If it helps, the only HDT mods I plan to use are KS Hairdos and Illustrious HDT Cloaks, and I'm not planning to put them on any NPCs. Do you mean literally, as in the long HDT hair touching the cape in the game, or something more related to the game files themselves overwriting one another in some way? Sorry, I'm not familiar with physics mods at all so the question may sound a bit silly. xmls for movement getting in each others way. pw508 wrote: Thanks for the reply, kudos to you sir. It recovers much quicker if you do not move right away on changing cells. One thing I've learned is to (as a male PC with hdt female npcs in tow) stand still for 4 or 5 seconds on cell transition especially if their body stretches. but can only be lessened and not eliminated all together. This can be softened and almost eliminated with the right xmls. Like on cell transition where npc boobs/clothing/hair will stretch to the horizon and then slowly spring back in place, sometime it stays stretched until another cell transition. There is a common problem with texture stretching from time to time. xmls for movement can get in each others way. Using hdt bodies, hair, capes, clothing and jewelry all together at the same time can be problematic as the various. Usually the problems with HDT is caused by framerates that exceed 60 fps which causes the havoc engine to get goofy. I'm hoping to use a hair and cloak physics mod, does anyone with more knowledge than myself know how much those two things will affect performance? Shubal wrote: I've found little if any performance loss using HDT. Pw508 wrote: I have an older rig with an intel core i5 k655 3.20ghz processor.
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