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hdtSMP with CUDA for Skyrim SE/AE/VR

Fork of [https://github.com/Karonar1/hdtSMP64] by Karonar1, of fork of version by aers, from original code by hydrogensaysHDT

Changes

  • Managed AE version, and corresponding SKSE (currently 1.6.353 and 2.1.5).
  • Added maximum angle in ActorManager. A max angle can be used to specify physics on NPCs within a field of view. 0 degrees represents straight in front of the camera. Default is 45 which is treated as + or - 45 degrees, so 90 total degrees. 180 would be all around.
  • Merged the CUDA version in the master branch through preprocessor directives to allow a continuous evolution, and easier building.
  • Added CUDA support for several parts of collision detection (still a work in progress). This includes everything that had OpenCL support in earlier releases, as well as the final collision check. CPU collision is still fully supported, and is used as a fallback if a CUDA-capable GPU is not available.
  • Added distance check in ActorManager to disable NPCs more than a certain distance from the player. This resolves the massive FPS drop in certain cell transitions (such as Blue Palace -> Solitude). Default maximum distance is 500.
  • New method for dynamically updating timesteps. This is technically less stable in terms of physics accuracy, but avoids a problem where one very slow frame (for example, where NPCs are added to the scene) causes a feedback loop that drops the framerate. If you saw framerates drop to 12-13 in the Blue Palace or at the Fire Festival, this should help.
  • Added can-collide-with-bone to mesh definitions, as a natural counterpart to no-collide-with-bone.
  • Added new "external" sharing option, for objects that should collide with other NPCs, but not this one. Good for defining the whole body as a collision mesh for interactions between characters.
  • Significant refactoring of armor handling in ActorManager, to be much stricter about disabling systems and reducing gradual FPS loss.
  • Changed prefix mechanism to use a simple incrementing value instead of trying to use pointers to objects. Previously this could lead to prefix collisions with a variety of weird effects and occasional crashes.
  • Skeletons should remain active as long as they are in the same cell as (and close enough to) the player character. Resolves an issue where entering the Ancestor Glade often incorrectly marked skeletons as inactive and disabled physics.
  • Added smp list console command to list tracked NPCs without so much detail - useful for checking which NPCs are active in crowded areas. NPCs are now sorted according to active status, with active ones last.
  • New mechanism for remapping mesh names in the defaultBBPs.xml file, allowing much more concise ways of defining complex collision objects for lots of armors at once.
  • The code to scan defaultBBPs.xml can now handle the structure of facegen files, which means head part physics should work (with limitations) on NPCs without having to manually edit the facegen data.
  • New bones from facegen files should now be added to the head instead of the NPC root, so they should be positioned correctly if there is no physics for them or after a reset.

CUDA support

CUDA support is disabled by default, but can be enabled in configs.xml or from the console. It will automatically fall back to the CPU algorithm if you do not have any CUDA capable cards. However, it does not check capabilities of any cards it finds, so may crash if your card is too old. It was developed for a GeForce 10 series card, so should work on those or anything newer.

The absolute minimum required compute capability is 3.5, to support dynamic parallelism. However, the plugin is compiled for compute capability 5.0 for better performance with atomic operations. Therefore you will need at least a Maxwell card to use the stock plugin, or a late model Kepler card if you compile it yourself.

If you have more than one CUDA-capable card, you can select the one used for physics calculations in the configuration file. The code is designed to allow it to be changed at runtime, but there is currently no console command to do this. By default it will use device 0, which is usually the most powerful card available.

The following parts of the collision algortihm are currently GPU accelerated:

  • Vertex position calculations for skinned mesh bodies
  • Collider bounding box calculations for per-vertex and per-triangle shapes
  • Aggregate bounding box calculation for internal nodes of collider trees
  • Building collider lists for the final collision check
  • Sphere-sphere and sphere-triangle collision checks
  • Merging collision results (note that this may reduce performance for objects with lots of bones, as the merge buffer can get quite big - still working on this!)

The following parts are still CPU-based:

  • Converting collision results to manifolds for the Bullet library to work with
  • And, of course, the solver itself, which is part of the Bullet library, not the HDT-SMP plugin

This is still experimental, and may not give good performance. The old CPU collision algorithm was heavily optimized, so matching its framerate is not easy. You will need a high end GPU and a low end CPU to see any real performance benefits.

  • On a 6850K processor (6 cores, 3.6GHz) with a 1080Ti GPU, framerate in crowded areas is a little worse than with the CPU-only algorithm. Most of the time, both algorithms easily reach the framerate cap at 60fps.
  • On the same hardware with only two cores enabled, the total collision time is around 2-3 times faster on GPU than CPU. Of course, this translates to a less impressive framerate difference, because collision checking is only one part of the HDT-SMP algorithm.

Radeon support?

Nope, sorry. CUDA and nVidia cards are pretty much the industry standard for scientific computing, so that's what I use. In any case, I can't support GPU architectures that I don't have. The plugin should work fine in CPU mode with any type of card - I have tested it with Radeon 7850 and no nVidia drivers installed.

The plugin will use the most powerful available CUDA-capable card, regardless of whether it's being used for anything else. In theory, it's possible to have a Radeon as the primary graphics card, and an nVidia card in the same machine for CUDA and physics. I've tested this with two GeForce cards (a 1080Ti and a 1030) in the same system, but not a Radeon and a GeForce.

Note about NPC head parts

Head parts work fine for NPCs without valid facegen data, but this isn't very useful because it triggers the infamous dark face bug. Special restrictions apply to NPCs that do have facegen data:

  • Only one XML file can be used per face, even if was built from multiple physics-enabled parts.
  • NiStringExtraData nodes aren't automatically copied into the facegen file, so physics won't work automatically. Either do it manually in NifSkope or map one of the head parts to a file in defaultBBPs.xml.
  • Bones that aren't explicitly referenced by any mesh are removed when facegen data is generated, and can't be used as kinematic objects in constraints. Replace references to these with the NPC head (which should always be present). You may also need to set the frame of reference origin to the position of the missing bone relative to the head to get correct constraint behavior.

Console commands

The smp console command will print some basic information about the number of tracked and active objects. The plugin recognizes the following optional parameters:

  • smp reset reloads the configs.xml file, attempts to reload all meshes and reset the whole HDT-SMP system. However, it is a little buggy and may fail to reload some meshes or constraints properly.
  • smp gpu toggles the CUDA collision algorithm, if there is at least one CUDA device available. If there is no device available, it does nothing.
  • smp timing starts a timing sequence for the collision detection algorithm. The next 200 frames will switch between CPU and GPU collision. Once complete, mean and standard deviation of timings for the two collision algorithms are displayed on the console.
  • smp dumptree dumps the entire node tree of the current targeted NPC to the log file.
  • smp detail shows extended details of all tracked actors, including active and inactive armour and head parts.
  • smp list shows a more concise list of tracked actors.

Coming soon (maybe)

  • Reworked tag system for better compartmentalized .xml files.
  • Continued work on CUDA algorithms.

Known issues

  • Several options, including shape and collision definitions on bones, exist but don't seem to do anything.
  • Sphere-triangle collision check without penetration defined is obviously wrong, but fixing the test doesn't improve things. Needs further investigation.
  • Smp reset doesn't reload meshes correctly for some items (observed with Artesian Cloaks of Skyrim). Suspect references to the original triangle meshes are being dropped when they're no longer needed. We could keep ownership of the meshes, but it seems pretty marginal and a waste of memory. It also breaks some constraints for NPCs with facegen data.
  • It's not possible to refer to bones in facegen data that aren't used explicitly by at least one mesh. Most HDT hairs won't work as non-wig hair on NPCs without altering constraints. Probably possible but annoying to fix.
  • Physics enabled hair colours are sometimes wrong. This appears to happen there are two NPCs nearby using the same hair model.
  • Physics may be less stable due to the new dynamic timestep calculation.
  • Probably any open bug listed on Nexus that isn't resolved in changes, above. This list only contains issues I have personally observed.
  • Known bugs on the Nexus

Build Instructions

Here is the article by DayDreamingDay. These should be complete instructions to set up and build the plugin, without assuming prior coding experience. I'm checking everything out into D:\Dev-noAVX and building without AVX support, but of course you can use any directory.

You will need:

  • Visual Studio 2019 (any edition)
  • Git
  • CMake
  • CUDA 11.6

Open a VS2019 command prompt ("x64 Native Tools Command Prompt for VS2019"). Download and build Detours and Bullet:

d:
mkdir Dev-noAVX
cd Dev-noAVX
git clone https://github.com/microsoft/Detours.git
git clone https://github.com/bulletphysics/bullet3.git
cd Detours
nmake
cd ..\bullet3
cmake .

If you want AVX support in Bullet, use cmake-gui instead of cmake, and check the USE_MSVC_AVX box before clicking Configure then Generate. This should give a fairly significant performance boost if your CPU supports it.

  • Note that AVX support in Bullet and the HDT-SMP plugin itself are independent configuration options. Enable it in both for maximum performance; disable it in both for maximum compatibility.

Open D:\Dev-noAVX\bullet3\BULLET_PHYSICS.sln in Visual Studio, select the Release configuration, then Build -> Build solution.

Download skse64_2_00_19.7z and unpack into Dev-noAVX (source code is included in the official distribution), then get the HDT-SMP source:

cd D:\Dev-noAVX\skse64_2_00_19\src\skse64
git init
git remote add origin https://github/com/Karonar1/hdtSMP64.git
git fetch
git checkout master

Open D:\Dev-noAVX\skse64_2_00_19\src\skse64\hdtSMP64.sln in Visual Studio. If you are asked to retarget projects, just accept the defaults and click OK.

Open properties for the hdtSMP64 project. Select "All Configurations" at the top, and the C/C++ page. Add the following to Additional Include Directories (just delete anything that was there before):

  • D:\Dev-noAVX\Detours\include
  • D:\Dev-noAVX\bullet3\src
  • D:\Dev-noAVX\skse64_2_00_19\src

On the Linker -> General page, add the following to Additional Library Directories:

  • D:\Dev-noAVX\bullet3\lib\Release
  • D:\Dev-noAVX\Detours\lib.X64

Open properties for the skse64 project. Select General, and change Configuration Type from "Dynamic Library (.dll)" to "Static Library (.lib)".

Credits

  • hydrogensaysHDT - Creating this plugin
  • aers - fixes and improvements
  • ousnius - some fixes, and "consulting"
  • karonar1 - bug fixes (the real work), I'm just building it

hdtsmp64's People

Contributors

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hdtsmp64's Issues

1.49.3 VR - FASTER HDT SMP

The process of correcting the AE bug has somehow now produced the bug for VR.
NO heads sometimes no bodies on NPC's..

Windows 10

** FSMP**

  • Installed version
  • CUDA: No_CUDA
  • AVX2

Required files

  • Join your configs.xml
  • Join your hdtSMP64.log

Additional context
Add any other context about the problem here.

hdtSMP64.log
ScreenShot71

AE: confirmed Proteus bug when switching characters with HDT-SMP features

phenderix — 25/02/2022
[...] I have a question regarding how to toggle HDT-SMP on and off. My mod PROTEUS seems to crash sometimes when switching to characters that have HDT SMP hairstyles or tails. [...]

DaydreamingDay — 25/02/2022
[...] I don't know how you switch to another character, do you change the "skeleton" of the PC? If it is the case, we might have a conflict, as we maintain a state of the current skeletons. There are events in the game about changing the skeleton/head/armor of the PC/NPCs, do you use them?

phenderix — 25/02/2022
[...] I use a couple functions from RaceMenu CharGen to control loading appearance, the LoadCharacter and LoadCharacterPreset ones. It actually works sometimes but crashes other times, specifically when HDT hairs or tails are being used. [...] The skeleton is the same but it does toggle races for NPCs and change them via script

DaydreamingDay — 25/02/2022
I'm not familiar with RaceMenu code, would you have some link to it?

phenderix — 25/02/2022
It's contained within the modders package misc file on the RaceMenu page on the Skyrim Nexus. It is a SKSE DLL so not super transparent.
github is here for it: https://github.com/expired6978/SKSE64Plugins


Phenderix is Proteus author.
Currently, I consider that there might be a need to synchronize (lock) between RaceMenu and FSMP.
A temporary dirty fix would be to expose an API allowing to stop and start physics management by FSMP; that API would be used by client mods like Proteus, not RaceMenu.

Integrate a non rigid body wind

Is your feature request related to a problem? Please describe.
Bullet does have non rigid body wind.
It may look prettier.

Describe the solution you'd like
We'd have to figure out whether existing bones could be converted or if we'd new bones defined.
That might not work in a plugin model unless the plugin only provided a wind vector.

Describe alternatives you've considered
None.

Additional context
None.

Build FSMP from command line rather than from the VS IDE

Is your feature request related to a problem? Please describe.
Currently, the versions build is lanched per SKSE version. This evolution would allow to launch the generation of all the versions simultaneously, and avoid losing time when publishing.

Describe the solution you'd like
Build FSMP from command line rather than from the VS IDE.

Describe alternatives you've considered
None.

Additional context
This is a first step before having the builds made by github.

Publish a howto to do a useful CTD report for FSMP

Is your feature request related to a problem? Please describe.
CTD happens. Users reports them without the required information to diagnose and reproduce them.

Describe the solution you'd like
Publish a howto to do a useful CTD report for FSMP.

Describe alternatives you've considered
None.

Additional context
None.

Improve harmonisation of mass values between smp systems

jg1 idea, thanks to jg1 :)

Is your feature request related to a problem? Please describe.
As you probably know, different mod authors have very different ideas of what mass unit to use. This will be a big problem for any external force, not just wind. We can't really fault the authors for it either, since the mass unit has never been formally defined (afaik).

Describe the solution you'd like
So, my idea is to allow an optional element in smp xmls that specifies what mass scale this particular system is on. It could look something like this, added to the beginning of the system definition:

0.1

which in this case would mean that one unit of mass in this system is equal to 0.1 kg

FSMP would scale all parameters in the file appropriately before creating the bullet implementation. If done right, this has no effect on the internal behaviour of the system, only its response to external forces. I've made a quick test and it works as expected.

The mass-scale element is completely optional, so existing xmls will not break. It's just an easy way to retroactively tune the system's response to external forces. Easy enough that even end users might be able to do it.

Comment by Day:
I propose to throw/log an error if there is a redefinition in the same system.

Describe alternatives you've considered
None.

Additional context
None.

Use Address Library to manage the addresses

Is your feature request related to a problem? Please describe.
Maintaining the adresses is a pain in the back.

Describe the solution you'd like
Use Address Library to do it.

Describe alternatives you've considered
None.

Additional context
None.

Eratic Jitter caused when I updated

Describe the bug
Bones are bouncing for a bit then rocketing off(extreme stretching) then resetting at random.

To Reproduce
Happens to most people just standing around in town.

Expected behavior
Normal movement.

Screenshots and videos
Very big thigh
eratic behavior

Desktop (please complete the following information):
Windows 10

** FSMP**

  • Installed version
  • CUDA: No_CUDA
  • AVX: AVX2

SKSE

  • installed version
    2.2.3

Skyrim
1.6.640

Required files
AttachedFiles.zip

Additional context
This is behavior that appeared when I updated from 1.49.3 to 1.50.4rc-1

A plugin for a tornado effect on a (N)PC

Is your feature request related to a problem? Please describe.
We could have a tornado effect centered on a single (N)PC, applied to outfit parts, hairs, by spells, scrolls, powers.

Describe the solution you'd like
We could have a plugin for FSMP applying a tornading wind effect to outfit parts, hairs, ...

Describe alternatives you've considered
None.

Additional context
None.

Need to reset SMP using the console command "SMP reset" before collisions work properly

Assuming you got my DM on NexusMods with the edited 3BA files, to reproduce:

  • Boot game and start any animation where you can see collisions happening on the body (here's a NSFW animation pose pack - GSPoses it has many animated poses - NSFW gif example
  • Sometimes after booting the game, collisions either don't work at all or aren't as accurate(ex. hands might just go through body instead of colliding like the gif example above)
  • Use the console command "smp reset" a few times(you'll also notice that the console command breaks collisions sometimes, so you might need to use "smp reset" a few times before it works properly again)
  • After resetting SMP you'll notice collisions are now working/more accurate(un-equipping and re-equipping clothes also seems to cause a similar issue, I brought it up before in the Discord server, hopefully this is all related/caused by same issue)

CTD with hdt-smp hairs on NPCs

AE 1.6.640
SKSE 2.2.2

Faster HDT-SMP 1.49 AVX2
HDT-SMP Racemenu Hairs and Wigs 1.21

Had no problems with using HDT-SMP hairs on my character, but the game crashes when I try to apply preset with HDT-SMP hairs to NPC.

