maddadicusrex Posted February 1, 2022 Posted February 1, 2022 (edited) 5 hours ago, Ulfberto said: On 1/20/2022 at 6:42 PM, maddadicusrex said: Gonna ask. I am using the FO3 Classic Feral Ghoul replacer. I would like to add a penis to these just for myself. I need it as like a clip on since every creature penis mod that I know of has a vanilla feral body attached. This overwrites the textures for the replacer mod and all I get are head parts on a vanilla feral body. Any thoughts? Thanks i confess i dont follow exactly what you saying. If you provide more details i can try to help. I am the feral ghoul poster. I am using Fallout 3 NV Feral Ghoul Replacer. They can be stripped but have no penis. Your resources mod has no effect to adding one. I am looking for a way to add a "strap on" to the ghouls during sex. I have mods that will do the same for synths. Edited February 1, 2022 by maddadicusrex
Ulfberto Posted February 1, 2022 Author Posted February 1, 2022 19 hours ago, maddadicusrex said: I am the feral ghoul poster. I am using Fallout 3 NV Feral Ghoul Replacer. They can be stripped but have no penis. Your resources mod has no effect to adding one. I am looking for a way to add a "strap on" to the ghouls during sex. I have mods that will do the same for synths. thats because the the penis is in the same nif file as the default feral ghoul model. Youd have to add the penis yourself in the outfit studio. You can easily do that by opening the feral ghoul project from Creature resources and just delete the body meshes so only the penis stay, then import the NV Feral Ghoul Replacer as nif to the project then save it as new project in outfit studio to be built in bodyslide. 1
Vel W Posted February 4, 2022 Posted February 4, 2022 (edited) hello, Ulfberto Been running into a problem, would be great if you can help: Super Mutant animations from SavageCabbage's mod have been giving me these wrongly animated penises. Here in this screenshot you can see that the penis is morphed into a wrong shape. It is not flaccid, but during this blowjob scene it is supposed to enlarge itself and go straight into the woman's mouth, but instead it is just bent in a weird shape like that So~~~seems that it is being detected by AAF and animated, just not the right way. Pretty sure I chose the "Extended" option for the Supermutants in the installer, and all my AAF components are up to date, animations for other creature types have been working fine (even Behemoths). Only super mutant ones are acting weird Any idea what I can do to debug it? Thanks in advance ? Edited February 4, 2022 by Vel W grammar
Ulfberto Posted February 5, 2022 Author Posted February 5, 2022 (edited) 19 hours ago, Vel W said: hello, Ulfberto Been running into a problem, would be great if you can help: Super Mutant animations from SavageCabbage's mod have been giving me these wrongly animated penises. Here in this screenshot you can see that the penis is morphed into a wrong shape. It is not flaccid, but during this blowjob scene it is supposed to enlarge itself and go straight into the woman's mouth, but instead it is just bent in a weird shape like that So~~~seems that it is being detected by AAF and animated, just not the right way. Pretty sure I chose the "Extended" option for the Supermutants in the installer, and all my AAF components are up to date, animations for other creature types have been working fine (even Behemoths). Only super mutant ones are acting weird Any idea what I can do to debug it? Thanks in advance ? I just tested the same animation as you and it seems to be working fine. Just consider morphs are somewhat failing for supermutants and theres not much that can be done about it, as it just looksmenu limitation handling morphs. Just continue to try cycling animations until its auto corrected or try in less busy cells. Edited February 5, 2022 by Ulfberto
Vel W Posted February 6, 2022 Posted February 6, 2022 17 hours ago, Ulfberto said: I just tested the same animation as you and it seems to be working fine. Just consider morphs are somewhat failing for supermutants and theres not much that can be done about it, as it just looksmenu limitation handling morphs. Just continue to try cycling animations until its auto corrected or try in less busy cells. Thanks for the response. This same animation does look normal on your end, so maybe there is something wrong on mine. You mentioned LooksMenu limitation. Do you mean there is a limit on how many assets it can handle? I only use the Customization Compendium and the cum textures around here. I also cannot see how this would explain Supermutant morphs being the only ones acting weird, and all the others doing fine.
