It is MANDATORY to adapt FSMP to your setup by configuring the configs.xml file.

This file is in Data\SKSE\Plugins\hdtSkinnedMeshConfigs.
You can create a quick access to this directory in Explorer to access it quicker next time.

You can modify the configs.xml file while running the game :)
First you modify it (no need to do it in the virtual filesystem of MO2),
then you run the command 'smp reset' in the game console.

That way, you can quickly test your changes wihout restarting the game each time.

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DaydreamingDay

61 comments

  1. esoiset
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    I have installed this mod. Every time I load a game, I get a string of messages, one for each setting in the configs.xml file saying:
    "This tag isn't set in the loading file: AttributeName
    We set it with the default value: Default Value
    To see the Preset as loaded you'll need to update it"

    Everything works fine once I click Ok on each message.

    I have verified that the configs.xml file exists in the correct path (D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins), and nothing is commented out in the file. Is it possible that the mod is looking for the file in a different place? If I make a change to a value in the file and save it (before starting the game), I still see the message above setting it to the default value.
    Making a change and running smp reset doesn't seem to do anything. I get no messages either.
    I have installed the mod through Vortex, if that makes any difference.
    1. Phoenyliam
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      also having this issue, have you found a fix for it? It's not game-breaking, just annoying to click through messages every respawn.
    2. DarkFoxy666
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      I found a solution to this problem by installing version 2.2.1. Because these messages only appeared in the latest debugging version.
    3. arthex1204
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      yo thanks ill try it later
  2. Effrenatus
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    I installed it with the SSE XML, am i assuming correctly that i need them for collisions? The problem is, WITH them, the SOS penises are made extremely tiny with every SMP Reset, overriding the size set in SOS. The problem comes with the MaleBody.xml, what do i need to edit to make SOS keep their selected size? Hope you see this question...
  3. Renntier3872
    Renntier3872
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    so, maybe someone has ideas to help me: I have SMP / Physics on NPCs only in 1st person, in 3rd person my character has Physics but all NPCs don't.It only affects NPCs, flags, grass, trees..... everything moves
    1. SenDono
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      Also having this issue yet to find a fix?
      After some research i found it got to change autoadjustmaxskeletons to false instead of true. Once set to false it no longer prioritizes you to check if it worked when you launch Skyrim in game type smp list in the console and it should start saying the skeletons are active now. You might lose a little fps but it worked for me and im chilling at 60 but after that you're set.

      This was killing me for 2 days i lost sleep over this...
    2. Renntier3872
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      to fix the problem is so simple, it hurts to have searched for so long....The problem was solved in the MCM menu: simply increase the number of people with SMP from 1 (players) to 5 or 10. Done.Shame on me
  4. tinylewtgriffon
    tinylewtgriffon
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    I've found the file, but have no clue what is mean about modifying it. How do I do this? Where do I go from there? I can open it in notepad but I don't know what to do with any of this information. I guess this mod isnt noob friendly if we don't have coding/scripting experience? Sorry, im just very confused what to do
    1. Emrek
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      I understand your question and can sympathize. The answer is actuallly something which most newer computer users tend to not be aware of: The text in the file contains data to be applied to variables also in the file. These variables are then read by the [SMP] program and used to control certain things depending on how it is written to interpret the values of said variables.

      To edit the file, open it in some text editor. Notepad works. Notepad++ works. Wordpad works. Even Word will work but only if saved as an unformated text file.

      In the file is a remark of what each variable does. These start with the <!-- and end with -->. Anything written in between these two are skipped over by the programs reading the file. They are included purely for YOUR benefit. While you could change anything in them to whatever you like, generally there is no reason to do so as you are only going to confuse yourself. Best to leave them unchanged as they were written by the author for your benefit. That said, DO read them!

      After that is a line containing the variable name, the value to be passed to the variable, and then the variable name again. For example:
      <windStrength>2.0</windStrength>
      This line opens a variable with the name windStrength, applies the value, then closes the variable. The / indicates a close or ending, btw.

