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Universal Stiffener


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Posted

Universal Stiffener

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A small utility to help fix erection failures.

 

Little Blue Pill

This mod is made for users whose in-game erections work most of the time. If erections fail once in a while, due to issues with Looksmenu, script load, etc, this mod can help boost them back to full size.

 

Users can choose to use a manual hotkey, automatic modes, or both. The hotkey option searches for all nearby actors involved in AAF scenes and tries to force their erection morph again. Automatic modes attempt the same technique for actors who are starting a sex scene, and/or whenever their scene changes to a new position.

 

And… that’s pretty much it. Bandaid relief for a minor but frustrating issue.

 

Things This Mod Will Not Do:

-Fix erections that are broken all the time due to poor modding setup or other structural issues.

-Add penises to actors in the absence of a compatible body (e.g. Bodytalk, Atomic Muscle, or similar).

-Equip strap-ons for females. These items use a different methodology than erection morphs.

 

FAQ / TroubleShooting

Q) Does this work for Supermutants, canines, synths, and other non-humans?

A) Yes, it affects any creature that uses erection morphs to go from soft to hard. You still need to have the creature set up with a working penis; otherwise this mod will have no effect.

 

Hard Requirements

-Vanilla Fallout 4 (no DLCs needed)

-Working AAF installation

-MCM

 

Permissions

All assets are free to use for any purpose. No permission needed.

 

Changelog

v. 1.00

-Release


 

Posted

Nothing to report this time - just stopping by to say thanks! I've been experiencing the mentioned issue ever since I started NSFW modding the game, and while it didn't affect the gameplay in any way, it surely made the experience un-immersive.

 

Thanks a bunch for this fix! Keep up the great work! 😁

Posted

Hey, spicy.  Sounds great.

 

Question though - how does one run the utility or do we just copy "Base" into data file?

 

Thanks,

John

 

BTW - use NMM so it won't even pulled in the zip file.

Posted
1 hour ago, MrCruelJohn said:

Hey, spicy.  Sounds great.

 

Question though - how does one run the utility or do we just copy "Base" into data file?

 

Thanks,

John

 

BTW - use NMM so it won't even pulled in the zip file.

 

Yeah if you're using NMM or some other method that doesn't support FOMOD, just treat the "00 Base" folder in the zip file as the Data folder.  You can ignore the FOMOD folder.

Posted

Great idea!

 

Side note: since I switched from playing FO4 on Windows to Linux, my occasional erection failures dropped to basically never, reinforcing my suspicion it was related to how hard the game engine was working before (probably Papyrus script lag, framerate dips, whatever). Linux/Proton/Vulkan appears to have far more solid performance than Windows/DirectX, at least for me.

Posted

Straight to the recommended mods. Thank you! 🏆 I was already testing it with your “Universal Stiffener v1 beta” version on Ego's discord. Is it the same or should I upgrade?

Posted
1 hour ago, JB. said:

Straight to the recommended mods. Thank you! 🏆 I was already testing it with your “Universal Stiffener v1 beta” version on Ego's discord. Is it the same or should I upgrade?

 

They're nearly identical. The release version has a couple of extra debug functions in the MCM. And I might have polished some of the other MCM wording slightly. Safe to upgrade if you want, otherwise the beta test version works the same way.

Posted

I don't have the erection issue, but your comment in the description about not re-equipping straps for women reminded me of something I do run into. If I have multiple women using strap-ons, every other one will lose the strap and/or spawn generic clothing when scrolling between positions/stages. I'm told this is because of an issue with the game executing papyrus scripts, but would you know how to make a mod or script that allows for a hotkey that sort of refreshes the stage so that their inventory is properly set according to the xml settings? I don't really know why AAF is only able to do this properly the first time one of these stages occur, but not in every other case. It also seems to work indefinitely if there is only one female aggressor, but once there's a second aggressor, the first one gets messed up in further stages.

Posted (edited)

So with savage cabbage animation pack i always ended up with un erected penises. Which made me stop using this animation pack and switched to fo4animation by leito. 

 

Are you telling me this mod is going to solve my problem with savage cabbage animation pack ??

 

I am asking before testing cause switching back to savage cabbage sometimes corrupt my saves (tried so many time to solve the issue....).

Edited by leking
Posted
4 hours ago, idkmanyolo said:

I don't have the erection issue, but your comment in the description about not re-equipping straps for women reminded me of something I do run into. If I have multiple women using strap-ons, every other one will lose the strap and/or spawn generic clothing when scrolling between positions/stages. I'm told this is because of an issue with the game executing papyrus scripts, but would you know how to make a mod or script that allows for a hotkey that sort of refreshes the stage so that their inventory is properly set according to the xml settings? I don't really know why AAF is only able to do this properly the first time one of these stages occur, but not in every other case. It also seems to work indefinitely if there is only one female aggressor, but once there's a second aggressor, the first one gets messed up in further stages.