Ulfberto Posted February 6, 2022 Author Posted February 6, 2022 3 hours ago, Vel W said: Thanks for the response. This same animation does look normal on your end, so maybe there is something wrong on mine. You mentioned LooksMenu limitation. Do you mean there is a limit on how many assets it can handle? I only use the Customization Compendium and the cum textures around here. I also cannot see how this would explain Supermutant morphs being the only ones acting weird, and all the others doing fine. with looksmenu limitation i mean looksmenu just fail to apply morphs sometimes. I noticed it happens a lot to supermutants quite often too, the reason is unknown to me. But it still happens to other races including human in my tests. 1
Vel W Posted February 6, 2022 Posted February 6, 2022 (edited) 1 hour ago, Ulfberto said: with looksmenu limitation i mean looksmenu just fail to apply morphs sometimes. I noticed it happens a lot to supermutants quite often too, the reason is unknown to me. But it still happens to other races including human in my tests. I see As an update, i've resolved it. It turns out I needed to build the supermutant body mesh using the files contained in AAF Creature Resources\10 Bodyslide\Tools\BodySlide\ShapeData, setting the "Erection" parameter to 100% Weirdly, Supermutants are the only non-human creatures I need to do this for. Others like Feral Ghouls come with working stuffs out of the box There may need to be an update for this mod's installer. Currently, it does not put the BodySlide files into proper locations for them to appear inside the BodySlide app's dropdown list. At least in my case, I had to manually extract and drag the aforementioned files into the game data folder The old trick works too. Delete the skeleton.hkx under steamapps\common\Fallout 4\Data\meshes\actors\Supermutant\CharacterAssets when not playing AAF animations to un-freeze mutant corpses in combat. In any case, the problem is no more, so I'm leaving these bits here in case anyone is interested Edited February 6, 2022 by Vel W grammar (i wish English was my native language lol)
Ulfberto Posted February 6, 2022 Author Posted February 6, 2022 1 hour ago, Vel W said: I see As an update, i've resolved it. It turns out I needed to build the supermutant body mesh using the files contained in AAF Creature Resources\10 Bodyslide\Tools\BodySlide\ShapeData, setting the "Erection" parameter to 100% Weirdly, Supermutants are the only non-human creatures I need to do this for. Others like Feral Ghouls come with working stuffs out of the box There may need to be an update for this mod's installer. Currently, it does not put the BodySlide files into proper locations for them to appear inside the BodySlide app's dropdown list. At least in my case, I had to manually extract and drag the aforementioned files into the game data folder The old trick works too. Delete the skeleton.hkx under steamapps\common\Fallout 4\Data\meshes\actors\Supermutant\CharacterAssets when not playing AAF animations to un-freeze mutant corpses in combat. In any case, the problem is no more, so I'm leaving these bits here in case anyone is interested I tested the AAF Creature resources fomod install and the bodyslide files are being installed correctly to the right path. Same for the morphs, they are in the correct path for when looksmenu needs to call it, so no need to built the body in bodyslide as well. Building the erection to 100% doesnt exactly fix the problem as you are forcing the default state to be erect, so its not morphing from flaccid to erect with AAF. It might as well not morph to erection up/down when an animation calls for these states.
Vel W Posted February 6, 2022 Posted February 6, 2022 (edited) 4 hours ago, Ulfberto said: I tested the AAF Creature resources fomod install and the bodyslide files are being installed correctly to the right path. Same for the morphs, they are in the correct path for when looksmenu needs to call it, so no need to built the body in bodyslide as well. Building the erection to 100% doesnt exactly fix the problem as you are forcing the default state to be erect, so its not morphing from flaccid to erect with AAF. It might as well not morph to erection up/down when an animation calls for these states. For real? The only animation mod i use is SavageCabbage’s, and its human-human animations are built on FusionGirl and BodyTalk2, so i’ve been under this assumption that 100% erection is what allows penises to morph properly during animations…it’s how i’ve been doing it to play Mr.Cabbage’s animations all along The erection up/down thing appears more often on Supermutants ands Ferals iirc. I’ll have to test their animations again, but currently i’m seeing that Behemoth penises are 0% by default while properly morphing to whatever shape needs be~~so what you say does make sense somehow Edited February 6, 2022 by Vel W
Vel W Posted February 7, 2022 Posted February 7, 2022 (edited) Following on topic, i believe erection up/down are working fine on my end. Here you see the mutant's penis bending up properly so it is going into the woman's vagina instead of sticking out her crotch (which would be the case if Erection Up did not get called by AAF) AAF_morphSetData.xml rxl_bp70_anims_morphSetData.xml BodyTalk2_MorphSetData.xml I admit it'd be easier to tell when this was a video instead of a picture, so you can see that the penis really morphs properly and goes in when the pumping is going on. From this post here, I learned of a "Erection" to="1" to "Erection" to="-1" trick. However, such changes (I made 11 of them) across the 3 XMLs (attached) in my Data/AAF folder made 0 differences. So currently I am using a mini ZIP mod i crafted to install/uninstall when playing AAF animations, so as to switch between world states where male creatures have 100% or 0% erections. If that makes any sense Edited February 7, 2022 by Vel W grammar