Have fixed it by changing this condition

if (a_skeleton->m_owner && a_skeleton->m_owner->formID == 0x14)

to
if ((a_skeleton->m_owner && a_skeleton->m_owner->formID == 0x14) || ActorManager::instance()->m_skinNPCFaceParts)

A plugin for magnetic force

Is your feature request related to a problem? Please describe.
We could have magnetic forces, applied to metal outfit parts, by spells, scrolls, powers.

Describe the solution you'd like
We could have a plugin for FSMP applying a magnetic force to outfit parts tagged as metal.

Describe alternatives you've considered
None.

Additional context
None.

No 3rd person slashing sounds

Describe the bug
No slashing "IMPACT' sounds when getting hit in 3rd person

To Reproduce
Enter combat, get hit in 1st person, there are "IMPACT" slashing sounds also can hit the enemy with me making "IMPACT" slashing sounds
Enter combat, get hit in 3rd person, there are no "IMPACT" slashing sounds but I can hit the enemy and make the "IMPACT" slashing sounds

Expected behavior
Enter combat, get hit in 1st person, there are slashing sounds also can hit the enemy with me making slashing sounds
Enter combat, get hit in 3rd person, there are no slashing sounds but can hit the enemy and make slashing sounds

Screenshots and videos
Video too big, I can put my discord in and stream it.
Cannot be bothered to trim

Desktop (please complete the following information):
Windows 10

** FSMP**
1.6.640
Not Cuda
No AVX
Required files
Using Basic configs.xml provided in FoMod
hdtSMP64.log

Additional context
Mods currently enabled are;
Racemenu
Skyui
XP32
Faster HDT-SMP
Nemesis
Nemesis output

Plugin Load order;
Screenshot 2022-11-28 195643

Build FSMP through github

Is your feature request related to a problem? Please describe.
Currently, the build process is made on my own desktop, with a folder organization that's my own.
Should I step down as maintainer, be unavailable or have my main disk destroyed, the building of all the versions would be temporarily hindered. Fortunately, I documented all the important steps in an article in the Nexus FSMP page.

Describe the solution you'd like
Build FSMP through github

Describe alternatives you've considered
None.

Additional context
None.

Bug: FSMP v1.49 + First Person Mods + Some SMP Clothes + Wind(?) = lose fps.

Describe the bug
A bug that kills fps and introduces cloth stretching to some SMP clothes.

  • Seems to happen with specific outfits only (I found CoCo 2B Wedding top 01 SMP so far)
    ( https://www.nexusmods.com/skyrimspecialedition/mods/26419 )
  • Seems to be related to showing First Person Arms instead of 3p arms with 1st person mods.
  • Seems to be related to SMP wind, since it's not happening with it being OFF.

Steps to reproduce the behavior:

  1. Install Immersive First Person View / Improved Camera beta AE4 installed (Or simply have it on)
    (https://github.com/ArranzCNL/ImprovedCameraSE/releases/tag/v1.0.0)
  2. Go into first person
  3. Raise arms/ready weapons (Hands holding a spell/weapon)
  4. Lose fps

Expected behavior
Fps should go down, clothes should stretch once lowering hands (Sheathing weapons)

Desktop:

  • Windows 10

FSMP

  • FSMP v1.49; No Cuda; AVX.

Attachments
hdtSMP64.log
configs.log

Videos and other info
https://user-images.githubusercontent.com/108320865/201515817-bdf2dac2-f72b-4d84-8a78-785981c31981.mp4

https://user-images.githubusercontent.com/1083208
dllhost_LteTH0hw0O

65/201515830-924a0685-1dc6-46d0-aeb1-d161acb52fe1.mp4

CTD - Skyrim SE Runtime 1.5.97 & Core i9-13900KS (AVX2 CPU according to Intel's website)

I just upgraded my PC to a 13th Gen Intel Raptor Lake system & am getting rampant CTDs with Faster HDT SMP installed. This occurs with BOTH the CUDA & non-CUDA versions for Skyrim SE runtime 1.5.97. The CPU in question is a Core 19-13900KS which uses the AVX2 Instructions Set according to Intel's website. Here is my Crash Log:

Unhandled native exception occurred at 0x7FF834CB7571 (hdtSMP64.dll+97571) on thread 9804!

FrameworkName: NetScriptFramework
FrameworkVersion: 15
FrameworkArchitecture: x64
GameLibrary: SkyrimSE
GameLibraryVersion: 18
ApplicationName: SkyrimSE.exe
ApplicationVersion: 1.5.97.0
VersionInfo: Successfully loaded
Time: 03 Mar 2023 23:30:16.503

Possible relevant objects (0)
{
}

Probable callstack (old method)
{
[0] 0x7FF834CB7571 (hdtSMP64.dll+97571)
[1] 0x7FF834CABCF5 (hdtSMP64.dll+8BCF5)
[2] 0x7FF834CAA403 (hdtSMP64.dll+8A403)
[3] 0x7FF834CFDA00 (hdtSMP64.dll+DDA00)
[4] 0x7FF8590CFEAD (KERNELBASE.dll+5FEAD)
[5] 0x7FF834CFA02C (hdtSMP64.dll+DA02C)
[6] 0x7FF834CAB40A (hdtSMP64.dll+8B40A)
[7] 0x7FF834CAAA82 (hdtSMP64.dll+8AA82)
[8] 0x7FF834CFDE6B (hdtSMP64.dll+DDE6B)
[9] 0x7FF834D0BD78 (hdtSMP64.dll+EBD78)
[10] 0x7FF834CFD716 (hdtSMP64.dll+DD716)
[11] 0x7FF834CFE217 (hdtSMP64.dll+DE217)
[12] 0x7FF834CA7A2A (hdtSMP64.dll+87A2A)
[13] 0x7FF834C316AD (hdtSMP64.dll+116AD)
[14] 0x7FF834CBC85F (hdtSMP64.dll+9C85F)
[15] 0x7FF834C747F3 (hdtSMP64.dll+547F3)
[16] 0x7FF834CBC700 (hdtSMP64.dll+9C700)
[17] 0x7FF834CD4331 (hdtSMP64.dll+B4331)
[18] 0x7FF834CD4C15 (hdtSMP64.dll+B4C15)
[19] 0x7FF834CD9C8D (hdtSMP64.dll+B9C8D)
[20] 0x7FF8267D5050 (TrueDirectionalMovement.dll+25050)
[21] 0x7FF63FE4F4F4 (SkyrimSE.exe+5AF4F4) MainLoop_5AF3D0+124
[22] 0x7FF63FE4CC05 (SkyrimSE.exe+5ACC05) BSGeometryListCullingProcess::unk_5ACBD0+35
[23] 0x7FF640BEB17A (SkyrimSE.exe+134B17A) unk_134B05C+11E
[24] 0x7FF859407614 (KERNEL32.DLL+17614)
[25] 0x7FF85B3826A1 (ntdll.dll+526A1)
}

Registers
{
AX: 0x10000021 (u32):[268435489]
BX: 0x276DFF53B90 (void*)
CX: 0x27BDD7CAC30 (u64):[2731020168240]
DX: 0x161A0 (u32):[90528]
SI: 0x16 (u8):[22]
DI: 0x525 (u16):[1317]
BP: 0xC608CFEFA0 (void*)
SP: 0xC608CFEEB0 (void*)
IP: 0x7FF834CB7571 (hdtSMP64.dll+97571) (void*)
R8: 0x27933E36020 (void*)
R9: 0x276DD7CA1E0 (void*)
R10: 0x75E0 (u16):[30176]
R11: 0xF (u8):[15]
R12: 0x7FF834CFB004 (hdtSMP64.dll+DB004) (void*)
R13: 0x0 (NULL)
R14: 0x16 (u8):[22]
R15: 0x0 (NULL)
Flags: 0x10206
XMM0: (double)25569890842433.5 / (float)91.62784
XMM1: (double)0 / (float)0
XMM2: (double)5.53010691190547E-315 / (float)91.62784
XMM3: (double)63060616.3420891 / (float)94.29925
XMM4: (double)4.62532115116376E-05 / (float)0.5322266
XMM5: (double)15998.6230830251 / (float)-10.95307
XMM6: (double)-164619808.253046 / (float)4.048737
XMM7: (double)2.92062804186505E-06 / (float)0.5322266
XMM8: (double)3.18618443947681E-58 / (float)1.192093E-07
XMM9: (double)0 / (float)0
XMM10: (double)0 / (float)0
XMM11: (double)0 / (float)0
XMM12: (double)0 / (float)0
XMM13: (double)0 / (float)0
XMM14: (double)0 / (float)0
XMM15: (double)0 / (float)0
}

