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Expand Holes

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ExpandHoles.jpg.adb250c7e7b81a405880208963f0edb1.jpg

 

VIDEO 18+

 

IT WOULDN'T WORK IN NG/AG
Until Lighthouse doesn't work in NG/AG. I'm not some guy in a tin foil hat, and I'm not fundamentally opposed to NG/AG, but...
Sorry, friends, I'm not interested in switching because too many of the mods I love are still on 1.10.163.x. I won't force the transition to NG/AG because, in my opinion, it doesn't add anything interesting, but it does take away my favorite mods.

 

NOTE: I used github version of PotC for my patch.

 

DISCLAIMER:  I want this mod to be understood correctly—it is primarily for people who make mods and patches, so that they can create something using this mod. I have only provided an example. It is simply a good concept that I suggest you use. You can use this mod however you want in your modifications. Including inserting it in whole or in part into your modifications. It is still advisable to use the same keywords and dispels for Anus and Vagina.

 

What is it?
It is a framework that allows you to expand the holes from wearing certain items, as well as ensures that the holes return to their original state.

 

How do I use it?
This is a framework; it doesn't do anything on its own. Modders need to use it in their mods for it to be useful. I left an example of how to use it in a quick patch I made for Plugs of the Commonwealth.

 

I've seen something like this before...
That's right. In the Animated Fannies mod. Actually, the whole idea came about after I made animations for the vagina and anus in NAF Bridge. I needed something to compensate for the lost AF functionality for wearable items. I also decided that it wasn't interesting when everything expanded only when occupied by an item, and there was no point in that, so I added a mechanic that slowly lowers the values back to their original values after the item is removed.

Don't get me wrong, I used Animated Fannies for a long time, and I am very grateful to its author, but time goes on, the mod is written using old crutch practices, and it is difficult to scale to other NPCs. So I fundamentally changed the scheme, adding these effects to items rather than through a quest: this gives excellent scalability and the ability to use it on any item. For example, you (you being a modder) can create an invisible item that prevents the wearer from wearing armor after being raped, and add this effect so that the consequences of rape are visible. I'm just fantasizing, you can use it however you want, or not use it at all.

 

How to use it (for users)?
Modders who uses it should give requirements.

 

How to use it (for modders)?
Look at the example and do the same, create your own effects. Most of the settings are in the script properties, the magnitude of the effect is the value of the hole modifier.

 

What body I used?

I used body from Animated Fannies mod.
 

Quote

I want to use a specific Bodyslide preset: this will work straight out of the box with default CBBE or Diverse Bodies' system of 'in-game Bodyslide', but will require some manual work and some knowledge If you want to fiddle around with Bodyslide to make this work with your favorite bodyslide preset: You can start by downloading the orginal Bodyslide files here, courtesy of Nahka: https://www.dropbox.com/s/3bmup3899g6ohs2/CBBEVagMorphs.rar?dl=0

 

 


  • Submitter
  • Submitted
    12/08/2025
  • Category
  • Requirements
    [MANDATORY] Lighthouse Papyrus Extender https://www.nexusmods.com/fallout4/mods/71420
    [OPTIONALLY] For Fusion Girl body you should use Fusion Girl Morph+ patch https://www.loverslab.com/files/file/22387-potc-morph-patch/

 

Posted
2 hours ago, Madscout said:

Does the type body used matter?

It should has anus and vagina sliders. It can be setup in script properties. I guess cbbe/FG has same slider ids, but I am not sure. I'm using CBBE.

Posted (edited)
3 hours ago, Church the Cat said:

Would this mod cause temporary dilation after AAF scenes as well, like for example, the after effects of Nora getting banged by a super mutant or behemoth? O_O


It can be done, you just need to attach the effect to, for example, a perk that will activate the effect during the scene. I think one of the modders could easily do this. Set a condition for the effect to work - the presence of the keyword AAF_Busy.

Then the effect will expand for the duration of the scene, and after the scene ends, it will begin to slowly decay.

Edited by Evi1Panda
Posted
11 hours ago, Evi1Panda said:

It should has anus and vagina sliders. It can be setup in script properties. I guess cbbe/FG has same slider ids, but I am not sure. I'm using CBBE.

Does the slider refer to the open state?

Then FG doesn't have such a slider; the open state in animation is achieved by moving bones.

Posted (edited)

@kziitd is there some examples how same things implemented for FG?

 

The Bodygen/Bodymorph classes connects the LooksMenu sliders to the bone. Just need to know what bones are there and what their values are when open. I don't know theese things, because I never played with FG.

Edited by Evi1Panda
Posted (edited)
23 minutes ago, Evi1Panda said:

@kziitd is there some examples how same things implemented for FG?

This mod uses FG morph+ which has a similar open slider. I'm not sure if the slider name matches your script.

It originates from another author, and I believe it's not fully licensed by FG author TBOS (maybe he doesn't matter). This needs further clarification via @spicydoritos.
And another question is which CBBE version the femalebody in the installation package refers to. I see it has a custom-added female genital mesh, and I personally don't recall the official CBBE having such a version.

The installation doesn't include a BS project to generate the user's own body preset.
 

Finally, I personally hope there's something like this feature/framework.

Perhaps you could ask TBOS about the practical legitimacy of FG morph+.

If he thinks it's irrelevant and the user should bear the consequences, then you can simply package FG morph+ into your published content.

Edited by kziitd
Posted

Hello, the MOD you created is truly excellent and has fulfilled my fantasies. Could you please tell me if this MOD supports BodyTalk 3 and the body of AM2 (which I really want)? I sincerely request that you support it. Additionally, I would like to ask you to release a version of the MOD compatible with NG (1.10.984) and Bad Dragon Dildos 1.0.0 (https://www.loverslab.com/files/file/31132-bad-dragon-dildos/).