      The format and range of the value of the variable is fortunately defined by the author in the comments. Int is an integer (no decimal). float is a floating point number (with decimal). boolean is either true or false. There are others, but only those three are used here.

      To change the variable simply change its value. In the example I gave, if you wanted stronger wind, you could change the 2.0 to maybe 2.1, 2.5, 3.0, or any other number with a decimal point. Note that 9.8 would make wind as strong as gravity and probably kill your character by slamming it into a wall or a tree trunk. Changing it to something barely stronger you would edit this line to:
      <windStrength>2.1</windStrength>

      Once done, simply save the file (<ctrl-s> works on most programs) making sure that it saves as a plain, unformated text. You can leave the editor open if you like and if you have memory enough for it. Then return to Skyrim and in the console type: smp reset

      Thats all there is to the editing. Files like these are filled with markers for different things so if at all possible, try not to change anything except the variable value you want to change. Generally that includes even the spacing and empty lines. Experienced users can get around this and understand what could be changed and what should not, but until you know, don't change anything other than what is needed.

      In this file, the only thing(s) to change are the variables within the variable names, but keep in mind the type of variable it is. Is it a number? Is there a decimal point? How many digits after the decimal? Is it the word TRUE or the word FALSE?
    2. missvyx
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      Emrek, thank you so so much for this explanation <3 
    3. Emrek
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      It is kind of a lengthy explanation and I apologize for that. It is something that doesn't get talked about in mod forums very often, if at all but is assumed to be known by many mod authors and game developers. Because of this and because it was asked, I went ahead and answered the question as best I could.

      That said, there are other formats for these files. The remark flag to signal the start and end of the comments could be different (#). As well the variable could simply be the name, an equal sign (=), and the value on its own line. This is most common as it makes the file smaller especially when there are a LOT of variables, but not what was used here. Both are just as valid, however.

      The file itself should always be unformatted, simple text. Programs don't care that something is in italics or a larger font. Often times they will choke on the unrecognized formatting.

      The type of value listed in this file is not a common thing to do by most writers but really should be. Assigning 22.0 to a boolean variable or TRUE to a floating point variable will likely cause problems. Exactly what problem depends on the variable and how it is used. That is why it is best to mimic the same type of value.
    4. PeterDecker
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      @Emrek  Exzelent Answer. Thank You very Much !!!
    5. PeterDecker
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      @Emrek
      It's amazing that mod authors can write thousands lines of code, but not one with a proper description or instructions.
      Thanks again !!! (machine translation)
    6. RobWed
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      It's amazing that mod authors can write thousands lines of code, but not one with a proper description or instructions.

      Two thoughts spring to mind:

      1. Instructions only ever state the bleeding obvious thus finishing where questions start. So what's the point?
      2. 20% of coding is building the required features. 80% of coding is error-trapping because end users do all kinds of crazy stuff. So who's got the time to write instructions?

      Written in jest. Partly...
    7. Nexttoyouu
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      @Emrek I want to personally THANK YOU! About 2 years ago I went down the rabbit hole looking for information on this topic to NO AVAIL. So again THANK YOU!
  5. lzy731
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    NVM
  6. RobWed
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    So because I can read here that people are struggling getting things to work...

    After a LOT of frustration and days of f*#@ing around I have made this work. 

    CBP Physics was working fine. (It's essentially separate from SMP as far as I can work out.) but no SMP. I could manually toggle SMP on and off no problem but no actual physics happened. Installed OSmp and it would automatically toggle SMP on and off. I could see that in the log in the console! Still no physics... I went through all the installation instructions multiple times. Apparently everything was installed correctly. I reinstalled EVERYTHING to do with physics from skeleton on up. Still no physics. I rebuilt my 3BBB bodies. Still no physics. I read something about SMP needing 60fps so I turned my ENB off. Still no physics.

    I was at the point of just giving up entirely and just using CBPC when I thought I'd make some attempt to understand what CUDA and AVX are. I'd just gone with the recommended No CUDA and had been cautioned off AVX because 'it might be worse...'.  I still have no idea what either of them are but I now know that my GPU is CUDA enabled and that my CPU has at least AVX. So I made those choices in the FSMP installer and Lo! and f*#@ing Behold!