Stack
{
[SP+0] 0x0 (NULL)
[SP+8] 0x0 (NULL)
[SP+10] 0x27922A14E20 (void*)
[SP+18] 0xC608CFF050 (char*) "`%ty�"
[SP+20] 0x0 (NULL)
[SP+28] 0x0 (NULL)
[SP+30] 0x0 (NULL)
[SP+38] 0x0 (NULL)
[SP+40] 0x0 (NULL)
[SP+48] 0x0 (NULL)
[SP+50] 0x0 (NULL)
[SP+58] 0x0 (NULL)
[SP+60] 0x0 (NULL)
[SP+68] 0x0 (NULL)
[SP+70] 0x0 (NULL)
[SP+78] 0x0 (NULL)
[SP+80] 0x0 (NULL)
[SP+88] 0x0 (NULL)
[SP+90] 0x3C87D558 (u32):[1015534936] (f32):[0.01658122]
[SP+98] 0x0 (NULL)
[SP+A0] 0x0 (NULL)
[SP+A8] 0x0 (NULL)
[SP+B0] 0x3F800000 (u32):[1065353216] (f32):[1]
[SP+B8] 0x0 (NULL)
[SP+C0] 0xC608CFF408 (void
)
[SP+C8] 0x7FF834CABCF5 (hdtSMP64.dll+8BCF5) (void*)
[SP+D0] 0x16 (u8):[22]
[SP+D8] 0xC608CFF3E0 (void*)
[SP+E0] 0x16 (u8):[22]
[SP+E8] 0x279610ECC40 (void*)
[SP+F0] 0xC6090FF840 (void*)
[SP+F8] 0x0 (NULL)
[SP+100] 0x27940F72670 (void*)
[SP+108] 0x276C20EE4C0 (void*)
[SP+110] 0x27900000000 (void*)
[SP+118] 0xC608CFF140 (void*)
[SP+120] 0x27600000000 (void*)
[SP+128] 0x7FF834D6A710 (hdtSMP64.dll+14A710) (void*)
[SP+130] 0x0 (NULL)
[SP+138] 0x276C20EE4C0 (void*)
[SP+140] 0xC61FFFFFFF (u64):[850940395519]
[SP+148] 0x0 (NULL)
[SP+150] 0x276C20EE4C0 (void*)
[SP+158] 0x8000000000000001 (i64):[-9223372036854775807]
[SP+160] 0x0 (NULL)
[SP+168] 0x276C20E3180 (void*)
[SP+170] 0xC608CFF588 (void*)
[SP+178] 0xC608CFF580 (void*)
[SP+180] 0xC608CFF590 (void*)
[SP+188] 0x1A00000016 (u64):[111669149718]
[SP+190] 0xC608CFEFA0 (void*)
[SP+198] 0x0 (NULL)
[SP+1A0] 0x27974252A60 (void*)
[SP+1A8] 0x1 (u8):[1]
[SP+1B0] 0x0 (NULL)
[SP+1B8] 0xC608CFF200 (void*)
[SP+1C0] 0x27974187FA0 (void*)
[SP+1C8] 0x0 (NULL)
[SP+1D0] 0x27974252BE0 (void*)
[SP+1D8] 0x0 (NULL)
[SP+1E0] 0x7FF834D6A7A0 (hdtSMP64.dll+14A7A0) (void*)
[SP+1E8] 0x7FF834CAB9F0 (hdtSMP64.dll+8B9F0) (void*)
[SP+1F0] 0xC608CFEFE8 (void*)
[SP+1F8] 0x7FF834CFC094 (hdtSMP64.dll+DC094) (void*)
[SP+200] 0x0 (NULL)
[SP+208] 0xC608CFF588 (void*)
[SP+210] 0xC608CFF580 (void*)
[SP+218] 0xC608CFF590 (void*)
[SP+220] 0x1A00000016 (u64):[111669149718]
[SP+228] 0xC608CFEFA0 (void*)
[SP+230] 0x0 (NULL)
[SP+238] 0x7FF834CAA403 (hdtSMP64.dll+8A403) (void*)
[SP+240] 0xC608CFF158 (void*)
[SP+248] 0xC608CFF200 (void*)
[SP+250] 0x276C20EE520 (void*)
[SP+258] 0xC608CFF3E0 (void*)
[SP+260] 0xC608CFF498 (void*)
[SP+268] 0x276C20EE4C0 (void*)
[SP+270] 0xC608CFF488 (void*)
[SP+278] 0xC608CFF3E0 (void*)
[SP+280] 0xC608CFF430 (void*)
[SP+288] 0x7FF834CFDA00 (hdtSMP64.dll+DDA00) (void*)
[SP+290] 0x1A00000016 (u64):[111669149718]
[SP+298] 0x276C20EE4C0 (void*)
[SP+2A0] 0x0 (NULL)
[SP+2A8] 0xC608CFF5F8 (void*)
[SP+2B0] 0x0 (NULL)
[SP+2B8] 0xC608CFF498 (void*)
[SP+2C0] 0x276C20EE520 (void*)
[SP+2C8] 0x0 (NULL)
[SP+2D0] 0x0 (NULL)
[SP+2D8] 0x0 (NULL)
[SP+2E0] 0xC608CFF6E0 (char**) " 0%ty�"
[SP+2E8] 0xC608CFF938 (void*)
[SP+2F0] 0xC608CFF6F8 (void*)
[SP+2F8] 0xE6000000B8 (u64):[987842478264]
[SP+300] 0xC608CFF110 (void*)
[SP+308] 0x7FF8590CFEAD (KERNELBASE.dll+5FEAD) (void*)
[SP+310] 0xC608CFF390 (void*)
[SP+318] 0x7FF834CFA02C (hdtSMP64.dll+DA02C) (void*)
[SP+320] 0x276C20EE4C0 (void*)
[SP+328] 0xC608CFF430 (void*)
[SP+330] 0x4 (u8):[4]
[SP+338] 0xC608CFF580 (void*)
[SP+340] 0x16 (u8):[22]
[SP+348] 0x5 (u8):[5]
[SP+350] 0x1A (u8):[26]
[SP+358] 0xC608CFF250 (void*)
[SP+360] 0x6 (u8):[6]
[SP+368] 0x7FF834CAB40A (hdtSMP64.dll+8B40A) (void*)
[SP+370] 0xC608CFF488 (void*)
[SP+378] 0xC608CFF3E0 (void*)
[SP+380] 0xC608CFF938 (void*)
[SP+388] 0x276C20EE4C0 (void*)
[SP+390] 0xE60000CCCC (u64):[987842530508]
[SP+398] 0xC608CFF110 (void*)
[SP+3A0] 0x7FF834D6A7A0 (hdtSMP64.dll+14A7A0) (void*)
[SP+3A8] 0x7FF834CAB9F0 (hdtSMP64.dll+8B9F0) (void*)
[SP+3B0] 0x0 (NULL)
[SP+3B8] 0x7FF834CFC094 (hdtSMP64.dll+DC094) (void*)
[SP+3C0] 0x0 (NULL)
[SP+3C8] 0xC608CFF588 (void*)
[SP+3D0] 0xC608CFF580 (void*)
[SP+3D8] 0xC608CFF590 (void*)
[SP+3E0] 0x500000000 (u64):[21474836480]
[SP+3E8] 0x0 (NULL)
[SP+3F0] 0x7FF834D6A7A0 (hdtSMP64.dll+14A7A0) (void*)
[SP+3F8] 0x7FF834CAB9F0 (hdtSMP64.dll+8B9F0) (void*)
[SP+400] 0x0 (NULL)
[SP+408] 0x7FF834CFC094 (hdtSMP64.dll+DC094) (void*)
[SP+410] 0x0 (NULL)
[SP+418] 0xC608CFF588 (void*)
[SP+420] 0xC608CFF580 (void*)
[SP+428] 0xC608CFF590 (void*)
[SP+430] 0xA00000005 (u64):[42949672965]
[SP+438] 0x0 (NULL)
[SP+440] 0x7FF834D6A7A0 (hdtSMP64.dll+14A7A0) (void*)
[SP+448] 0x7FF834CAB9F0 (hdtSMP64.dll+8B9F0) (void*)
[SP+450] 0x0 (NULL)
[SP+458] 0x7FF834CFC094 (hdtSMP64.dll+DC094) (void*)
[SP+460] 0x0 (NULL)
[SP+468] 0xC608CFF588 (void*)
[SP+470] 0xC608CFF580 (void*)
[SP+478] 0xC608CFF590 (void*)
[SP+480] 0xE0000000A (u64):[60129542154]
[SP+488] 0x0 (NULL)
[SP+490] 0x7FF834D6A7A0 (hdtSMP64.dll+14A7A0) (void*)
[SP+498] 0x7FF834CAB9F0 (hdtSMP64.dll+8B9F0) (void*)
[SP+4A0] 0x0 (NULL)
[SP+4A8] 0x7FF834CFC094 (hdtSMP64.dll+DC094) (void*)
[SP+4B0] 0x0 (NULL)
[SP+4B8] 0xC608CFF588 (void*)
[SP+4C0] 0xC608CFF580 (void*)
[SP+4C8] 0xC608CFF590 (void*)
[SP+4D0] 0x120000000E (u64):[77309411342]
[SP+4D8] 0x0 (NULL)
[SP+4E0] 0x7FF834D6A7A0 (hdtSMP64.dll+14A7A0) (void*)
[SP+4E8] 0x7FF834CAB9F0 (hdtSMP64.dll+8B9F0) (void*)
[SP+4F0] 0x0 (NULL)
[SP+4F8] 0x7FF834CFC094 (hdtSMP64.dll+DC094) (void*)
[SP+500] 0x2790000CC00 (void*)
[SP+508] 0xC608CFF588 (void*)
[SP+510] 0xC608CFF580 (void*)
[SP+518] 0xC608CFF590 (void*)
[SP+520] 0x1600000012 (u64):[94489280530]
[SP+528] 0x0 (NULL)
[SP+530] 0x7FF834D6A7A0 (hdtSMP64.dll+14A7A0) (void*)
[SP+538] 0x7FF834CAB9F0 (hdtSMP64.dll+8B9F0) (void*)
[SP+540] 0x0 (NULL)
[SP+548] 0x1 (u8):[1]
[SP+550] 0xC608CFF580 (void*)
[SP+558] 0xC608CFF588 (void*)
[SP+560] 0xC608CFF580 (void*)
[SP+568] 0xC608CFF590 (void*)
[SP+570] 0x1A00000016 (u64):[111669149718]
[SP+578] 0x0 (NULL)
[SP+580] 0xC608CFF250 (void*)
[SP+588] 0x500000005 (u64):[21474836485]
[SP+590] 0xC600000004 (u64):[850403524612]
[SP+598] 0x7FF834D6A720 (hdtSMP64.dll+14A720) (void*)
[SP+5A0] 0xC608CFF250 (void*)
[SP+5A8] 0x6 (u8):[6]
[SP+5B0] 0xC608CFF588 (void*)
[SP+5B8] 0xC608CFF580 (void*)
[SP+5C0] 0xC608CFF590 (void*)
[SP+5C8] 0x1600000012 (u64):[94489280530]
[SP+5D0] 0x0 (NULL)
[SP+5D8] 0xC608CFF800 (void*)
[SP+5E0] 0xC610000001 (u64):[850671960065]
[SP+5E8] 0x0 (NULL)
[SP+5F0] 0x276C20EE4C0 (void*)
[SP+5F8] 0x500000005 (u64):[21474836485]
[SP+600] 0x0 (NULL)
[SP+608] 0x0 (NULL)
[SP+610] 0xC608CFF588 (void*)
[SP+618] 0xC608CFF580 (void*)
[SP+620] 0xC608CFF590 (void*)
[SP+628] 0x1A00000016 (u64):[111669149718]
[SP+630] 0x0 (NULL)
[SP+638] 0xC608CFF6F8 (void*)
[SP+640] 0xB80000008A (u64):[790273982602]
[SP+648] 0x1 (u8):[1]
[SP+650] 0x27926AC2CD8 (void*)
[SP+658] 0xC608CFF800 (void*)
[SP+660] 0x0 (NULL)
[SP+668] 0xC608CFF800 (void*)
[SP+670] 0x276C20EE4C0 (void*)
[SP+678] 0x0 (NULL)
[SP+680] 0xC608CFF7B0 (char*) "?"
[SP+688] 0x7FF834CAAA82 (hdtSMP64.dll+8AA82) (void*)
[SP+690] 0xC608CFF588 (void*)
[SP+698] 0x7FF80000001A (u64):[140703128616986]
[SP+6A0] 0xC608CFF580 (void*)
[SP+6A8] 0xC608CFF590 (void*)
[SP+6B0] 0x0 (NULL)
[SP+6B8] 0x1 (u8):[1]
[SP+6C0] 0x0 (NULL)
[SP+6C8] 0x7FF834CFDE6B (hdtSMP64.dll+DDE6B) (void*)
[SP+6D0] 0x7FF800000001 (u64):[140703128616961]
[SP+6D8] 0x27500000000 (u64):[2701534429184]
[SP+6E0] 0x27926AC2D00 (void*)
[SP+6E8] 0x0 (NULL)
[SP+6F0] 0x0 (NULL)
[SP+6F8] 0x0 (NULL)
[SP+700] 0x276C20EE4C0 (void*)
[SP+708] 0xC608CFF810 (void*)
[SP+710] 0x276C20EE520 (void*)
[SP+718] 0x7FF834D0BD78 (hdtSMP64.dll+EBD78) (void*)
[SP+720] 0xC608CFF860 (void*)
[SP+728] 0xC608CFF938 (void*)
[SP+730] 0xC600000000 (u64):[850403524608]
[SP+738] 0x7FF834CFB004 (hdtSMP64.dll+DB004) (void*)
[SP+740] 0xC608CFF870 (void*)
[SP+748] 0x276C20EE4C0 (void*)
[SP+750] 0x0 (NULL)
[SP+758] 0x12 (u8):[18]
[SP+760] 0x0 (NULL)
[SP+768] 0x0 (NULL)
[SP+770] 0xC608CFF800 (void*)
[SP+778] 0x7FF834CFD716 (hdtSMP64.dll+DD716) (void*)
[SP+780] 0xC608CFF860 (void*)
[SP+788] 0xC608CFF7B0 (char*) "?"
[SP+790] 0x27926AC2CD8 (void*)
[SP+798] 0x0 (NULL)
[SP+7A0] 0xC608CFF800 (void*)
[SP+7A8] 0x7FF834CFE217 (hdtSMP64.dll+DE217) (void*)
[SP+7B0] 0x7FF834DB0990 (hdtSMP64.dll+190990) (void*)
[SP+7B8] 0x0 (NULL)
[SP+7C0] 0x7FF834DB0990 (hdtSMP64.dll+190990) (void*)
[SP+7C8] 0x275B0C38020 (void*)
[SP+7D0] 0x0 (NULL)
[SP+7D8] 0x0 (NULL)
[SP+7E0] 0x275B0C3D200 (void*)
[SP+7E8] 0x0 (NULL)
[SP+7F0] 0x27974253020 (void*)
[SP+7F8] 0x7FF834CA7A2A (hdtSMP64.dll+87A2A) (void*)
[SP+800] 0xC608CFF800 (void*)
[SP+808] 0x27926AC2CD8 (void*)
[SP+810] 0x27926AC2C00 (void*)
[SP+818] 0xC608CFF800 (void*)
[SP+820] 0x2 (u8):[2]
[SP+828] 0x7FF834C316AD (hdtSMP64.dll+116AD) (char*) "I?E"
[SP+830] 0x27922A14CA0 (char*) " 0%ty�"
[SP+838] 0x27922A14CA0 (char*) " 0%ty�"
[SP+840] 0x27900000000 (void*)
[SP+848] 0xC608CFF738 (void*)
[SP+850] 0xC608CFF6F0 (void*)
[SP+858] 0xC608CFF740 (void*)
[SP+860] 0x275B0C38020 (void*)
[SP+868] 0xC608CFF780 (void*)
[SP+870] 0xC608CFF7C0 (void*)
[SP+878] 0x7FF834DB0990 (hdtSMP64.dll+190990) (void*)
[SP+880] 0xC3049308C304402E (i64):[-4394225670565904338] (f32):[-132.2507]
[SP+888] 0x279610EAFA0 (void*)
[SP+890] 0x430A0F483F800000 (u64):[4830690353285693440] (f32):[1]
[SP+898] 0x27922A14CA0 (char*) " 0%ty�"
[SP+8A0] 0x1A (u8):[26]
[SP+8A8] 0x27A88EB5D80 (void*)
[SP+8B0] 0x27A88EB6180 (void*)
[SP+8B8] 0x27A88EB6180 (void*)
[SP+8C0] 0x3F (u8):[63]
[SP+8C8] 0x40 (u8):[64]
[SP+8D0] 0x2753F800000 (u64):[2702599782400] (f32):[1]
[SP+8D8] 0x27922A14E20 (void*)
[SP+8E0] 0xF (u8):[15]
[SP+8E8] 0x27A88EB0420 (void*)
[SP+8F0] 0x27A88EB0820 (void*)
[SP+8F8] 0x27A88EB0820 (void*)
[SP+900] 0x3F (u8):[63]
[SP+908] 0x40 (u8):[64]
[SP+910] 0x2753F800000 (u64):[2702599782400] (f32):[1]
[SP+918] 0x27922A14FE0 (void*)
[SP+920] 0x16 (u8):[22]
[SP+928] 0x27A88EB4930 (void*)
[SP+930] 0x27A88EB4D30 (void*)
[SP+938] 0x27A88EB4D30 (void*)
[SP+940] 0x3F (u8):[63]
[SP+948] 0x40 (u8):[64]
[SP+950] 0x0 (NULL)
[SP+958] 0x27500000000 (u64):[2701534429184]
[SP+960] 0x0 (NULL)
[SP+968] 0x276C20EE4C0 (void*)
[SP+970] 0x8000000000000001 (i64):[-9223372036854775807]
[SP+978] 0x0 (NULL)
[SP+980] 0x0 (NULL)
[SP+988] 0x0 (NULL)
[SP+990] 0x276DDD11B30 (void*)
[SP+998] 0x2793457CB80 (void*)
[SP+9A0] 0x0 (NULL)
[SP+9A8] 0x27500000001 (u64):[2701534429185]
[SP+9B0] 0x0 (NULL)
[SP+9B8] 0x0 (NULL)
[SP+9C0] 0x0 (NULL)
[SP+9C8] 0x0 (NULL)
[SP+9D0] 0x4130886400000012 (u64):[4697404374425534482]
[SP+9D8] 0x0 (NULL)
[SP+9E0] 0x0 (NULL)
[SP+9E8] 0x0 (NULL)
[SP+9F0] 0x0 (NULL)
[SP+9F8] 0xC608CFF800 (void*)
[SP+A00] 0x0 (NULL)
[SP+A08] 0x0 (NULL)
[SP+A10] 0x7FF8000002C4 (u64):[140703128617668]
[SP+A18] 0x0 (NULL)
[SP+A20] 0x1 (u8):[1]
[SP+A28] 0x0 (NULL)
[SP+A30] 0x0 (NULL)
[SP+A38] 0x7FF834CBC85F (hdtSMP64.dll+9C85F) (void*)
[SP+A40] 0x3C87D558 (u32):[1015534936] (f32):[0.01658122]
[SP+A48] 0x0 (NULL)
[SP+A50] 0x3C87D558 (u32):[1015534936] (f32):[0.01658122]
[SP+A58] 0x0 (NULL)
[SP+A60] 0x0 (NULL)
[SP+A68] 0x0 (NULL)
[SP+A70] 0x23F019A2DC (u64):[154352067292]
[SP+A78] 0x7FF834C747F3 (hdtSMP64.dll+547F3) (void*)
[SP+A80] 0x7FF834DB0960 (hdtSMP64.dll+190960) (void*)
[SP+A88] 0x7FF800000000 (u64):[140703128616960]
[SP+A90] 0x7FF834DB0960 (hdtSMP64.dll+190960) (void*)
[SP+A98] 0x7FF834DB0960 (hdtSMP64.dll+190960) (void*)
[SP+AA0] 0x3C88888A (u32):[1015580810] (f32):[0.01666667]
[SP+AA8] 0x0 (NULL)
[SP+AB0] 0x28 (u8):[40]
[SP+AB8] 0x7FF834CBC700 (hdtSMP64.dll+9C700) (void*)
[SP+AC0] 0x3F800000 (u32):[1065353216] (f32):[1]
[SP+AC8] 0x27696A50450 (void*)
[SP+AD0] 0x1 (u8):[1]
[SP+AD8] 0x0 (NULL)
[SP+AE0] 0x0 (NULL)
[SP+AE8] 0x0 (NULL)
[SP+AF0] 0x3C87D558 (u32):[1015534936] (f32):[0.01658122]
[SP+AF8] 0x0 (NULL)
[SP+B00] 0x3C88888A (u32):[1015580810] (f32):[0.01666667]
[SP+B08] 0x0 (NULL)
[SP+B10] 0x479CDE71C7F17C68 (u64):[5160243853326908520] (f32):[-123640.8]
[SP+B18] 0xC508F456 (u32):[3305698390] (f32):[-2191.271]
[SP+B20] 0x0 (NULL)
[SP+B28] 0x0 (NULL)
[SP+B30] 0x1 (u8):[1]
[SP+B38] 0x7FF834CD4331 (hdtSMP64.dll+B4331) (void*)
[SP+B40] 0x28 (u8):[40]
[SP+B48] 0x23F019A2DC (u64):[154352067292]
[SP+B50] 0x7FF834DB0960 (hdtSMP64.dll+190960) (void*)
[SP+B58] 0x0 (NULL)
[SP+B60] 0x7FF834DB0968 (hdtSMP64.dll+190968) (void*)
[SP+B68] 0x7FF83C88888A (u64):[140704144197770] (f32):[0.01666667]
[SP+B70] 0xBE8D3278C50715AA (i64):[-4716057740504001110] (f32):[-2161.354]
[SP+B78] 0x479CDB58C7F179F6 (u64):[5160240447417842166] (f32):[-123635.9]
[SP+B80] 0x0 (NULL)
[SP+B88] 0x0 (NULL)
[SP+B90] 0x0 (NULL)
[SP+B98] 0x0 (NULL)
[SP+BA0] 0x0 (NULL)
[SP+BA8] 0x0 (NULL)
[SP+BB0] 0x0 (NULL)
[SP+BB8] 0x0 (NULL)
[SP+BC0] 0x0 (NULL)
[SP+BC8] 0x0 (NULL)
[SP+BD0] 0x0 (NULL)
[SP+BD8] 0x0 (NULL)
[SP+BE0] 0x0 (NULL)
[SP+BE8] 0x0 (NULL)
[SP+BF0] 0x0 (NULL)
[SP+BF8] 0x0 (NULL)
[SP+C00] 0x0 (NULL)
[SP+C08] 0x0 (NULL)
[SP+C10] 0x0 (NULL)
[SP+C18] 0x0 (NULL)
[SP+C20] 0x7FF834DB10A8 (hdtSMP64.dll+1910A8) (void*)
[SP+C28] 0xC608CFFB70 (void*)
[SP+C30] 0x7FF834DB1010 (hdtSMP64.dll+191010) (void*)
[SP+C38] 0x7FF834CD4C15 (hdtSMP64.dll+B4C15) (void*)
[SP+C40] 0x27500009FBF (u64):[2701534470079]
[SP+C48] 0x2763C88888A (void*)
[SP+C50] 0x23F019A2DC (u64):[154352067292]
[SP+C58] 0x1 (u8):[1]
[SP+C60] 0x7FF834DB1058 (hdtSMP64.dll+191058) (void*)
[SP+C68] 0x1 (u8):[1]
[SP+C70] 0x0 (NULL)
[SP+C78] 0x7FF834CD9C8D (hdtSMP64.dll+B9C8D) (void*)
[SP+C80] 0x276BE9D1A38 (void*)
[SP+C88] 0x7FF834DA2D68 (hdtSMP64.dll+182D68) (void*)
[SP+C90] 0x0 (NULL)
[SP+C98] 0x276BE9D1A40 (void*)
[SP+CA0] 0x170E2A (u32):[1510954]
[SP+CA8] 0x0 (NULL)
[SP+CB0] 0x0 (NULL)
[SP+CB8] 0x7FF8267D5050 (TrueDirectionalMovement.dll+25050) (char*) "?\rbF\n"
[SP+CC0] 0x0 (NULL)
[SP+CC8] 0x7FF834DA2D68 (hdtSMP64.dll+182D68) (void*)
[SP+CD0] 0x0 (NULL)
[SP+CD8] 0x170E2A (u32):[1510954]
[SP+CE0] 0x170E2A (u32):[1510954]
[SP+CE8] 0x7FF63FE4F4F4 (SkyrimSE.exe+5AF4F4) (void*)
[SP+CF0] 0x0 (NULL)
[SP+CF8] 0x0 (NULL)
[SP+D00] 0x0 (NULL)
[SP+D08] 0xA (u8):[10]
[SP+D10] 0x1 (u8):[1]
[SP+D18] 0x0 (NULL)
[SP+D20] 0x0 (NULL)
[SP+D28] 0x0 (NULL)
[SP+D30] 0x0 (NULL)
[SP+D38] 0xFFFFFFFFFFFFFF00 (i64):[-256]
[SP+D40] 0x170E2A (u32):[1510954]
[SP+D48] 0x14FE (u16):[5374]
[SP+D50] 0x138911BC (u32):[327750076]
[SP+D58] 0x1 (u8):[1]
[SP+D60] 0x3C000EB8517 (u64):[4123184039191]
[SP+D68] 0x21C (u16):[540]
[SP+D70] 0x0 (NULL)
[SP+D78] 0x7FF63FE4CC05 (SkyrimSE.exe+5ACC05) (void*)
[SP+D80] 0xA (u8):[10]
[SP+D88] 0x0 (NULL)
[SP+D90] 0xA (u8):[10]
[SP+D98] 0x7FF600000002 (u64):[140694538682370]
[SP+DA0] 0x0 (NULL)
[SP+DA8] 0x7FF640BEB17A (SkyrimSE.exe+134B17A) (void*)
[SP+DB0] 0xA (u8):[10]
[SP+DB8] 0x0 (NULL)
[SP+DC0] 0x0 (NULL)
[SP+DC8] 0x0 (NULL)
[SP+DD0] 0x0 (NULL)
[SP+DD8] 0x0 (NULL)
[SP+DE0] 0x0 (NULL)
[SP+DE8] 0x7FF859407614 (KERNEL32.DLL+17614) (void*)
[SP+DF0] 0x0 (NULL)
[SP+DF8] 0x0 (NULL)
[SP+E00] 0x0 (NULL)
[SP+E08] 0x0 (NULL)
[SP+E10] 0x0 (NULL)
[SP+E18] 0x7FF85B3826A1 (ntdll.dll+526A1) (void*)
[SP+E20] 0x0 (NULL)
[SP+E28] 0x0 (NULL)
[SP+E30] 0x0 (NULL)
[SP+E38] 0x0 (NULL)
[SP+E40] 0x0 (NULL)
[SP+E48] 0x0 (NULL)
[SP+E50] 0xFEC2A81500000000 (i64):[-89324234446209024]
[SP+E58] 0x0 (NULL)
[SP+E60] 0x0 (NULL)
[SP+E68] 0x7FF859180020 (KERNELBASE.dll+110020) (void*)
[SP+E70] 0xC608CFE000 (void*)
[SP+E78] 0xD541A80003FFC53E (i64):[-3079995952124148418]
[SP+E80] 0x7FF8A7DAA835 (u64):[140705944741941]
[SP+E88] 0xC608CFE000 (void*)
[SP+E90] 0x0 (NULL)
[SP+E98] 0x0 (NULL)
[SP+EA0] 0x0 (NULL)
[SP+EA8] 0x0 (NULL)
[SP+EB0] 0x0 (NULL)
[SP+EB8] 0x0 (NULL)
[SP+EC0] 0x0 (NULL)
[SP+EC8] 0x0 (NULL)
[SP+ED0] 0x0 (NULL)
[SP+ED8] 0x0 (NULL)
[SP+EE0] 0x0 (NULL)
[SP+EE8] 0x0 (NULL)
[SP+EF0] 0x0 (NULL)
[SP+EF8] 0x0 (NULL)
[SP+F00] 0x0 (NULL)
[SP+F08] 0x0 (NULL)
[SP+F10] 0x0 (NULL)
[SP+F18] 0x0 (NULL)
[SP+F20] 0x0 (NULL)
[SP+F28] 0x0 (NULL)
[SP+F30] 0x0 (NULL)
[SP+F38] 0x0 (NULL)
[SP+F40] 0x0 (NULL)
[SP+F48] 0x0 (NULL)
[SP+F50] 0x0 (NULL)
[SP+F58] 0x0 (NULL)
[SP+F60] 0x0 (NULL)
[SP+F68] 0x0 (NULL)
[SP+F70] 0x0 (NULL)
[SP+F78] 0x0 (NULL)
[SP+F80] 0x0 (NULL)
[SP+F88] 0x0 (NULL)
[SP+F90] 0x0 (NULL)
[SP+F98] 0x0 (NULL)
[SP+FA0] 0x0 (NULL)
[SP+FA8] 0x0 (NULL)
[SP+FB0] 0x0 (NULL)
[SP+FB8] 0x0 (NULL)
[SP+FC0] 0x0 (NULL)
[SP+FC8] 0x0 (NULL)
[SP+FD0] 0x0 (NULL)
[SP+FD8] 0x0 (NULL)
[SP+FE0] 0x0 (NULL)
[SP+FE8] 0x0 (NULL)
[SP+FF0] 0x0 (NULL)
[SP+FF8] 0x0 (NULL)
}