 

I almost never run strapon animations, so this is not an area of deep expertise for me.  However my experience in making SABA taught me that there are subtleties to the way equipment sets are processed in AAF.  Animations with one female "pitcher" should have the strapon applied via an action in the AnimationData xml.  Simplified example from SABA to illustrate the important part:

 

Spoiler
<animation id="SABA_XCross_FrontAnal01" frames="480">
	<actor idleForm="80C">
	</actor>
	<actor idleForm="80D">
		<action id="SABA_Strapon"/>
	</actor>
</animation>

 

That action must be defined in a separate ActionData xml. Simplified example from SABA:

 

Spoiler
<action id="SABA_Strapon">
	<self startEquipmentSet="SABA_AddStrapon" stopEquipmentSet="SABA_RemoveStrapon">
	</self>
</action>	

 

I found that the same technique caused some equipment inconsistencies in animations with multiple female "pitchers", especially when switching animations.  So instead I set up those animations a little differently.  Another simplified example:

 

Spoiler
<animation id="SABA_FFrame_SpitVag01" frames="240">
	<actor idleForm="80B">
	</actor>
	<actor idleForm="801" startEquipmentSet="SABA_AddStrapon" stopEquipmentSet="SABA_RemoveStrapon">
	</actor>
	<actor idleForm="809" startEquipmentSet="SABA_AddStrapon" stopEquipmentSet="SABA_RemoveStrapon">
	</actor>	
</animation>

 

So TBH I think some of the issues you mentioned might be traced back to the animation XML.  It's an easy thing to tinker with if you want to test.  You just need a decent text editor like Notepad++ to modify XML files.

 

As for a hotkey strapon equip button, it wouldn't be too difficult.  The core of it would be to gut this mod and replace ApplyMorphSet with ApplyEquipmentSet.  Maybe skip the automation because we don't want cunnilingus and scissoring animations to have strapons.  Plus add some checks so only the "pitcher(s)" equip a strapon and not the "receiver".  I'm not sure what would happen to the strapon after the scene is over.

 

 

Posted
1 hour ago, leking said:

So with savage cabbage animation pack i always ended up with un erected penises. Which made me stop using this animation pack and switched to fo4animation by leito. 

 

Are you telling me this mod is going to solve my problem with savage cabbage animation pack ??

 

I am asking before testing cause switching back to savage cabbage sometimes corrupt my saves (tried so many time to solve the issue....).

 

I cannot guarantee that this mod will resolve systemic erection issues.  Universal Stiffener is merely a way to force another attempt at applying the erection morph.  Any problem that broadly causes morph applications to fail is a poor candidate for this solution.

 

If you want to try anyway, I advise testing in a new or disposable save.  That way you can revert to your original save with no harm done if it doesn't work out.

Posted
On 1/10/2025 at 2:12 PM, spicydoritos said:

 

I almost never run strapon animations, so this is not an area of deep expertise for me.  However my experience in making SABA taught me that there are subtleties to the way equipment sets are processed in AAF.  Animations with one female "pitcher" should have the strapon applied via an action in the AnimationData xml.  Simplified example from SABA to illustrate the important part:

 

  Reveal hidden contents
<animation id="SABA_XCross_FrontAnal01" frames="480">
	<actor idleForm="80C">
	</actor>
	<actor idleForm="80D">
		<action id="SABA_Strapon"/>
	</actor>
</animation>

 

That action must be defined in a separate ActionData xml. Simplified example from SABA:

 

  Hide contents
<action id="SABA_Strapon">
	<self startEquipmentSet="SABA_AddStrapon" stopEquipmentSet="SABA_RemoveStrapon">
	</self>
</action>	

 

I found that the same technique caused some equipment inconsistencies in animations with multiple female "pitchers", especially when switching animations.  So instead I set up those animations a little differently.  Another simplified example:

 

  Hide contents
<animation id="SABA_FFrame_SpitVag01" frames="240">
	<actor idleForm="80B">
	</actor>
	<actor idleForm="801" startEquipmentSet="SABA_AddStrapon" stopEquipmentSet="SABA_RemoveStrapon">
	</actor>
	<actor idleForm="809" startEquipmentSet="SABA_AddStrapon" stopEquipmentSet="SABA_RemoveStrapon">
	</actor>	
</animation>

 

So TBH I think some of the issues you mentioned might be traced back to the animation XML.  It's an easy thing to tinker with if you want to test.  You just need a decent text editor like Notepad++ to modify XML files.

 

As for a hotkey strapon equip button, it wouldn't be too difficult.  The core of it would be to gut this mod and replace ApplyMorphSet with ApplyEquipmentSet.  Maybe skip the automation because we don't want cunnilingus and scissoring animations to have strapons.  Plus add some checks so only the "pitcher(s)" equip a strapon and not the "receiver".  I'm not sure what would happen to the strapon after the scene is over.

 

 

Thanks for the tips. I think I tried using your implementation in the past and I recall it worked a little better but didn't fully fix the issue for me. I'll look into the rest of that sometime later.

  • 6 months later...
  • 1 month later...
Posted

My Raddletag penis sometimes won't become erect.
Even after using Universal Stiffener 1.00, it still won't become erect.
Please tell me how to fix this.

Posted
17 hours ago, hy303 said:

My Raddletag penis sometimes won't become erect.
Even after using Universal Stiffener 1.00, it still won't become erect.
Please tell me how to fix this.

 

Universal Stiffener is a helper mod to solve occasional erection failure.  It cannot fix a situation where erections don't work in the first place.

 

Check out some of the advice given by darthroman here:

 

 

  • 4 months later...
Posted

oh my god thanks for this mod man. i try to fix the erection problem with all kinds of patches. the only one that kinda worked is UAP but it wan't enough until i found this mod through grok lol. it's not 100% perfect but it makes the sex scenes work way better than before and it saved me so much time trying to install all these other patches just to get the penis morph to work. I'm keeping this mod and UAP as my go to mods 

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