    PHYSICS!

    So my recommendation is; to make SMP work you need to pick the installation that exactly matches your GPU and CPU. f*#@ off all that nonsense about No CUDA being recommended and AVX perhaps being worse. Oh, and ENB is fine. Even under 60fps I'm getting jiggles.

    I appreciate the effort undertaken to provide me with such a fine piece of software but I am (legitimately) pissed off at the time wasted because of a misdirect in the instructions. If they'd read 'f*#@ off and find out what's enabled in your GPU and CPU and install that version' I'd have fucked off and done it and saved myself a shitload of time. Instead I just assumed I'd fucked up something AND I didn't want to bug anyone about it because mod authors are (justifiably) over numbskulls who don't read instructions.
  7. comman2k
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    I am using cloaks of skyrim retextured with physics, but when I stand not moving, cloak just messing around randomly, I followed the instructions and I thought maybe wind effect was too strong and changed it in the config.xml file, nothing changed then I disabled wind effects, again no change. Can someone help me how do I fix this? I am not even sure changes to the xml file is done correctly by me since it does not change anything.
    1. modal1
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      Late reply but maybe helps you or someone else...

      For the wind changes try :

      smp reset
      smp reload

      and wait 10 to 15 seconds to see the results. Make sure you are in an open area and the weather is snowy/rainy.

      fw c8221

      will set the weather to SkyrimStormSnow

      If your cloaks are flying around randomly with wind set to 0.0 then might be some other physics problem. Maybe reinstall as AVX/no CUDA instead of AVX2/AVX512 with CUDA etc.

    2. Emrek
      Emrek
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      I'd love to get into cloak physics. I have a couple cloaks from certain mods, but none of them move correctly. The bound cloak(s) from Frostfall, being an example. Would love to get those moving how they should rather than looking like a wall attached to my back.
  8. JKazuto
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    A few people have explained what needs to be done already, but I'm gonna try and explain it simple:

    Do you have good FPS and no HDT-SMP related glitches? LEAVE THE XML AS IS!

    OR

    Do you have invisible NPC/PC glitch?
    - Try setting enableNPCFaceParts to 'false'

    Do you have low FPS? Try doing the following in the XML:
    - setting autoAdjustMaxSkeletons to 'true'
    - lowering maximumActiveSkeletons (default is 20, so setting it to '10' would mean no more than 10 NPCs will have SMP physics calculated at a
              time)
    - lower the value of percentageOfFrameTime (For example, you are getting 60 FPS on average in game, and with a percentageOfFrameTime set
      to '30', 30% of those frames is being consumed by Faster HDT-SMP to calculate physics. Lower it to '15' and then 15% of your FPS is being
      taken up to calculate SMP)
    - set disable1stPersonViewPhysics to 'true' (unless you can and want to see your own body physics in 1st person with a mod)
    - lower maxSubSteps to '3' or '2' (only do if you are experiencing frames below 15FPS on occasion)
    - under the WIND EFFECTS section, set enabled to 'false' to disable wind effects on objects in game

    Hope this helps with the headache :) And thank you DaydreamingDay + other mod makers for this amazing mod
  9. SeraVerte
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    did we ever get bettter instructions on what settings we should modify in the config?
    1. Sunscryer
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      i don't think so. i have gone through the file and played with things but i'm getting no jiggle at all. 

      edit: i just went with CBPC. works perfectly out of the box.
    2. HeadlessWizard
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      How did you get CBPC to work?
    3. snottily
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      you're barking up the wrong tree. if you want jiggle, that comes from your body mod (CBBE 3BA for example), in conjunction with FSMP and/or CBPC. more or less jiggle to be configured THERE.
  10. FirstNameRAF
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    How do I figure out what I need to modify and why? thats not exactly made clear anywhere. I'm looking at the configs.xml and reading the remarks but im not sure what to change in it.. I'll just leave it as is for rn because everything seems to be moving around fine in game