Modules
{
SkyrimSE.exe: 0x7FF63F8A0000
ntdll.dll: 0x7FF85B330000
KERNEL32.DLL: 0x7FF8593F0000
KERNELBASE.dll: 0x7FF859070000
apphelp.dll: 0x7FF856230000
USER32.dll: 0x7FF8596B0000
win32u.dll: 0x7FF858B50000
GDI32.dll: 0x7FF859590000
gdi32full.dll: 0x7FF858DD0000
msvcp_win.dll: 0x7FF858D30000
ucrtbase.dll: 0x7FF858F70000
ADVAPI32.dll: 0x7FF859AB0000
msvcrt.dll: 0x7FF859350000
sechost.dll: 0x7FF859860000
RPCRT4.dll: 0x7FF85A7B0000
SHELL32.dll: 0x7FF859B60000
ole32.dll: 0x7FF85A940000
combase.dll: 0x7FF85A360000
WS2_32.dll: 0x7FF8594C0000
SETUPAPI.dll: 0x7FF85AE30000
X3DAudio1_7.dll: 0x63440000
cfgmgr32.dll: 0x7FF858B80000
XINPUT1_3.dll: 0x400000
bcrypt.dll: 0x7FF858A00000
binkw64.dll: 0x180000000
OLEAUT32.dll: 0x7FF85A6C0000
DINPUT8.dll: 0x7FF847FB0000
IPHLPAPI.DLL: 0x7FF857E60000
steam_api64.dll: 0x63400000
WINHTTP.dll: 0x7FF847CB0000
WSOCK32.dll: 0x7FF849EA0000
MSVCP140.dll: 0x7FF847E70000
VCRUNTIME140.dll: 0x7FF855AE0000
d3dx9_42.dll: 0x7FF855AA0000
COMDLG32.dll: 0x7FF85AC80000
shcore.dll: 0x7FF85AD80000
HID.DLL: 0x7FF857280000
SHLWAPI.dll: 0x7FF85A8E0000
WINMM.dll: 0x7FF84DD70000
dxgi.dll: 0x7FF8572C0000
VCRUNTIME140_1.dll: 0x7FF855BB0000
tbbmalloc.dll: 0x7FF847C40000
UxTheme.dll: 0x7FF856370000
tbb.dll: 0x7FF847BD0000
COMCTL32.dll: 0x7FF84CAF0000
d3d11.dll: 0x275F36F0000
WINHTTP.DLL: 0x7FF8527C0000
d3dx11_43.dll: 0x7FF847F60000
D3DCOMPILER_43.dll: 0x7FF8360B0000
IMM32.DLL: 0x7FF85B2B0000
skse64_steam_loader.dll: 0x7FF848620000
VERSION.dll: 0x7FF8533F0000
windows.storage.dll: 0x7FF856AE0000
Wldp.dll: 0x7FF858460000
inputhost.dll: 0x7FF83A910000
PROPSYS.dll: 0x7FF8539E0000
CoreMessaging.dll: 0x7FF855F20000
CoreUIComponents.dll: 0x7FF855BC0000
wintypes.dll: 0x7FF855290000
ntmarta.dll: 0x7FF857B90000
bcryptPrimitives.dll: 0x7FF858EE0000
kernel.appcore.dll: 0x7FF8568E0000
profapi.dll: 0x7FF858940000
steamclient64.dll: 0x7FF824F50000
CRYPT32.dll: 0x7FF858BD0000
imagehlp.dll: 0x7FF85AD60000
PSAPI.DLL: 0x7FF85B2A0000
MSWSOCK.dll: 0x7FF8581C0000
tier0_s64.dll: 0x7FF847A30000
vstdlib_s64.dll: 0x7FF835FF0000
Secur32.dll: 0x7FF849EB0000
SSPICLI.DLL: 0x7FF8588C0000
CRYPTBASE.DLL: 0x7FF8583D0000
NetScriptFramework.Runtime.dll: 0x7FF847A00000
dbghelp.dll: 0x7FF84CDE0000
mscoree.dll: 0x7FF84B910000
mscoreei.dll: 0x7FF84A190000
clr.dll: 0x7FF8401F0000
VCRUNTIME140_CLR0400.dll: 0x7FF848D00000
ucrtbase_clr0400.dll: 0x7FF848C20000
mscorlib.ni.dll: 0x7FF83EBF0000
clrjit.dll: 0x7FF848200000
amsi.dll: 0x7FF84CDC0000
USERENV.dll: 0x7FF858900000
MpOav.dll: 0x7FF84CD40000
MPCLIENT.DLL: 0x7FF849D70000
WINTRUST.dll: 0x7FF858A30000
MSASN1.dll: 0x7FF8585F0000
gpapi.dll: 0x7FF857290000
System.ni.dll: 0x7FF83DF70000
System.Core.ni.dll: 0x7FF83D4F0000
urlmon.dll: 0x7FF849EC0000
iertutil.dll: 0x7FF848FE0000
netutils.dll: 0x7FF857EA0000
srvcli.dll: 0x7FF849300000
virtdisk.dll: 0x7FF848EF0000
FLTLIB.DLL: 0x7FF835D50000
NetScriptFramework.SkyrimSE.dll: 0x7FF8357F0000
EngineFixes.dll: 0x7FF835EF0000
hdtSMP64.dll: 0x7FF834C20000
skse64_1_5_97.dll: 0x7FF8356A0000
ActorLimitFix.dll: 0x7FF837400000
AddItemMenuSE.dll: 0x7FF836BA0000
AnimationMotionRevolution.dll: 0x275A3BD0000
AnimationQueueFix.dll: 0x7FF835DE0000
AreYouThereSE.dll: 0x7FF846710000
AuroraFix.dll: 0x7FF834BC0000
AutoParallax.dll: 0x7FF834B30000
BarterLimitFix.dll: 0x7FF83AC50000
BetterJumpingSE.dll: 0x7FF834AD0000
BR180.dll: 0x7FF834A60000
BugFixesSSE.dll: 0x7FF834A00000
cbp.dll: 0x7FF834900000
ConsoleUtilSSE.dll: 0x7FF834870000
DisableFollowerCollision.dll: 0x7FF834810000
DynamicAnimationReplacer.dll: 0x7FF834110000
ENBHelperSE.dll: 0x7FF834080000
encounter_zones_unlocked.dll: 0x7FF834020000
EquipEnchantmentFix.dll: 0x7FF833FA0000
FaceGenFixes.dll: 0x7FF833F10000
fiss.dll: 0x7FF8375D0000
Fuz Ro D'oh.dll: 0x7FF833EA0000
JContainers64.dll: 0x7FF82CAA0000
MapMarkerFramework.dll: 0x7FF831D10000
MaxsuAIProcessFix.dll: 0x7FF833E30000
MCMHelper.dll: 0x7FF82EC80000
mfgfix.dll: 0x7FF82DA60000
MoreInformativeConsole.dll: 0x7FF82D080000
NativeEditorIDFix.dll: 0x7FF82E720000
PAPER.dll: 0x7FF82D9F0000
PapyrusUtil.dll: 0x7FF82CF00000
po3_CraftingRecipeDistributor.dll: 0x7FF82C9F0000
po3_PapyrusExtender.dll: 0x7FF824A30000
po3_SpellPerkItemDistributor.dll: 0x7FF82C880000
po3_ToYourFace.dll: 0x7FF837520000
po3_Tweaks.dll: 0x7FF8280D0000
PriorityMod.dll: 0x7FF8373D0000
RecursionFPSFix.dll: 0x7FF827FF0000
ResistancesRescaledSE.dll: 0x7FF835500000
Rumble.dll: 0x7FF827D40000
ScrambledBugs.dll: 0x7FF82E460000
ShadowBoost.dll: 0x7FF8279F0000
SimpleDualSheath.dll: 0x7FF827CA0000
skee64-memleak-patch.dll: 0x7FF831CC0000
skee64.dll: 0x7FF823BE0000
SkyrimUpscaler.dll: 0x7FF8278B0000
D3DCOMPILER_47.dll: 0x7FF854670000
CRYPTSP.dll: 0x7FF8583B0000
nvngx_dlss.dll: 0x7FF811490000
PDPerfPlugin.dll: 0x7FF82B0A0000
d3d12.dll: 0x7FF8494B0000
SSEDisplayTweaks.dll: 0x7FF826E80000
StormLightning.dll: 0x7FF82B010000
TrueDirectionalMovement.dll: 0x7FF8267B0000
YesImSure.dll: 0x7FF826700000
gameoverlayrenderer64.dll: 0x7FF823A50000
RTSSHooks64.dll: 0x27611060000
MSCTF.dll: 0x7FF85AB00000
textinputframework.dll: 0x7FF83B140000
d3dcompiler_46e.dll: 0x7FF823690000
d3d11.dll: 0x7FF854400000
nvldumdx.dll: 0x7FF84EAB0000
cryptnet.dll: 0x7FF8530F0000
drvstore.dll: 0x7FF852610000
devobj.dll: 0x7FF8587B0000
rsaenh.dll: 0x7FF857A70000
nvwgf2umx.dll: 0x7FF840D30000
nvspcap64.dll: 0x7FF8233B0000
MessageBus.dll: 0x7FF84C040000
dxcore.dll: 0x7FF84F080000
NSI.dll: 0x7FF859640000
dhcpcsvc.DLL: 0x7FF8534B0000
dwmapi.dll: 0x7FF856700000
clbcatq.dll: 0x7FF85A2B0000
OneCoreCommonProxyStub.dll: 0x7FF837890000
OneCoreUAPCommonProxyStub.dll: 0x7FF850420000
dcomp.dll: 0x7FF855490000
WindowsCodecs.dll: 0x7FF852190000
MMDevApi.dll: 0x7FF8529C0000
AUDIOSES.DLL: 0x7FF8483E0000
powrprof.dll: 0x7FF857FD0000
UMPDC.dll: 0x7FF857E40000
Windows.UI.dll: 0x7FF83AAC0000
WindowManagementAPI.dll: 0x7FF852910000
twinapi.appcore.dll: 0x7FF852410000
xinput1_4.dll: 0x7FF8347F0000
_nvngx.dll: 0x7FF8138D0000
nvapi64.dll: 0x7FF850F60000
DEVRTL.dll: 0x7FF84C780000
SPINF.dll: 0x7FF851ED0000
NvTelemetryAPI64.dll: 0x7FF84BF40000
nvcuda64.dll: 0x7FF810AF0000
deviceaccess.dll: 0x7FF850D60000
XAudio2_7.dll: 0x7FF810A60000
avrt.dll: 0x7FF8527B0000
DSOUND.DLL: 0x7FF810580000
winmmbase.dll: 0x7FF84B3E0000
resourcepolicyclient.dll: 0x7FF8564D0000
wbemprox.dll: 0x7FF850E50000
wbemcomn.dll: 0x7FF850BF0000
wbemsvc.dll: 0x7FF852A60000
fastprox.dll: 0x7FF84FE70000
dhcpcsvc6.DLL: 0x7FF8535C0000
DNSAPI.dll: 0x7FF857EB0000
webio.dll: 0x7FF8467B0000
WINNSI.DLL: 0x7FF8535E0000
rasadhlp.dll: 0x7FF851E10000
fwpuclnt.dll: 0x7FF84DDA0000
schannel.DLL: 0x7FF857990000
mskeyprotect.dll: 0x7FF8488D0000
NTASN1.dll: 0x7FF858490000
ncrypt.dll: 0x7FF8584D0000
ncryptsslp.dll: 0x7FF84B750000
DPAPI.DLL: 0x7FF8587E0000
}