Scarlet Queen Posted February 24, 2022 Posted February 24, 2022 So for some reason ""ErectionFix_SilverPerv.esp" is causing the 70% AAF bug whenver I add any other mod from loverslab, when I remove it, works just fine. Not quite sure why this is happening
mayurinesan Posted March 15, 2022 Posted March 15, 2022 hello, Ulfberto Been running into a problem, would be great if you can help: the animations with dogs are always flaccid, the penis is there but never erect, any idea why this happens? something similar happens with super mutants
Alessa myrion Posted April 16, 2022 Posted April 16, 2022 On 2/5/2022 at 1:56 AM, Vel W said: hello, Ulfberto Been running into a problem, would be great if you can help: Super Mutant animations from SavageCabbage's mod have been giving me these wrongly animated penises. Here in this screenshot you can see that the penis is morphed into a wrong shape. It is not flaccid, but during this blowjob scene it is supposed to enlarge itself and go straight into the woman's mouth, but instead it is just bent in a weird shape like that So~~~seems that it is being detected by AAF and animated, just not the right way. Pretty sure I chose the "Extended" option for the Supermutants in the installer, and all my AAF components are up to date, animations for other creature types have been working fine (even Behemoths). Only super mutant ones are acting weird Any idea what I can do to debug it? Thanks in advance ? I'm having the exact same issue. Initially I was just using SavageCabbages pack and the penises never were erect or morphed, not in dozens of super mutant interactions. Tried cycling animations maybe 100+ times. I then installed this mod and it's the exact same thing. When installing this it made overwrites to Leito's and one other mod. I just confirmed them. I could never get human penises to align correctly either. I was just using Penis Envy for the model and a CBBE female PC. I'm frustrated that amongst all these sex mods there is no mention of what mod is required for Male penis models.
vaultbait Posted April 16, 2022 Posted April 16, 2022 17 minutes ago, Alessa myrion said: there is no mention of what mod is required for Male penis models. Normally it would be supplied by your male body replacer (so BodyTalk, Atomic Muscle, whatever).
Alessa myrion Posted April 25, 2022 Posted April 25, 2022 On 4/17/2022 at 8:29 AM, Alessa myrion said: I'm having the exact same issue. Initially I was just using SavageCabbages pack and the penises never were erect or morphed, not in dozens of super mutant interactions. Tried cycling animations maybe 100+ times. I then installed this mod and it's the exact same thing. When installing this it made overwrites to Leito's and one other mod. I just confirmed them. I could never get human penises to align correctly either. I was just using Penis Envy for the model and a CBBE female PC. I'm frustrated that amongst all these sex mods there is no mention of what mod is required for Male penis models. Well, after trying various fixes and patches with the same result I ended up uninstalling EVB and all fixes/patch files and installed Bodytalk + UAP and it resolved all my issues. Did not even have to build the body or edit morph data, it just worked out of the box. Supermutant cocks now work perfectly. Have yet to try Behemoth scenes though. I'm guessing this isn't an optimal approach, but everything appears to be working now, save for one facefuck animation with legs in the air, that's still a bit off. But creature animations are finally working woohoo! Thank you very much for the resources and UAP.
BurgerBob7 Posted May 9, 2022 Posted May 9, 2022 Help none of the creatures are erect not even dogmeat.
sinivii Posted June 21, 2022 Posted June 21, 2022 (edited) Ey, I haf problem. So basically it's erections, but only for Supermutants. They are confused, they are flaccid when the action happens, and erect when it isn't. It's flipped. Can I reverse this specifically for Supermutants by editing AAF_morphSetData.xml ? I had a peek but I have no idea which controls what. Huh, I'm gonna try flipping switches till I find out in the meantime. EDIT: Hahaaa! Success! ReadyCR and unReadyCR seemed to be what I was after. Edited June 21, 2022 by sinivii 1
Vel W Posted June 21, 2022 Posted June 21, 2022 12 hours ago, sinivii said: Ey, I haf problem. So basically it's erections, but only for Supermutants. They are confused, they are flaccid when the action happens, and erect when it isn't. It's flipped. Can I reverse this specifically for Supermutants by editing AAF_morphSetData.xml ? I had a peek but I have no idea which controls what. Huh, I'm gonna try flipping switches till I find out in the meantime. EDIT: Hahaaa! Success! ReadyCR and unReadyCR seemed to be what I was after. You're in the exact same situaion i was in months ago and our solutions are the same ?
vaultbait Posted June 21, 2022 Posted June 21, 2022 12 hours ago, sinivii said: Ey, I haf problem. So basically it's erections, but only for Supermutants. They are confused, they are flaccid when the action happens, and erect when it isn't. It's flipped. Can I reverse this specifically for Supermutants by editing AAF_morphSetData.xml ? I had a peek but I have no idea which controls what. Huh, I'm gonna try flipping switches till I find out in the meantime. EDIT: Hahaaa! Success! ReadyCR and unReadyCR seemed to be what I was after. Do you have anything that modifies super mutant meshes or their skeletons? I get flaccid meshes outside of animations and erect ones in the animations, and haven't needed to alter the AAF data for anything to make it happen. Which animation packs specifically were you seeing it with? Farelle's? Leito's? Savage Cabbage's? BraveBunny's? All of the above? Others?