Posted
1 hour ago, kziitd said:

This mod uses FG morph+ which has a similar open slider. I'm not sure if the slider name matches your script.

It originates from another author, and I believe it's not fully licensed by FG author TBOS (maybe he doesn't matter). This needs further clarification via @spicydoritos.
And another question is which CBBE version the femalebody in the installation package refers to. I see it has a custom-added female genital mesh, and I personally don't recall the official CBBE having such a version.

The installation doesn't include a BS project to generate the user's own body preset.
 

Finally, I personally hope there's something like this feature/framework.

Perhaps you could ask TBOS about the practical legitimacy of FG morph+.

If he thinks it's irrelevant and the user should bear the consequences, then you can simply package FG morph+ into your published content.

 

The FGM+ body was made by StaticPhobia.  As far as I understand, it falls under TBOS' general permission that modified variants of the FG body are allowed but the author is responsible for all support.  Which seems fair to me.

 

The original FGM+ body was made before the 3BBB (or whatever they're called) bones were added to FG, so it won't work very well with current FG clothing.  The updated FGM+ version in my linked patch includes those bones.  StaticPhobia left all permissions open, so people are welcome to use the updated body however they desire.

Posted
3 hours ago, riveth said:

just want to corfirm it works with FG Staticfobia

Which files did you download? I installed the Archive and Example patch, and when i go to put the plugs in, it does indeed expand the hole, but the plug itself is invisible. 

Posted
3 hours ago, Personpeebles said:

Which files did you download? I installed the Archive and Example patch, and when i go to put the plugs in, it does indeed expand the hole, but the plug itself is invisible. 

Same here, I didn't have much time to play with this, was just curious if it works with FG

Posted (edited)
4 hours ago, Evi1Panda said:

Oh guys, I got all you told about FG, don't worrie. I will look what should be edited for FG compability little later.

 

7 hours ago, riveth said:

Same here, I didn't have much time to play with this, was just curious if it works with FG

 

It works fine with Fusion Girl Morph+ Body, some of the sliders are common with Animated Fannies body.  The problem is if your wearing an outfit (i.e. high heels) then that likely does not have the sliders required, but it works fine on the nude Fusion Girl Morph+ Body included with PotC Morph+.

 

Basically:

Lighthouse

Expand Holes

PotC

Fusion Girl Morph+ Body built meshes (I didn't use the PotC Morph+ plugin, just used it to build the body mesh + morphs)

Example dcc-bp-lol patch

 

This time I did use PotC Morph+ Plugin, they work together without conflict.  PotC Morph+ appears to use equip events to apply the morph, and the plugin edits are attaching the script to the armor items.

https://streamable.com/4mwgth

 

Edited by dav42
Posted
1 hour ago, dav42 said:

 

 

It works fine with Fusion Girl Morph+ Body

 

Thanks, then I just need to add optionally requirements for FG body.

Posted
4 hours ago, dav42 said:

 

 

It works fine with Fusion Girl Morph+ Body, some of the sliders are common with Animated Fannies body.  The problem is if your wearing an outfit (i.e. high heels) then that likely does not have the sliders required, but it works fine on the nude Fusion Girl Morph+ Body included with PotC Morph+.

 

Basically:

Lighthouse

Expand Holes

PotC

Fusion Girl Morph+ Body built meshes (I didn't use the PotC Morph+ plugin, just used it to build the body mesh + morphs)

Example dcc-bp-lol patch

 

This time I did use PotC Morph+ Plugin, they work together without conflict.  PotC Morph+ appears to use equip events to apply the morph, and the plugin edits are attaching the script to the armor items.

https://streamable.com/4mwgth

 

I get the same result as in the video sort of, but when i don't have a plug, the hole just stays like that and doesn't close, and when there's supposed to be a plug, the plug is invisible.

Posted (edited)
5 hours ago, Personpeebles said:

I get the same result as in the video sort of, but when i don't have a plug, the hole just stays like that and doesn't close, and when there's supposed to be a plug, the plug is invisible.

 

The decay per tick is pretty slow with the example plugin, so you might not notice it.  I think in that small video I uploaded I didn't notice it until maybe ~8 seconds passed, it may be that the engine doesn't materially redraw unless there is a significant movement of the vertices.

 

DecayPerTick = 0.1

UpdateInterval = 5.0

Morph Value = 1.75

 

So I guess ~88 seconds to fully collapse?   https://streamable.com/acaauj

 

 

By the way, if the plug is invisible and your using PotC Morph+, did you build the BodySlide files for the plugs?  It does include prebuilt meshes, but it's possible they missed a few.  It won't affect the morph decay.

 

Edited by dav42
Posted
5 hours ago, dav42 said:

 

The decay per tick is pretty slow with the example plugin, so you might not notice it.  I think in that small video I uploaded I didn't notice it until maybe ~8 seconds passed, it may be that the engine doesn't materially redraw unless there is a significant movement of the vertices.

 

DecayPerTick = 0.1

UpdateInterval = 5.0

Morph Value = 1.75

 

So I guess ~88 seconds to fully collapse?   https://streamable.com/acaauj

 

 

By the way, if the plug is invisible and your using PotC Morph+, did you build the BodySlide files for the plugs?  It does include prebuilt meshes, but it's possible they missed a few.  It won't affect the morph decay.

 

Yeah i built them in the bodyslide, and i've got the latest version of lighthouse installed, so i'm not really sure why they're invisible 

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