Plugins (2)
{
custom_skills
{
Name: "Custom Skills"
Version: 1
Author: "meh321"
Assembly: CustomSkills, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
}

plugin.miscfix
{
Name: "miscfix"
Version: 1
Author: "Author"
Website: "https://github.com/crashme/"
Assembly: MiscFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
}
}

Game plugins (622)
{
[00] Skyrim.esm
[01] Update.esm
[02] Dawnguard.esm
[03] HearthFires.esm
[04] Dragonborn.esm
[05] Unofficial Skyrim Special Edition Patch.esp
[06] Unofficial Skyrim Modders Patch.esp
[07] Occ_Skyrim_Tamriel.esp
[08] RaceCompatibility.esm
[09] ApachiiHair.esm
[0A] ApachiiHairFemales.esm
[0B] ApachiiHairMales.esm
[0C] KS Hairdo's.esp
[0D] OblivionHairPackAIO.esm
[0E] FISS.esp
[0F] Heels Sound.esm
[10] High Poly Head.esm
[11] arnima.esm
[12] Banemourn.esp
[13] BloodstoneArm.esp
[14] BSAssets.esm
[15] BSHeartland.esm
[16] BS_DLC_patch.esp
[17] DaggerOfXamirra.esp
[18] Darkend.esp
[19] FlowerGirls SE.esm
[1A] GemstoneLegacy.esp
[1B] TheGemstoneProphecy.esp
[1C] GP2GIOD.esp
[1D] GrandPaladinSE.esp
[1E] Gray Fox Cowl.esm
[1F] HammerOfKrenah.esp
[20] INFERNAL FLAME.esp
[21] LuciousIsland.esp
[22] mannyBlackRock.esm
[23] mannyDragonhead.esm
[24] Maslea.esm
[25] MulmugviirTomb.esp
[26] ORS_SolitudeGate.esm
[27] ORS_MorthalPain.esm
[28] Rangard.esm
[29] Shezarrine Saga.esm
[2A] SkyrimSewers.esp
[2B] Unslaad.esm
[2C] Vigilant.esm
[2D] Vominheim.esm
[2E] Vuldur.esm
[2F] xamnant.esp
[30] darkproject.esp
[31] Wyrmstooth.esp
[32] 3DNPC.esp
[33] EASelene_Mer_Fol_ObHair_NE_1_3.esm
[34] EAWeelnethMerFolNE.esm
[35] EFFCore.esm
[36] AnnaNPCs.esp
[37] Lux Via.esp
[38] Water for ENB.esm
[39] Apocalypse - Magic of Skyrim.esp
[3A] Arcanum.esp
[3B] Colorful_Magic_SE.esp
[3C] ForgottenMagic_Redone.esp
[3D] ShadowSpellPackage.esp
[3E] Thunderchild - Epic Shout Package.esp
[3F] Unofficial Republic of Maslea Patch.esp
[40] ArtifactsOfBoethiah.esp
[41] Dawnguard&VolkiharArtifactsQuests.esp
[42] Death Consumes All.esp
[43] FlowerGirls SE - Adventures.esp
[44] GemstoneProp3.esp
[45] icebladeofthemonarch.esp
[46] Merentif.esp
[47] mihailpolymorphbonetyrant.esp
[48] SexLab-AmorousAdventures.esp
[49] The Paarthurnax Dilemma.esp
[4A] Halls Of Dovahndor SSE.esp
[4B] Provincial Courier Service.esp
[4C] Reaper's The Dark Tower.esp
[4D] 1mm_ifrithorns.esp
[4E] AngelArmor.esp
[4F] ChampionofAzura.esp
[50] H2135 - All in One.esp
[51] The Amazing World of Bikini Armors REMASTERED.esp
[52] Witch Of The Wild.esp
[53] Summermyst - Enchantments of Skyrim.esp
[54] ElementalArrows.esp
[55] Immersive Weapons.esp
[56] ORI - HarkonSword.esp
[57] PrvtI_HeavyArmory.esp
[58] PrvtIRoyalArmory.esp
[59] Thunderfury SE - Johnskyrim.esp
[5A] Vominheim - Unique Weapons.esp
[5B] NewArmoury.esp
[5C] ZIA_Complete Pack.esp
[5D] ThaneWeaponsReborn.esp
[5E] [dint999] HairPack02.esp
[5F] TemptressVixen.esp
[60] Followers Merged 4.esp
[61] Followers Merged 5.esp
[62] Followers Merged 6.esp
[63] [Dyuz] DaoDao Follower.esp
[64] Cassia.esp
[65] Dalilah.esp
[66] GemstoneMaidensStandalone.esp
[67] XSGTFollowers.esp
[68] Relationship Dialogue Overhaul.esp
[69] UIExtensions.esp
[6A] AddItemMenuSE.esp
[6B] 018Auri.esp
[6C] Alkaia.esp
[6D] Aurlyn.esp
[6E] CaesiaFollower.esp
[6F] Celestine.esp
[70] Chiaki Follower.esp
[71] Clara.esp
[72] CS_Coralyn.esp
[73] CSV_Karla.esp
[74] CS_Vayne.esp
[75] CSV_Vixi.esp
[76] EMCompViljaSkyrim.esp
[77] EMViljaInSolstheimAddOn.esp
[78] Earl_Follower_202208free.esp
[79] Eris.esp
[7A] k101Daegon.esp
[7B] KirstenFollower.esp
[7C] Maelstrom.esp
[7D] Minerva.esp
[7E] Nerida.esp
[7F] NyxFollower.esp
[80] Recorder Follower Base.esp
[81] SnowVampire.esp
[82] SofiaFollower.esp
[83] SovietGirl.esp
[84] TrueHel.esp
[85] Virelda.esp
[86] WoT.esp
[87] Xymena.esp
[88] zMirai.esp
[89] DamageScalingWithLevel.esp
[8A] dD - Enhanced Blood Main.esp
[8B] AttackBehaviorTweaks.esp
[8C] DSerCombatGameplayOverhaul.esp
[8D] Heart Breaker SE.esp
[8E] Moonlight Tales Special Edition.esp
[8F] PC Head Tracking - MCM.esp
[90] PC Head Tracking - Patch.esp
[91] Sacrosanct - Vampires of Skyrim.esp
[92] Stances - Dynamic Weapon Movesets SE.esp
[93] Tainted_Blood.esp
[94] BloodthirstVampireFeeding.esp
[95] VioLens SE.esp
[96] Alternate Start - Live Another Life.esp
[97] Cutting Room Floor.esp
[98] KarstaagReborn.esp
[99] Rebirth Monster.esp
[9A] Elemental_Dragons.esp
[9B] Alduin V1.esp
[9C] Infernus.esp
[9D] Zim's Improved Dremora.esp
[9E] SMIM-SE-Merged-All.esp
[9F] Better Dynamic Ash.esp
[A0] Better Dynamic Snow.esp
[A1] earthquakes - MCM.esp
[A2] Embers XD.esp
[A3] Gray Fox Flora Overhaul.esp
[A4] Prometheus_No_snow_Under_the_roof.esp
[A5] Obsidian Mountain Fogs.esp
[A6] Solas ENB.esp
[A7] WondersofWeather.esp
[A8] Veydosebrom Regions.esp
[A9] DepthsOfSkyrim.esp
[AA] S3DLandscapes NextGenerationForests.esp
[AB] S3DTrees NextGenerationForests.esp
[AC] Sepolcri.esp
[AD] Lux.esp
[AE] Lux - AIO Patch.esp
[AF] Water for ENB (Shades of Skyrim).esp
[B0] NPCs Merged.esp
[B1] Atlas Map Markers.esp
[B2] Immersive Music.esp
[B3] Immersive Sounds - Compendium.esp
[B4] Soulsborne Sound FX.esp
[B5] atkspdmod.esp
[B6] Invisibility Eyes Fix.esp
[B7] Nemesis PCEA.esp
[B8] XPMSE.esp
[B9] SeranaDialogAddon.esp
[FE 000] Skyrim Project Optimization - Full ESL Version.esm
[FE 001] Landscape and Water Fixes.esp
[FE 002] Lightened Skyrim - merged.esp
[FE 003] Equippable ED Horns SSE.esp
[FE 004] 1stperson_visible_slots_patch.esp
[FE 005] BetterDynamicAsh-DisableRefs.esm
[FE 006] Lux - Resources.esp
[FE 007] Lux Orbis - Master plugin.esm
[FE 008] Lux - Master plugin.esm
[FE 009] Navigator-NavFixes.esp
[FE 00A] FNIS.esp
[FE 00B] HeelsFix.esp
[FE 00C] metaSkillMenu.esp
[FE 00D] RaceMenu.esp
[FE 00E] RaceMenuPlugin.esp
[FE 00F] RaceMenuMorphsCBBE.esp
[FE 010] SkyUI_SE.esp
[FE 011] iHUD.esp
[FE 012] MCMHelper.esp
[FE 013] TESL-LoadingScreens.esp
[FE 014] TESL-LS-AddonMain.esp
[FE 015] TESL-LS-Tweaks.esp
[FE 016] TESL-LS-VanillaLSRemover.esp
[FE 017] AreYouThereSE.esp
[FE 018] 12FemaleBrows.esp
[FE 019] Better Females - Eyebrows.esp
[FE 01A] Brows.esp
[FE 01B] KaliliesBrows.esp
[FE 01C] Kyoe BanginBrows.esp
[FE 01D] Maevan2EyeBrows.esp
[FE 01E] SGEyebrows.esp
[FE 01F] Azurite Eyes.esp
[FE 020] Cherry's Eyes.esp
[FE 021] Elegant Beauty Stunning Eyes Remastered.esp
[FE 022] Eyes of Aber.esp
[FE 023] Galactic eyes.esp
[FE 024] MikanEyes All in one SE.esp
[FE 025] TheEyesOfBeauty.esp
[FE 026] The Eyes Of Beauty - Elves Edition.esp
[FE 027] TESL-LS-AddonApoc.esp
[FE 028] ForgottenMagic_Redone_fixCTD.esp
[FE 029] Shadow Spell Package - Bug Fixes.esp
[FE 02A] TESL-LS-AddonThunderchild.esp
[FE 02B] Beyond Reach - ABT Patch.esp
[FE 02C] Beyond Reach - Shields and Cloaks.esp
[FE 02D] Beyond Reach - Skyrim Border Tweak.esp
[FE 02E] Beyond Reach - Temper Recipes.esp
[FE 02F] Beyond Skyrim - Bruma - Guard Cloaks.esp
[FE 030] BSCYRCraftRestrictions.esp
[FE 031] SkyrimSewersNavFix.esp
[FE 032] VIGILANT-Sewers.esp
[FE 033] Vigilant Voiced.esp
[FE 034] JS Dragon Claws AE - Skyrim Sewers.esp
[FE 035] JS Dragon Claws AE - Wyrmstooth.esp
[FE 036] Wyrmstooth_Signs_Fix.esp
[FE 037] WyrmstoothThunderchildPatch.esp
[FE 038] 3DNPC0.esp
[FE 039] 3DNPC Alternative Locations.esp
[FE 03A] 3DNPC Followers Perk Addon.esp
[FE 03B] deirdre_FG.esp
[FE 03C] ATOT10B patch.esp
[FE 03D] deathconsumesall_fg_patch.esp
[FE 03E] LeapsOfFaith.esp
[FE 03F] ORS_ChaptersLinker.esp
[FE 040] ORS_DremoraUpdate.esp
[FE 041] Sidequests of Skyrim.esp
[FE 042] sidequests_FGpatch.esp
[FE 043] Albedo Succubus Outfit.esp
[FE 044] Angel Vixen Outfit.esp
[FE 045] [Army]Metal Pack.esp
[FE 046] [Army]Sassy Secrets.esp
[FE 047] BBD_NereidPirate.esp
[FE 048] BBD_RGENIE.esp
[FE 049] BD Armor and clothes replacer.esp
[FE 04A] BD's CBBE 3BBB Parted.esp
[FE 04B] BDO_Lahn_Sanguine_SSE.esp
[FE 04C] BDO Valkyrie Venslar [SE].esp
[FE 04D] BDO Winter Snow Dress.esp
[FE 04E] BDOR Caroxya by Team TAL.esp
[FE 04F] BDOR Mueburus by Team TAL.esp
[FE 050] Bean Sidhe.esp
[FE 051] BikiniRobesStandalone.esp
[FE 052] BikiniRobes_OutfitReplacerCompatibility.esp
[FE 053] BDE_Armor.esp
[FE 054] Blades Hakama SE.esp
[FE 055] Blood Raven.esp
[FE 056] [Caenarvon] FreeStyle.esp
[FE 057] Cassandra Frost Witch.esp
[FE 058] Chain Metal Outfit [SE].esp
[FE 059] [Christine] DOA - Mai Goddess.esp
[FE 05A] [Christine] Floral Night Dress.esp
[FE 05B] [Christine] Hel.esp
[FE 05C] cj-mingzhuang.esp
[FE 05D] Cindersoul [SE].esp
[FE 05E] Clockwork Fine Chain Armor.esp
[FE 05F] [Cloud]Cruetraxa.esp
[FE 060] [COCO] Accessories [SE].esp
[FE 061] [COCO]Fairy_Queen_Full_A.esp
[FE 062] [COCO][GIFT]VampDress CBBE SE.esp
[FE 063] [COCO]Lingerie.esp
[FE 064] [COCO]Raikou_CBBE SE.esp
[FE 065] [COCO]RONIN_Full_CBBE SE.esp
[FE 066] [COCO] Scarlet Rose [SE].esp
[FE 067] [COCO]SnowQueen_Full_CBBE SE.esp
[FE 068] [COCO] Succubus [SE].esp
[FE 069] [COCO] Witchiness [SE].esp
[FE 06A] Dark Dreams.esp
[FE 06B] DCR_KingCrusaderMegaPack_SSE.esp
[FE 06C] [Dint999] BDO_DK_Floree.esp
[FE 06D] DS3_BlackKnight.esp
[FE 06E] DS3_SilverKnight.esp
[FE 06F] DevilsDaedraArmor.esp
[FE 070] DX Dark Knight Armor.esp
[FE 071] DX Necromancer Robes.esp
[FE 072] DX StLouis SE.esp
[FE 073] DX Succubus Armor.esp
[FE 074] DX Witcher Armor.esp
[FE 075] ED Horns SSE.esp
[FE 076] Egil's Demon Hunter.esp
[FE 077] EGIL General Beatrix.esp
[FE 078] EGIL Shadow of Akavir.esp
[FE 079] Elven Princess.esp
[FE 07A] [em486] Kirax BDO Rosa Le Dessous.esp
[FE 07B] ESO Altmer Armor And Weapon.esp
[FE 07C] FemTsunArmor.esp
[FE 07D] FGO Musashi swimsuit.esp
[FE 07E] FranklyHDImperialArmorsAndWeapons.esp
[FE 07F] Gatti12Jewel.esp
[FE 080] [GIFT] The Bat.esp
[FE 081] Graviczapa Arabian Nights Veil.esp
[FE 082] HakuWeddingDressSE.esp
[FE 083] [Ichirou] Black Viper's Will.esp
[FE 084] [Ichirou] Luxurious Seduction.esp
[FE 085] [immyneedscake] FFXV Gentiana Shiva.esp
[FE 086] [immyneedscake] RyanReos BladeDancer Mercenary.esp
[FE 087] Imperial Centurion Battle Dress Evolution Remastered.esp
[FE 088] [Kabbaje] Uria.esp
[FE 089] [Kirax] BDO Yinixtra.esp
[FE 08A] LB Lady Revenant.esp
[FE 08B] Lich King's Armor.esp
[FE 08C] (lilyrim)wulefujin red.esp
[FE 08D] Lingerie Set.esp
[FE 08E] LustmordVampireArmor.esp
[FE 08F] [Melodic] Chloe.esp
[FE 090] [Melodic] Dark Elf Enchantress.esp
[FE 091] [Melodic] Fantasy Dancer.esp
[FE 092] [Melodic] Midnight Love.esp
[FE 093] MengTaXueMiCheng_BYJ.esp
[FE 094] Ninirim All-in-One.esp