sinivii Posted June 21, 2022 Posted June 21, 2022 (edited) 2 hours ago, Vel W said: You're in the exact same situaion i was in months ago and our solutions are the same ? Aye, feels great to finally figure things out after many hours. 1 hour ago, vaultbait said: Do you have anything that modifies super mutant meshes or their skeletons? I get flaccid meshes outside of animations and erect ones in the animations, and haven't needed to alter the AAF data for anything to make it happen. Which animation packs specifically were you seeing it with? Farelle's? Leito's? Savage Cabbage's? BraveBunny's? All of the above? Others? Aside from Creature Resources? No. Using MO2 makes running a tight ship easy. However I am using Indarello's patch, hardly user-friendly but it taught me much about XML editing in AAF, and I have done a lot of personal edits to my liking, so it stuck. Didn't really keep track of which animations had the problem if they are the problem. I just did a couple cycles through the list and the problem persisted. I am using all of them aside from Braves, and there was another I forgot the name of. How so? Edited June 21, 2022 by sinivii
vaultbait Posted June 21, 2022 Posted June 21, 2022 2 hours ago, sinivii said: Aside from Creature Resources? No. Using MO2 makes running a tight ship easy. However I am using Indarello's patch, hardly user-friendly but it taught me much about XML editing in AAF, and I have done a lot of personal edits to my liking, so it stuck. That makes sense. The only animation patch mod I'm using is Staged Leito Plus which does flip the erection values for Leito's animations. From what I remember, Indarello has the opposite idea about erection handling and expects all male bodies to be built with erection sliders at 100% by default instead of 0%, so maybe that extends to the super mutant animations as well. 2 hours ago, sinivii said: Didn't really keep track of which animations had the problem if they are the problem. I just did a couple cycles through the list and the problem persisted. I am using all of them aside from Braves, and there was another I forgot the name of. How so? There are lots of other animation packs, I was just listing the ones I know have super mutant animations (and of those, the only one I don't use any longer is Farelle's). Oh, right, I left out Mutated Lust!
Mark Antony Posted June 30, 2022 Posted June 30, 2022 On 2/7/2022 at 7:35 AM, Vel W said: Following on topic, i believe erection up/down are working fine on my end. Here you see the mutant's penis bending up properly so it is going into the woman's vagina instead of sticking out her crotch (which would be the case if Erection Up did not get called by AAF) AAF_morphSetData.xml 3.01 kB · 16 downloads rxl_bp70_anims_morphSetData.xml 757 B · 14 downloads BodyTalk2_MorphSetData.xml 1.7 kB · 13 downloads I admit it'd be easier to tell when this was a video instead of a picture, so you can see that the penis really morphs properly and goes in when the pumping is going on. From this post here, I learned of a "Erection" to="1" to "Erection" to="-1" trick. However, such changes (I made 11 of them) across the 3 XMLs (attached) in my Data/AAF folder made 0 differences. So currently I am using a mini ZIP mod i crafted to install/uninstall when playing AAF animations, so as to switch between world states where male creatures have 100% or 0% erections. If that makes any sense Does it work consistently for you? I did this and the erections are 2x the size during animations when the erection actually works and im not sure if the up and down are working for me
Vel W Posted June 30, 2022 Posted June 30, 2022 19 minutes ago, Mark Antony said: Does it work consistently for you? I did this and the erections are 2x the size during animations when the erection actually works and im not sure if the up and down are working for me It does for me and I've been using the same trick since. Supermutant penises are obviously built differently. They can bend in many ways that'd be humanly impossible Not sure what'd cause the 2x sizes of erections. Anyone else here have this issue?
vaultbait Posted June 30, 2022 Posted June 30, 2022 4 hours ago, Vel W said: Not sure what'd cause the 2x sizes of erections. Anyone else here have this issue? I think I saw that once when I had a skeleton file overwrite conflict, but currently my super mutants just appear to have "normal" (certainly massive by human standards) sized penises. Their erect size is about 2-3x the length from flaccid, with approximately the same girth. 1
Mark Antony Posted July 1, 2022 Posted July 1, 2022 11 hours ago, Vel W said: It does for me and I've been using the same trick since. Supermutant penises are obviously built differently. They can bend in many ways that'd be humanly impossible Not sure what'd cause the 2x sizes of erections. Anyone else here have this issue? do you use UAP btw? And i think its cause its applying an erection morph to an already erect body for me
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now