
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Download the archive and uncompress it.
Choose your version, depending on the description page, and particularly the FAQ (especially concerning the different AVX and CUDA/Not CUDA)(remember Karonar1's and HSanMartin's versions aren't currently maintained. The versions of Karonar1 will be soon considered obsolete).
Copy the content of the folder of your chosen version in the Data folder. The Readme isn't necessary.
That's all, folks :) !
NB: choose a AE version if your SKSE64 has a 2.1.+ version.... -
How to compile your own HDT-SMP
Obsolete: see FSMPU
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If you wish to compile yourself, here is a compilation guide for SSE/AE/VR.
You will need to download and install:
Visual Studio 2019 or 2022 (I use now 2022) (any edition, the free community edition is ok)
Git
CMake
.NET Framework 4.8 Developer Pack too
8.1 SDK, not provided with VS2019: https://go.microsoft.com/fwlink/p/?LinkId=323507
Visual build tools 2015 update 3: https://my.visualstudio.com/Downloads?q=visual%20studio%202015&wt.mc_id=o~msft~vscom~older-downloads, take the dvd version and install it
Open a VS2019/VS2022 command prompt (just push the windows key, and begin to type "x64 Native Tools Command Prompt for VS2019" (or 2022)).
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Details about the original different versions
Obsolete: see FSMPU
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Details about the different versions
Available source code
aers branch: delivered through the HDT-SMP mod, the base, known since 12/2019, for SSE and VR
Karonar1's improvements available on github (click on the link to see the detailed list of improvements), for SSE
dramatically improve performance,
fix mass dropping in FPS when changing cells between exterior and interior,
add GPU support to further increase performance,
allow you to set a radius for HDT effects so that only the HDT objects within a variable limit of the character receive HDT physics.
karonar1:
1/ NOT-CUDA: master branch added to aers code:
- Added distance check from PC... -
How to quickly modify configs.xml
It is MANDATORY to adapt FSMP to your setup by configuring the configs.xml file.
This file is in Data\SKSE\Plugins\hdtSkinnedMeshConfigs.
You can create a quick access to this directory in Explorer to access it quicker next time.
You can modify the configs.xml file while running the game :)
First you modify it (no need to do it in the virtual filesystem of MO2),
then you run the command 'smp reset' in the game console.
That way, you can quickly test your changes wihout restarting the game each time....