[FE 095] Overhit Rairee by Team TAL.esp
[FE 096] Princess of Flowers.esp
[FE 097] Ranger_NewCloth.esp
[FE 098] Ranger Outfit.esp
[FE 099] RegaliaOfTheScorned.esp
[FE 09A] [RektBird] 1001 Nights [SE].esp
[FE 09B] [Rektas] Spider Queen [SE].esp
[FE 09C] [Rektas] Spirit Blade [SE].esp
[FE 09D] [Rektas] Wrap Around Dress [SE].esp
[FE 09E] Remodeled_Daedric_Armor.esp
[FE 09F] Revealing Ebony Nocturna.esp
[FE 0A0] [Ryan Reos] Dark Elf Blader.esp
[FE 0A1] [RyanReos] High Priestess.esp
[FE 0A2] R18pn - Shanoa Armour SE.esp
[FE 0A3] SC_SunPrince.esp
[FE 0A4] [SE] BDO Boss Armor 01.esp
[FE 0A5] [SE] Kirax BDO Ataraxia.esp
[FE 0A6] Shadow Witch [SE].esp
[FE 0A7] Starlight Queen [SE].esp
[FE 0A8] Silverlight Armor.esp
[FE 0A9] Tiancheng Dudou Apron.esp
[FE 0AA] TeraSuccubusArmor.esp
[FE 0AB] TAWOBA Remastered Leveled List.esp
[FE 0AC] (Pumpkin)-TEWOBA-TheExpandedWorldofBikiniArmor.esp
[FE 0AD] TEWOBA_LLPatch.esp
[FE 0AE] [TheMilkDrinker] NiseDovaArmor.esp
[FE 0AF] [TheMilkDrinker] YoRHa 2B Attire.esp
[FE 0B0] [Trusty] VTW7 Katarina.esp
[FE 0B1] TsunTsun Armor Remastered.esp
[FE 0B2] [Tullius]ActionTaimain_Shiranui_Nun_Outfit(ESL).ESP
[FE 0B3] Vigilant Outfits.esp
[FE 0B4] Vigilant CBBE Patch.esp
[FE 0B5] Vin Regina.esp
[FE 0B6] [VIN] Succubus.esp
[FE 0B7] Vindictus_HolyAngel_Xing.esp
[FE 0B8] wilderness_witch.esp
[FE 0B9] xuemei.esp
[FE 0BA] [Zynx][Anano] Osare Culort Outfit.esp
[FE 0BB] [Zynx][Melodic] After School.esp
[FE 0BC] LadyLaceCloaks_EN.esp
[FE 0BD] LadyLaceCloaks_EN_SMP_Patch.esp
[FE 0BE] Invisible Headgear.esp
[FE 0BF] Invisible Helmets - BS Bruma.esp
[FE 0C0] CrownHelmetsRedux_Replacer.esp
[FE 0C1] CrownHelmetsRedux_Vominheim.esp
[FE 0C2] CrownHelmetsRedux_Vuldur.esp
[FE 0C3] CrownHelmetsRedux_Merentif.esp
[FE 0C4] GQJ_DG_vampireamuletfix.esp
[FE 0C5] Saeri_AetherialCrown.esp
[FE 0C6] Aves Unique Jewelry Replacer.esp
[FE 0C7] Aves INPCs Jewelry Replacer.esp
[FE 0C8] JS Barenziah SE - Johnskyrim.esp
[FE 0C9] JS Instruments of Skyrim SE - Uniques.esp
[FE 0CA] MLPSoulGems.esp
[FE 0CB] Potions.esp
[FE 0CC] 00k Ninja Weapons.esp
[FE 0CD] 3rdEraWeaponsMoS.esp
[FE 0CE] AAAbloodrayneswords.esp
[FE 0CF] aMidianborn_Skyforge_Weapons.esp
[FE 0D0] Anchor SE - Johnskyrim.esp
[FE 0D1] art_Ritevice.esp
[FE 0D2] AtlanteanDragonSlayer[SSE Conversion].esp
[FE 0D3] Bloody Scythe and Soulrender Reborne.esp
[FE 0D4] BSGlenroyAK.esp
[FE 0D5] CL's AmrensSword.esp
[FE 0D6] CL's Crissaegrim.esp
[FE 0D7] CL's GreyWardenSword.esp
[FE 0D8] CL's Rapier.esp
[FE 0D9] DaedricCrossbow.esp
[FE 0DA] DaedricUltraGreatsword.esp
[FE 0DB] DarkburnedBlade.esp
[FE 0DC] Daggerkiin - Johnskyrim.esp
[FE 0DD] DCA-UW.esp
[FE 0DE] DoubleEdgedDaedricSword.esp
[FE 0DF] dragonslayerarrows - temper.esp
[FE 0E0] Ebonblade Waraxe SE - Johnskyrim.esp
[FE 0E1] Evils Bane - Johnskyrim.esp
[FE 0E2] Frostmourne.esp
[FE 0E3] Gauldurbrand.esp
[FE 0E4] Ghostblade.esp
[FE 0E5] Granite Maul SE - Johnskyrim.esp
[FE 0E6] Grimsever.esp
[FE 0E7] HF Muramasa.esp
[FE 0E8] Hjaltbrand.esp
[FE 0E9] HorksbaneSSE.esp
[FE 0EA] Iban's Staff SE - Johnskyrim.esp
[FE 0EB] InterestingWeapons.esp
[FE 0EC] KatriaBow.esp
[FE 0ED] Kusanagi.esp
[FE 0EE] Legacy of Molag Bal.esp
[FE 0EF] Liliths Tools.esp
[FE 0F0] Masamune.esp
[FE 0F1] Merenif - Unique rewards by Xtudo.esp
[FE 0F2] AAAbloodrayneswords - ORI HarkonSword.esp
[FE 0F3] Royal Armory Tweaks.esp
[FE 0F4] Quel'Delar SE - Johnskyrim.esp
[FE 0F5] Radzig - Johnskyrim.esp
[FE 0F6] Queen Freydis Sword.esp
[FE 0F7] Shadowmourne SE - Johnskyrim.esp
[FE 0F8] Soul Reaver Sword.esp
[FE 0F9] Stormfang.esp
[FE 0FA] Sulfuras The Reclaimed Hand SE - Johnskyrim.esp
[FE 0FB] swordofcthulu.esp
[FE 0FC] sword of shadow.esp
[FE 0FD] SwordTwoWorld.esp
[FE 0FE] SymmetricalDaedricGreatsword.esp
[FE 0FF] ValmeyjarGearSet.esp
[FE 100] Vikings Weaponry - Johnskyrim.esp
[FE 101] AnimatedArmoryVigilantPatchESM.esp
[FE 102] Animated Colorful Magic.esp
[FE 103] Animated Immersive Weaps.esp
[FE 104] Animated Lilith's Tools.esp
[FE 105] PrvtI_HeavyArmory_AA_USSEP.esp
[FE 106] Unique Uniques SE.esp
[FE 107] ZTA_Reforged.esp
[FE 108] CL BladeofWoe.esp
[FE 109] KSHairdosSMP.esp
[FE 10A] KSHairForFlowerGirlsAdventures.esp
[FE 10B] SN_devil.esp
[FE 10C] FMS_FemaleMakeupSuite.esp
[FE 10D] HavoksLipPatterns.esp
[FE 10E] Kai's Lipstick.esp
[FE 10F] Lamenthia's Marks of Beauty.esp
[FE 110] Sakora's Make Over Kit for SKSE64.esp
[FE 111] StojaMakeupPack.esp
[FE 112] TheCoenaculiCBBE.esp
[FE 113] YMMP.esp
[FE 114] ZMDs Feet Nail Art for RaceMenu v1.esp
[FE 115] Temptress High Poly Head.esp
[FE 116] _VK_AIO.esp
[FE 117] Followers Merged.esp
[FE 118] Followers Merged 2.esp
[FE 119] Followers Merged 3.esp
[FE 11A] JJ_Follower.esp
[FE 11B] Khaleesi_Follower.esp
[FE 11C] Nuala.esp
[FE 11D] Octavia.esp
[FE 11E] Seductress Elizabeth.esp
[FE 11F] Yrsa.esp
[FE 120] Yuno Companion Tribute.esp
[FE 121] RDO Updated.esp
[FE 122] USMP - RDO patch.esp
[FE 123] EFFDialogue.esp
[FE 124] 3DNPCEFF.esp
[FE 125] auri_fg_patch.esp
[FE 126] FlowerGirls SE - Caesia.esp
[FE 127] vilja_fg_patch.esp
[FE 128] Daegon Amulet Replacer.esp
[FE 129] Animated WoT.esp
[FE 12A] wheeloftime_FG_patch.esp
[FE 12B] Mirai Clothing Fixes.esp
[FE 12C] ABT SE - Kevkas All-in-One.esp
[FE 12D] Animated Wings Ultimate.esp
[FE 12E] dD-No Spinning Death Animation Merged.esp
[FE 12F] Extra Effect - Four Enchantments.esp
[FE 130] USMP - Combat Gameplay Overhaul patch.esp
[FE 131] Gauldurbrand - CGO Patch.esp
[FE 132] ZIA - CGO Patch.esp
[FE 133] MoonlightTalesMCM.esp
[FE 134] Piercing Shot Perk - Bullseye perk replacer.esp
[FE 135] Perk-HandToHand.esp
[FE 136] Perk-Unarmoured.esp
[FE 137] Perk-Vigilant.esp
[FE 138] ResistancesRescaled.esp
[FE 139] Sacrosanct - Non-Starved Draining and Sneak Draining.esp
[FE 13A] SacrosanctHeartBreakerPatch.esp
[FE 13B] TESL-LS-AddonSacrosanct.esp
[FE 13C] dragonatmidnighttweaks.esp
[FE 13D] Stances - Add-On.esp
[FE 13E] TrueDirectionalMovement.esp
[FE 13F] Bruma - Violens Patch.esp
[FE 140] USMP - Cutting Room Floor.esp
[FE 141] 3DNPC - CRF Patch.esp
[FE 142] ZIA - CRF Patch.esp
[FE 143] BloodHorkers.esp
[FE 144] GrahlsOnSolstheim.esp
[FE 145] ogUderfrykte.esp
[FE 146] Thanatos and Behemoth Dragons plus Apex werewolf Addon.esp
[FE 147] Eruptdragon.esp
[FE 148] Voiddragon.esp
[FE 149] arvak_replace.esp
[FE 14A] shadowmere_replace.esp
[FE 14B] StrongOdahviingAndDurnehviir.esp
[FE 14C] Bears of the North.esp
[FE 14D] Bruma Bears of the North Patch.esp
[FE 14E] SMIM-Bruma-Patch.esp
[FE 14F] BetterDynamicSnow_BEYOND_SKYRIM.esp
[FE 150] BDS_BRE_WYR.esp
[FE 151] [xPatch] Better Dynamic Snow - Landscape and Water Fixes.esp
[FE 152] BlendedRoads.esp
[FE 153] BDS_BD Patch.esp
[FE 154] DVLaSS Skyrim Underside.esp
[FE 155] Embers XD - Fire Magick Add-On.esp
[FE 156] Embers XD - Patch - Lux Via.esp
[FE 157] Frost Meshes Patch.esp
[FE 158] GDOS - Glorious Solitude Door - Rotation Fix.esp
[FE 159] GDOS - Splendid Mechanized Dwemer Door.esp
[FE 15A] HD Stone Quarry and Clay Deposits SE.esp
[FE 15B] Icy Windhelm.esp
[FE 15C] Icy Windhelm - BDS 2.11 patch.esp
[FE 15D] Icy Windhelm - Skyrim Sewers patch.esp
[FE 15E] [xPatch] Better Dynamic Snow - Icy Windhelm.esp
[FE 15F] NSUTR - All in One Patch.esp
[FE 160] VolumeticMists.esp
[FE 161] VolumeticMistsSolstheim.esp
[FE 162] Solas ENB Particle Snow Patch.esp
[FE 163] StormLightning.esp
[FE 164] Smoking Torches And Candles.esp
[FE 165] Grass FPS Booster.esp
[FE 166] S3DRocks.esp
[FE 167] S3DRocks - Better Dynamic Snow - Patch.esp
[FE 168] S3DSigns.esp
[FE 169] S3DTrees Better Dynamic Snow Patch.esp
[FE 16A] Sepolcri - Cutting Room Floor patch.esp
[FE 16B] mihailtreeofsouls.esp
[FE 16C] Skysan_Icicle.esp
[FE 16D] Skyrim Landscape and Water Fixes - Light Sources.esp
[FE 16E] Landscape and Water Fixes - Patch - Navigator.esp
[FE 16F] Lux Orbis.esp
[FE 170] Lux Orbis - AIO Patch.esp
[FE 171] Lux Via - AIO Patch.esp
[FE 172] Water for ENB - AIO Patch.esp
[FE 173] Vivid Landscapes - Snowy Roads Parallax.esp
[FE 174] CS_Auri.esp
[FE 175] CS_Daegon.esp
[FE 176] CS_Eris.esp
[FE 177] High Poly NPC Overhaul - Beyond Skyrim - BS Bruma.esp
[FE 178] High Poly NPCs - AIO.esp
[FE 179] MiraiRenewal.esp
[FE 17A] ZoraHPH.esp
[FE 17B] Inferno Babes.esp
[FE 17C] Dark Tower II babes.esp
[FE 17D] babes combined.esp
[FE 17E] USMP - Babes of Skyrim patch.esp
[FE 17F] Rebirth Monster - Babes of Skyrim Patch.esp
[FE 180] GLAM Illia.esp
[FE 181] Fridam_VolkiharFamily.esp
[FE 182] Hroki Replacer.esp
[FE 183] Kangmina Frea.esp
[FE 184] nazeemah.esp
[FE 185] Nenya.esp
[FE 186] SUFOw2.esp
[FE 187] IcePenguinWorldMapClassic.esp
[FE 188] Bruma Map Adjustment.esp
[FE 189] BarenziahQuestMarkers.esp
[FE 18A] crimsonquestmarkers.esp
[FE 18B] JiubQuestMarkers.esp
[FE 18C] Water For ENB - Patch - Atlas Map Markers.esp
[FE 18D] DragonCombatDialogue.esp
[FE 18E] Immersive Dragon Sounds.esp
[FE 18F] RealisticHuskySoundsSSE.esp
[FE 190] Water for ENB - Patch - Immersive Music.esp
[FE 191] MagiCollege.esp
[FE 192] VolkiharMusic.esp
[FE 193] Dark Dungeons ADD v1.5.esp
[FE 194] FleshFX.esp
[FE 195] ISC AIO Patch.esp
[FE 196] SPTUnlimitedAmuletsSE.esp
[FE 197] SPTUnlimitedRingsSE.esp
[FE 198] SPTUnlimitedAmuletsRingsBrumaSE.esp
[FE 199] Soulsborne_Enhanced Blood Patch.esp
[FE 19A] BetterFollowerFaction.esp
[FE 19B] NoNakedComments.esp
[FE 19C] NoFFComplaints.esp
[FE 19D] fixLOD.esp
[FE 19E] High Poly Head Vampire Fix.esp
[FE 19F] Invisibility Eyes Fix - Apocalypse.esp
[FE 1A0] Invisibility eyes fix - Sacrosanct.esp
[FE 1A1] InvisibilityGlitchEyesFixEFFPatch.esp
[FE 1A2] NARC All in One.esp
[FE 1A3] Quest Journal Limit Bug Fixer.esp
[FE 1A4] StormWrathLightning.esp
[FE 1A5] Modern Brawl Bug Fix.esp
[FE 1A6] Expressive Facegen Morphs.esp
[FE 1A7] PCCombatLipsync.esp
[FE 1A8] XPMSEWeaponsUncloaked.esp
[FE 1A9] 3BBB.esp
[FE 1AA] SDA-AA Patch.esp
[FE 1AB] SDA RDO Patch.esp
[FE 1AC] SDA - UnLux.esp
[FE 1AD] ISC - SDA Patch.esp
[FE 1AE] Water for ENB - Patch - SeranaDialogAddon.esp
[FE 1AF] LB VampLord.esp
[FE 1B0] SeraWarpaint.esp
[FE 1B1] USMP - SeraWarpaint.esp
[FE 1B2] RDO - EFF v4.0.2 Patch.esp
[FE 1B3] Bashed Patch, 0.esp
}

[Request] Report collisions between Actors

It may be useful to have a function/notification that reports collision details before all whitelist/xml rules (report even skirt/hair collision).

  • Example: [R.Hand] of [ActorA] collides with [L.Breast] of ActorB.

  • (Or maybe it can also report vertex/BsTriShape/triangle collision? the named shape ones)

Possible usage as an example: [L.Hand] of [ActorA] Collided with [R.Breast] of [ActorB], play some kind of sound/do something to actors.

quest corpses the middle of heaven

hello this seems funny to me and it became annoying since some corpses that you have to find for the missions like the zombies fly out and are in the middle of the sky I don't know how to fix it so I stopped using this mod and put it in normal
Skyrim Special Edition 18_11_2022 05_32_03
I also say that it may be due to the incompatibility of other mods since the others asked me for the normal one and not this physical version, I only put it here so that it is noted

Useless hair calculus

We don't check if some hairs are visible before calculating them.
If the PC has SMP hairs, and then wears a SMP wig, both are calculated even if only one is displayed.

Entry Point perk effect "Mod Max Placeable Mines" is broken when using FSMP

Describe the bug
Some mods like Adamant or Ordinator use a perk Entry Point "Mod Max Placeable Mines" to change how many Destruction Runes one can have active at the same time. In Adamant, the perk name is Rune Mage under the Destruction Tree.

When using FSMP - I tested with Vanilla Hair Remake SMP and also with KS Hairdo SMP - the "Mod Max Placeable Mines" entry point doesn't work. FSMP somehow is causing the perk entry point to be skipped in code.

To Reproduce
Steps to reproduce the behavior:

  1. Install only SKSE, USSEP, FSMP, Mysticism, Adamant and Vanilla Hair Remake SMP OR KS Hairdo SMP.
  2. Start a new game.
  3. Cheat your way (or play organically) until you can unlock the first level of perk Rune Mage under the Destruction Tree.
  4. Add the Lightning Rune spell book to your inventory (player.additem 000A2702 1) and equip it.
  5. See that you can place as many runes as you want - even though the perk sets it to maximum 2.
  6. Close the game, disable FSMP, start the game, do the same steps and realize that the perk works correctly (only 2 runes can be active at the same time).

Expected behavior
With that perk unlocked in the repro steps, you should have maximum 2 runes at the same time. If you check [PERK:00105F32] in xEdit, you'll see that all the perk does is apply a multiplier to "Mod Max Placeable Mines" so 2 can be active at the same time.

Desktop (please complete the following information):

  • OS: Windows 11

** FSMP**

  • 1.49 AE: Skyrim 1.6.640 - SKSE64 2.2.2
  • CUDA: No_CUDA
  • AVX: AVX

Required files
*Configs.xml renamed to .txt because github doesn't support xml upload.
configs.txt

hdtSMP64.log

Additional context
Add any other context about the problem here.

Crash with Witcher Horses Expansion

Describe the bug
The witcher horse expansion CTDs if this mod is enabled with xpsme lite or full.

To Reproduce
Go to the storm altar which is next to Shrine of Akatosh in falkreath hold

Expected behavior
The game continues to run as it does without HDT-SMP.

Desktop (please complete the following information):
Windows 10

** FSMP**

  • Installed version
  • CUDA: No_CUDA
  • AVX: AVX2

SKSE

  • installed version
    2.2.3

Skyrim
1.6.640

Required files
hdtSMP64.log
crash-2023-04-05-01-18-37.log
configs.txt

Declaring collision bones in vertex shape removes tag collisions

Describe the bug
Using bone collisions in per-vertex-shape results in can-collide-with-tag being overridden. Potentially affects triangle shapes, but not tested.

To Reproduce

  1. Create a per-vertex-shape
  2. Add a can-collide-with-tag to a per-triangle-shape with a tag set
  3. Collision works as expected
  4. Add a can-collide-with-bone to any bone
  5. Collision with the bone now works, however collision with tag does not occur

Expected behavior
Adding can-collide-with-bone does not silently override configuration of can-collide-with-tag (collision is on by default, afaik).

Example config

<per-vertex-shape name="VertexOfWoe">
    <margin>0.1</margin>
    <shared>internal</shared>
    <tag>hair</tag>
    <no-collide-with-tag>explosive_nipple</no-collide-with-tag>
    <can-collide-with-bone>NPC L Bone [LBon]</can-collide-with-bone>
    <can-collide-with-tag>body</can-collide-with-tag> <!-- ignored -->
    <can-collide-with-tag>ground</can-collide-with-tag> <!-- ignored -->
</per-vertex-shape>

Crash to Desktop

Describe the bug
Good evening I'm using the version:no avx,non cuda,when installing mods with physics in particular:hairstyles, accessories,raincoats, armor with elements of physics, the game crashes to the desktop.The game version is 1.6.640

Screenshots and videos
If applicable, add screenshots or videos to help explain your problem.

Desktop (please complete the following information):

  • OS: [e.g. Windows 10, Wine]

** FSMP**

  • Installed version
  • CUDA: Nо CUDA
  • AVX: No_AVX

Required files

  • Join your configs.xml
  • Join your hdtSMP64.log

Additional context
Add any other context about the problem here.

Armor from different bodies do not appear to collide

With wind enabled #34, you can see npc capes passing through other npcs. We should evaluate why collisions are being missed. This may require that nearby actors have all their skyrim nodes dumped into the bullet simulator so they are accounted for. It may also be an xml configuration problem.

This is likely similar to the fact that furniture will clip capes. Hair probably never showed this too notably since it's on the body.

YPS Hairgrowth Compatibility

Is your feature request related to a problem? Please describe.
Reposting since I can't update on Nexus anymore.

There was a previously tracked issue (~1.6.323-1.6.353) where faceparts (particularly the mouth) would reset to the cell origin, leaving a hollow mouth.

It was fixed (version 1.44), however, as of the latest 1.6.640 build (1.49, NOT CUDA, AVX2) and the latest RaceMenu build (0.4.19.13) the issue is occurring in my game again.

The issue was tracked down to YPS Hairgrowth, which uses headpart swapping:

"In SE, the SkinAll event recursively call the SkinSingle event for each part of the skeleton to be skinned. In AE, it doesn't and we have to do it. The bug in FSMP-AE was a faulty loop where we called SkinSingle for only some of the headparts.
There is a number of headpart types, let's say N, and a number of headparts, let's say M.
We should process one headpart by headpart type (N), but we processed only M."

I never received an answer on Nexus, and 1.49 still has this issue for me.

Describe the solution you'd like

If what was described was fixed on 1.49, nothing and a simple "No".
I'll interpret that as an issue for developers on YPS's side.
If it wasn't fixed, maybe a "hotfix" release with all else the same, but with the fix implemented? (ex. 1.49.1)

Describe alternatives you've considered
Only AE version where the YPS issue was not present (1.44) has been removed from the downloads section. Other than that, downgrading to 1.5.97 (probably what I'll end up at).

Additional context
https://drive.google.com/file/d/1ST6ROPVemJ_J8Ab8fylIZSCkABOO0LtE/view?usp=sharing
https://drive.google.com/file/d/19WXtFNn-FXaqjRRK8O_af1YLPUrtHAq5/view?usp=sharing

Find or publish a ghidra howto for FSMP/Skyrim

Is your feature request related to a problem? Please describe.
We need to find the addresses for the new executables, sometimes these addresses aren"t yet documented in the Address Library mod.

Describe the solution you'd like
Find or publish a ghidra howto for FSMP/Skyrim.

Describe alternatives you've considered
None.

Additional context
None.

Auto Move NG

Describe the bug
It is mentioned in the description of version 1.50.7 adds a new hook which might conflict with other mods and I assumed that this is the case with the subsequent versions. It was also mentioned in a reply in the nexus forums that to know whether a mod conflicts with another mod was either the conflicting mod works, or this doesn't. Auto Move NG is supposed to make the character automatically move to a specified place marker. Character just stay in place with Faster HDT-SMP installed, and works with FSMP uninstalled.

To Reproduce
Steps to reproduce the behavior:

  1. Install FSMP
  2. Install Auto Move NG
  3. Use Auto Move NG auto move function.
  4. See error

Expected behavior
Expected behavior is for the character to move to the specified place marker.

Screenshots and videos
Screenshots won't really show much.

Desktop (please complete the following information):

  • OS: Windows 10

FSMP

  • Installed version: 2.0
  • CUDA
  • AVX2

SKSE
2.1.5 rel 6

Skyrim
1.6.353

Required files

config.xml
<configs>
<smp>
<!--  ######################## LOGS ####################################  -->
<!-- 
      logLevel: (int 0-5) level of logs
      0 = kLevel_FatalError
      1 = kLevel_Error
      2 = kLevel_Warning
      3 = kLevel_Message
      4 = kLevel_VerboseMessage
      5 = kLevel_DebugMessage
     -->
<logLevel>0</logLevel>
<!--  #################### NPC FACE PARTS ##############################  -->
<!-- 
      enableNPCFaceParts: (boolean) enables physics for NPC face parts.
      If no value is set, default is true.
     -->
<enableNPCFaceParts>true</enableNPCFaceParts>
<!-- 
      disableSMPHairWhenWigEquipped: (boolean) if enabled, when you have at the
      same time smp hair and smp wig, now, only the wig is physically calculated.
      More precisely, if you have an armor on the hair or longhair slot, no headpart
      is physically calculated.
      You very probably want this, except if you use a hidden helmet mod.
      If no value is set, default is false.
     -->
<disableSMPHairWhenWigEquipped>true</disableSMPHairWhenWigEquipped>
<!--  ##################### CLAMP ROTATIONS ############################  -->
<!-- 
      clampRotations: (boolean) limits the PC rotation speed when turning a
      large angle, so that your character rotates slowly instead of instantly.
      If no value is set, default is true.
     -->
<clampRotations>true</clampRotations>
<!-- 
      rotationSpeedLimit: (float) rotation speed limit of the PC in radians per
      second. Must be positive.
      If no value is set, default is 10.0.
     -->
<rotationSpeedLimit>10.0</rotationSpeedLimit>
<!-- 
      unclampedResets: (boolean) when unclamped, if you do a large turn (full
      180° for example), we will attempt to apply physics for that enormous
      turn. Setting this to true will instead trigger a physics reset on the
      actor if the turn is large enough. You can try setting this false and
      decide if you're OK with the results.
      If no value is set, default is true.
     -->
<unclampedResets>true</unclampedResets>
<!-- 
      unclampedResetAngle: (int) the angle value in degrees to reset at. You'll
      probably want to tweak this until you're happy. There is no limitation on
      value, use your common sense.
      If no value is set, default is 120°.
     -->
<unclampedResetAngle>130.0</unclampedResetAngle>
<!--  ######################### CLOCK ##################################  -->
<!-- 
      useRealTime: (boolean) when enabled, use the RealTime clock instead of
      the WorldTime clock.
      This is quite a conceptual change: the physics are calculated not
      depending on what we think is the inner game clock, but depending on what we
      think is the external real clock. Theoretically this should be a worse choice,
      as we calculate physics for the game world with its own world clock. But the
      preliminary tests show a better stability of the physics simulation when the
      game time is strongly slowed, when the fps are high (for example 100+), and of
      course with a combination of both. My hypothesis for this better physics
      simulation is that the inner game clock has a larger error margin / a
      larger deviation than the real world clock, and that this causes
      artifacts in the physics simulation.
      Players tests will indicate if this is a choice to keep.
      If no value is set, default is false.
     -->
<useRealTime>true</useRealTime>
<!--  ################# MAX SKELETONS NUMBER ###########################  -->
<!-- 
      autoAdjustMaxSkeletons: (boolean) sets dynamically the maximum number of
      simultaneous skeletons/actors for which physics is calculated, between 1
      and maximumActiveSkeletons (below) to consume only the allocated
      percentageOfFrameTime.
      This can result in only one active skeleton when the load is heavy.
      The algorithm will prioritize closer skeletons within the center of your
      field of view.
      If disabled, fps may drop when you have too many active skeletons.
      If no value is set, default is true.
     -->
<autoAdjustMaxSkeletons>true</autoAdjustMaxSkeletons>
<!-- 
      maximumActiveSkeletons: (int) the configured maximum number of
      simultaneous skeletons/actors for which physics is calculated, when
      autoAdjustMaxSkeletons is enabled. If autoAdjustMaxSkeletons is disabled,
      the maximum simultaneously active skeletons number is 10 (hardcoded).
      There is no limit on the value.
      If no value is set, default is 20.
     -->
<maximumActiveSkeletons>5</maximumActiveSkeletons>
<!-- 
      percentageOfFrameTime: (int 1-100) [requires autoAdjustMaxSkeleton = true]
      percentage of the configured min-fps period allocated to additional physics calculus.

      Each frame, FSMP uses a certain time to calculate physics (T).
      Each frame, the work done by the Skyrim executable can be split into 2 parts:
        one that can be parallelized with the FSMP calculus (T1),
        one that can't because it depend on it (T2).
      If the FSMP calculus T is shorter than T1, then physics doesn't cost any fps.
      If it is longer, the Skyrim executable must wait (T - T1) for the physics calculus to finish.

      This setting allows you to choose how much fps you're willing to lose to increase
      the number of skeletons with physics at the same time :)

      FSMP being heavily parallelized, adding a 10th skeleton on top of 9
      doesn't cost a lot, so you should do your tests with a reasonable number
      of skeletons (10?), and set this setting depending on what performance
      you want to have in a heavy context. Whiterun seems a good place.
      Absolutely check what happens with the log at level 4 (verbose);
      it depends A LOT on your personal setup.

      If your min-fps is 60 and your percentage is 30, then the allocated time
      for additional physics calculus during a frame is 1/60s * 30% = 5ms.

      If no value is set, default is 30, which is NOT optimized.
     -->
<percentageOfFrameTime>18</percentageOfFrameTime>
<!-- 
      sampleSize: (int) how many samples (sample taken every min_fps
      frames/every second) to determine the average ms per activeSkeleton.
      This is used to log performance statistics and also used to calculate
      the processing time average used to limit the number of active skeletons.
      Increasing the sample size will flatten outliers but can slow adjustment
      responsiveness.
      The value must be equal or greater to 1.
      If no value is set, default is 5.
     -->
<sampleSize>5</sampleSize>
<!--  ################## PC PHYSICS WHILE IN 1ST PERSON VIEW ###########  -->
<!-- 
      disable1stPersonViewPhysics: (boolean) if set to true, the physics of the
      PC won't be calculated when in 1st person view, to save performance.
      If no value is set, default is false.
     -->
<disable1stPersonViewPhysics>true</disable1stPersonViewPhysics>
<!--  ##################### CUDA #######################################  -->
<!-- 
      enableCuda: (boolean) experimental GPU collision algorithm. Try this if
      you have a slow CPU and fast GPU. This setting will be ignored if you
      haven't installed the CUDA-enabled version.
      If no value is set, default is false.
     -->
<enableCuda>true</enableCuda>
</smp>
<solver>
<!--  ################ BULLET PHYSICS ENGINE SETTINGS  #################  -->
<!-- 
      numIterations: (int 4-128) could be simplified as 'simulation accuracy',
      lower values will gain performance at the cost of less quality.
      If no value is set, default is 10.
     -->
<numIterations>8</numIterations>
<!-- 
      groupIterations: (int 0-4096)
      If no value is set, default is 2.
     -->
<groupIterations>16</groupIterations>
<!-- 
      groupEnableMLCP: (boolean) Turns on the higher quality constraint solver,
      better constraint simulation at the cost of performance.
      If no value is set, default is true.
     -->
<groupEnableMLCP>false</groupEnableMLCP>
<!-- 
      erp: (float ]0-1[) The error correction force applied per simulation
      step, constraints will drift apart naturally, this value will exert a
      force to move them back to where they are supposed to be.
      Do not use the 0 and 1 values.
      If no value is set, default is 0.2.
     -->
<erp>0.2</erp>
<!--  ################ PHYSICS SIMULATION FREQUENCY  ###################  -->
<!-- 
      min-fps: (int 60-300), 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. The higher it is,
      the better your physics simulation will be and the more costly for your
      CPU/GPU. 120 costs twice as much cpu as 60.
      If no value is set, default is 60.
     -->
<min-fps>60</min-fps>
<!--  ################### PHYSICS SLOWDOWNS  ###########################  -->
<!-- 
      maxSubSteps: (int, 1-60) this setting allows you to choose between fps and
      physics simulation quality, at low fps.
      maxSubSteps is the maximum number of physics calculus steps, each frame.
      Slowdowns are experienced when fps are below min-fps/maxSubSteps.
      With the default value, slowdowns are experienced below 60/4 = 15 fps.
      The higher it is, the more costly your physics simulation will be at low
      fps. 2 substeps cost twice as 1 substep.
      When fps are above min-fps, one substep is enough; when fps are between
      min-fps/n and min-fps/(n+1), n+1 substeps are necessary.
      The max value is 60, which allows for slowdowns below 5 fps when min-fps
      is at 300 (max value).
      If no value is set, default is 4.
     -->
<maxSubSteps>1</maxSubSteps>
</solver>
<!--  ################### WIND EFFECTS  ###########################  -->
<wind>
<!-- 
      enabled: (bool) Whether to enable wind effects, default is true.
      Wind in Skyrim is not developed well and appears to be a static direction.
      Wind can be detected generally from the sky object or by a weather object.
      Wind can be tested when snow or rain is falling (e.g., SkyrimStormSnow)
     -->
<enabled>false</enabled>
<!-- 
      windStrength: (float) Base strength of wind. Compare to gravity which uses
      9.8 m/s^2, default is 2.0.
     -->
<windStrength>2.0</windStrength>
<!-- 
      distanceForNoWind: (float) How close to an obstruction for wind to be fully blocked.
      This scales linearly with distanceForMaxWind. default is 50.0.
     -->
<distanceForNoWind>50.0</distanceForNoWind>
<!-- 
      distanceForMaxWind: (float) How far from an obstruction for wind to be not blocked.
      This scales linearly with distanceForNoWind. default is 3000.0.
     -->
<distanceForMaxWind>2000.0</distanceForMaxWind>
</wind>
</configs>
hdtSMP64.log
hdtSMP64 200000

Using Skyrim AE version 1.6.353, neither Updates 1.49.2 or 1.49.3 work for me.

Describe the bug

Upon installing 1.49.2 or 1.49.3, SMP hairs disappear, SMP outfits and NPCs wearing them also vanish (floating names and voices from the abyss). Installed AVX2, No_Cuda each time. Go back to version 1.49 and everything works again (same settings). Oh and I did make sure to install FSMPV Schema. I have not tried 1.49.1 yet (perhaps I will later).

My Hardware is MSI 1660 Ti and Ryzen 5 5600X (Skyrim is on a M.2)

Anyway, I'm not to upset about this because 1.49 works pretty well for me (fairly good FPS),
just wanted to let you know.

Thanks for the hard work on this mod.

Game crashes

Describe the bug
Game crashes when i use any outfit with smp physic

To Reproduce
Steps to reproduce the behavior:

  1. Turn on FSMP
  2. Launch game
  3. i dress any outfit with smp physic
  4. Game crashes

Expected behavior
Play with SMP physic
Screenshots and videos
Game crashes

Desktop (please complete the following information):

  • OS: [Windows 7, x64]

** FSMP**

  • 1.49.0 (i also try 1.49.3 and i have same problem)
  • CUDA: No_CUDA
  • AVX: No_AVX

SKSE

  • 2.0.20

Skyrim

  • 1.5.97

Required files

Additional context

crash-2023-03-09-04-46-19.log

FSMP causes followers to fade away and become invisible

Describe the bug
Hello, so I installed FSMP(Faster HDT-SMP) because I wanted hair physics for AE 1.6.640 and HDT-SMP wasn't available for that version, I also installed an Ada Wong mod to have her as a follower in the game, I go to the location to recruit her(Markath, Temple of Dibella) and then when I take her outside, she just fades away and becomes invisible, I can still interact with her and talk to her and she works normally, but she is invisible, weirdly enough she only goes invisible when I am close to her, when I run a little far from her, she isn't invisible, but once she gets close, gone. This only happens to her and only when FSMP is enabled, any help would be appreciated.
Edit: it seems that this is happening for more of my followers, it's very random as some do work and others just fade away.

To Reproduce
Steps to reproduce the behavior:

  1. Ask follower to go outside
  2. Go outside
  3. Watch follower
  4. See error

Expected behavior
The follower shouldn't fade away.

Screenshots and videos
If applicable, add screenshots or videos to help explain your problem.

Desktop (please complete the following information):

  • OS: Windows 11

** FSMP**

  • Installed version: 1.49.3
  • CUDA: No CUDA
  • AVX: AVX512?

Required files

Additional context
Only happens outside (interiors she is visible)

Manage the bones count in AE specific code

Is your feature request related to a problem? Please describe.
Currently the bones count is disabled in AE builds.
It seems there is a 8 bones number limit for faces in the Skyrim executablen which impacts face skinning.

Describe the solution you'd like
Understand and manage the bones count in AE builds.

Describe alternatives you've considered
Log a warning/error when there are more than 8 bones numbers in a face in AE specific code.

Additional context
aers comment:
"is it because no one rewrote the BSFaceGenExtraModelData_BoneCount patch for AE so it was necessary to avoid crashes
that patch fixes a crash if you have a face part wth more than 8 bones
because the game doesnt expect that
which is basically half the smp hairs
been too long and i dont remember enough to know what that added AE codeblock is doing to solve it"

[BUG] Incompatibility with CBPC

Describe the bug
Various incompatibilities when both CBPC and FSMP are installed - issues which aren't apparent when only either one is installed on their own. Known issues thus far:

  1. Outfit physics disabled until re-equipped
  2. Inconsistent hair physics enabling/disabling related to the "disableSMPHairWhenWigEquipped" option

To Reproduce
Steps to reproduce the behavior:
Complicated. For starters, view CBPC bug report titled "Physics do not apply until armour is re-equipped" for possible lead on nested .nif nodes.
Then, for in-game, ensure both CBPC and FSMP are installed. Simply proceed with usual activity.
Hair Issue pt 1:

  1. don a physics-enabled hair
  2. equip chest armor from a mod such as "Remodeled Armor SE - CBBE 3BA". Hair physics should be enabled
  3. equip bracers or boots. Hair physics should now be disabled
  4. unequip bracers or boots. Hair physics should remain disabled
  5. unequip everything. Hair physics should return. Explained as actor body being refreshed

Hair Issue pt 2:

  1. don a physics-enabled hair
  2. equip bracers or boots. Hair physics should now be disabled
  3. unequip bracers or boots. Hair physics should remain disabled, even though player character is nude
  4. equip chest armor. Hair physics should return. Explained as actor body being refreshed

Physics disabled on game-load:

  1. equip an affected armor. Notice that physics work as expected
  2. save game
  3. quit game
  4. load game in new game session
  5. et voila. Physics are disabled, and perhaps you've also got a wrist seam. Use Vera's Slim Wrist skeleton to see the seam more clearly. Seam is merely a side-effect of this bug

Expected behavior

  1. Outfit physics should be enabled when loading saves in new game sessions
  2. Hair physics should enable and disable where appropriate, as described in the related option's description

Desktop (please complete the following information):

  • OS: Steam Deck, SteamOS 3.4.6, KDE Plasma 5.26.1, Proton 7.0-6

FSMP

  • Installed version: 2.0.1-beta1
  • CUDA: No_CUDA
  • AVX: No_AVX, AVX, AVX2

SKSE

  • Installed version: 2.2.3
    (You can check it in the bottom left part of the screen, when looking at your MCMs.)

Skyrim

  • Installed version number: 1.6.640
    (You can check it in the bottom left part of the screen, when looking at your MCMs.)

Required files
configs.xml: configs.txt
hdtSMP64.log: hdtSMP64.log

Additional context
Related external documentation by other users:
NexusMods Bug Report
LL Thread

Current available workarounds:

  • To fix inappropriate hair/wig physics behavior, set "disableSMPHairWhenWigEquipped" to "false"
  • To disable body physics bug, or resolve the accompanying wrist seam, either use unaffected modded outfits or disable CBPC

Said "Outfit physics" bug may manifest in seemingly arbitrary ways, so it wouldn't do to dismiss the issue entirely if physics appear to be enabled on game load. That's precisely why one should check for wrist seams. Possible manifestations of the bug:

  1. Breast physics disabled, wrist seam apparent
  2. Breast physics enabled, wrist seam apparent
  3. Breast physics disabled, no wrist seam

Assumption: When CBPC is present. FSMP is impeding correct processing of specific outfit nodes, or the correct processing of the outfit's skeleton (?). This is why symptoms of CBPC and FSMP's incompatiblity don't manifest without the presence of outfit parts.

It is important that this subject issue not be confused with issues solely on a mod user's end specifically related to their use of FSMP or Bodyslide. That the subject issue doesn't manifest if FSMP is used by itself doesn't mean this incompatibility doesn't exist. As for Bodyslide, substantial testing proves issue is related to .nif nodes and not the building of meshes.

Document the multithread locking workings

Is your feature request related to a problem? Please describe.
When we introduce new major featuress, we often need to take into account the multithread locks, sometimes to check them, sometimes to modify them.
Doing this study is time-consuming and not trivial.

Describe the solution you'd like
Document the FSMP multithread locking workings

Describe alternatives you've considered
None.

Additional context
None.

After initial load, xml file not being re-read for male bodies.

I am working on collisions without added collision bodies. Pointing femalebody.nif to an xml that declares a triangle shape for Baseshape gives good collision for a wig or cloak without any proxy collision bodies. The nif shapes are declared as internal, rather than private.

Now the issue is that the same procedure for malebody.nif does not work as well. Loading into the game, collision is good, but entering racemenu or using SMP reset causes a complete lack of collision from then on.
It would appear that something in the game engine is preventing the xml file being used in the case of males. The SMP List command shows the male player skeleton as 'inactive, not in scene' at the beginning of the list and as active at the end of the list.
Just for males; females work normally.

[BUG] Inconsistent CTD when entering Whiterun main city worldspace

Describe the bug
Inconsistent CTD (seems to be about 50% of the time) when entering Whiterun city main worldspace. Only occurs with FSMP enabled. Alan's Crashlogger references FSMP in the probable call stack section of the log, hence the report here.

To Reproduce
Steps to reproduce the behavior:

  1. Enter Whiterun city worldspace through the gate, or an interior building.

Expected behavior
2. May CTD around the point that loading concludes (but still on loading screen).

Screenshots and videos
Not applicable.

Desktop:

  • OS: Windows 10

FSMP

  • Installed version: 1.50.7-rc1, latest
  • CUDA: Non-Cuda install
  • AVX: AVX (tested with intel's CPU diagnostic tool. Result for AVX test: "..AVX is supported by this CPU..")

SKSE

  • installed version: 2.2.3

Skyrim

  • Installed version number: 1.6.640, latest Steam version

Required files

(using default, unaltered configs.xml)

Here's the crash-2023-04-18-21-00-20.log, and hdtSMP64.log:

crash-2023-04-18-21-00-20.log
hdtSMP64.log

xml file format isn't supported by github, so here's an alternate link if needed containing the configs.xml: https://mega.nz/folder/fz4hkZZK#wd5AQ7TiOM6nCuYOKvpGfQ

Additional context
I'm running FSMP alongside CBPC. FSMP is not flagged for any file conflicts in MO2.

Hopefully this is helpful, cheers.

Update SKSE dependency to 2.2.3

Is your feature request related to a problem? Please describe.
SKSE AE is now version 2.2.3, although FSMP for AE is still version 2.2.2.

Describe the solution you'd like
Update FSMP AE to SKSE 2.2.3

Provide binaries built specifically for a GPU generation

Is your feature request related to a problem? Please describe.
Currently, the binaries are built for a long list of GPU generations. We might lose performance because of this.

Describe the solution you'd like
Look if the built binaries contain a collection if inner binaries, each specific to a GPU generation ("fat binaries" maybe ?).
If not, we should generate binaries built specifically for a GPU generation, to have the highest performance possible.

Describe alternatives you've considered
None.

Additional context
None.

A plugin for kinetic blast / star wars force blast

Is your feature request related to a problem? Please describe.
We could have kinetic blast forces, applied to actors and their outfits, by spells, scrolls, powers.

Describe the solution you'd like
We could have a plugin for FSMP applying a force to outfit parts, hairs, etc, on top of a displacement of the (N)PC.

Describe alternatives you've considered
None.

Additional context
None.

Provide FSMP for GOG version 1.6.659

Is your feature request related to a problem? Please describe.
FSMP doesn't work on the GOG version.

Describe the solution you'd like
FSMP to work with Skyrim 1.6.659, provided by GOG.

Describe alternatives you've considered
Not providing a FSMP version for GOG.

Additional context
None.

[BUG] hdtSMP64.dll disabled when starting + CTD when using KS Haidos with physics

Describe the bug
hdtSMP64.dll disabled when starting

  1. Start game via MO2 and SKSE
  2. Error report, hdtSMP64.dll disabled, incompatible with current version of the game

CTD when using KS Haidos with physics

  1. showracemenu --> select KS Hairdos hair style --> CTD

To Reproduce
As above.

Expected behavior
The dll to load correctly and the game to not crash when using KS Hairdos hair styles.

Screenshots and videos
Can provide upon request.

Desktop (please complete the following information):

  • OS: 10

** FSMP**

  • Installed version: 1.18 (newest)
  • CUDA: No_CUDA (AMD GPU)
  • AVX: Tried all of them, No_AVX, AVX, AVX2 (Vermeer CPU)

SKSE

  • installed version: skse64_2_02_03 rel 6

Skyrim

  • Installed version number: 1.6.640.0.8

Required files

  • Join your configs.xml --> I don't have any yet.
  • Join your hdtSMP64.log --> I don't have any yet.

Additional context

Physics enabled gloves/sleeves/hand-parts spaghettify during 1st Person Combat

Describe the bug
Added Objects start quickly stretching and flying around at insane lengths when in 1st Person Combat (weapon out).

To Reproduce
Example SMP Mods Used: Battle Bunny Irelia(Gloves); Yue Qingshu(Dress); Various SMP hairs/wigs
Enter first person while wearing specific object. Enter combat.

Expected behavior
Sleeves, Ribbons, etc, will start stretching as if attempting to flap across the map

Desktop (please complete the following information):
Windows 10; i7-10800h rtx-3070 Laptop; Skyrim SE 1.59

** FSMP**

  • Installed version: 1.49 or 1.49.3 (Tried both)
  • CUDA: CUDA
  • AVX: AVX512

SKSE

  • installed version: 2.0.20

Skyrim

  • Installed version number: 1.5.97.0.8

Required files

  • Join your configs.xml (Included)
  • Join your hdtSMP64.log (Don't have a log)

Additional context
Tried Licentia and Unmodified config.xml files on 1.49.3, only the Licentia config.xml for 1.49 though
The Licentia Mod Pack uses SmoothCam and Improved Camera (Don't think this matters?)
Issue Does Not Persist when using 'HDT-SMP', only while using 'Faster HDT-SMP'
(Licentia comes with 'Faster HDT-SMP'; overwriting it with 'HDT-SMP' fixes the issue at the cost of reverting to an out-of-date mod)
Licentia_FSMP_configs.zip

The AVX512 versions don't work for 1.6.640

Describe the bug
cant comment on nexus
15 discussion threads that are a mess
cant bug report on nexus
have to make github account to even bring this up

use fomod for 1.6.640 on any release in the last 2months
non cuda avx512 never works
some other options sometimes do

To Reproduce
Steps to reproduce the behavior:

  1. download mod
  2. iinstall mod
  3. click 1.6.40 options
  4. game refuses to launch bc its a dll made for a game version before 1.6.40
  5. hate your life because it wont work and you cant tell anyone

Expected behavior
game to launch

Screenshots and videos
black screen game says incompatable hdtblahblah.dll

Desktop (please complete the following information):

  • OS: [e.g. Windows 10, Wine]

** FSMP**

  • Installed version
  • CUDA: both - i only care about non-cuda though
  • AVX: all - only care about avx512 though

Required files

  • use literal same as in mod
  • wont launch no log

Additional context
like just check the version files for EVERY file in the fomod im assuming its just repackaging the right dlls pointing to the right things but could be wrong. dont know if its a sensitivity thing based on the massive bit on the mod page about removing and banning everyone but making it so that users have to go thru hell and high water to bug report is a little wack although i respect its ur mod u do u

1.43 broke backwards compatibility

Describe the bug
1.43 made auto generated bones use the current bone default with null as its name, where before it always defaulted to non dynamic eg. 0 mass

To Reproduce
Find a xml that has a bone default and then add weights to a mesh for a new bone it will fall off the body since it will now have a mass > 0

Expected behavior
This may be desired behavior but it hasn't been discussed to my knowledge. Personally I think all auto generated bones should be 0 mass as it was pre-1.43

Desktop (please complete the following information):
Windows 10

FSMP

  • Installed version: 1.6.640
  • CUDA: No_CUDA
  • AVX: AVX2

Required files
Don't have a log with it occuring since i fixed it on my setup(in XML)
configs.zip

Let plugins disable the default FSMP wind. Log it in the logs.

Is your feature request related to a problem? Please describe.
Advanced wind plugins would collide with the default FSMP wind.

Describe the solution you'd like
Let plugins disable the default FSMP wind. Log it in the logs.

Describe alternatives you've considered
None.

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