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Posted
12 hours ago, rvhausen said:

I use TNG.  Started a new game and the MCM showed up fine.  However, when applying a schlong via TNG, my character's body disappeared.

What did you install? The SOS patch? My modified physics file? What exact FSMP version are you using (Cuda, instruction set AVX/etc). 

 

And I have to ask: Did you already use TNG before this mod? 

Posted
5 hours ago, mygfishung said:

Getting "Invalid XML" installation errors with Vortex.

Yeah apparently Mod Organizer doesn't share the same fomod layout as other mod managers. Lesson learned. 

 

You can just manually extract the files though. 

Posted

I get a strange problem where every few seconds the physics mode changes; When the schlong has smp physics, the rest of the body becomes ridged, and when the schlong non-smp, the rest of the body has smp physics again. I am using the most recent fsmp.

Posted
13 hours ago, Hugebooblover said:

I get a strange problem where every few seconds the physics mode changes; When the schlong has smp physics, the rest of the body becomes ridged, and when the schlong non-smp, the rest of the body has smp physics again. I am using the most recent fsmp.

  1. Does it only happen with this mod
  2. Did you have SMP + floppy SOS physics before this mod
  3. Which Skyrim version
  4. Which FSMP version (options like CPU, CUDA...  have slightly different memory layouts)
  5. With Improved Futa installed, try to disable the .dll file. Does it still happen? 
  6. What happens when you execute "smp reset" in the ~ console

 

What you're describing sounds like a different mod is switching SMP physics files. This mod will only switch certain bones from dynamic to kinematic in the actual schlong - so it doesn't touch the skinned body memory at all. 

Posted (edited)
11 minutes ago, wow12303 said:

any chance this will deal with this issue?

https://www.redgifs.com/users/paperdj2

That's a problem with the skeleton. I think the lowest length you can do is 0.80% before you get artifacts like that. You can't even reduce the actual mesh length. The only fix for a smaller part would be to modify the skeleton. 

 

Try messing with each length scale to get the desired length. The last node, I think is 6, represents the longest of the chain. 

 

I might try messing with dynamically adjusting the skeleton during runtime - we'll see. 

Edited by asdt123123
Posted

Couldn't find any problems with using the latest "The New Gentleman" mod. 

 

I can only assume those having problems are using either misconfigured schlongs (Missing bones, no SMP, etc). Or a bad SMP file. 

Posted (edited)
6 hours ago, asdt123123 said:
  1. Does it only happen with this mod
  2. Did you have SMP + floppy SOS physics before this mod
  3. Which Skyrim version
  4. Which FSMP version (options like CPU, CUDA...  have slightly different memory layouts)
  5. With Improved Futa installed, try to disable the .dll file. Does it still happen? 
  6. What happens when you execute "smp reset" in the ~ console

 

What you're describing sounds like a different mod is switching SMP physics files. This mod will only switch certain bones from dynamic to kinematic in the actual schlong - so it doesn't touch the skinned body memory at all. 

I did not consider conflicts. It is likely Selective SOS Physics manager, which doesn't seem to work right anyway so I forgot it was even installed. I will test it again .

 

Edit: That wasn't it. Same problem, but it seems to be acting different that it was. Every 5-6 seconds body physics go rigid and the schlong enters regular skeleton physics, then the body and schlong return to smp physics, and it just loops like that. My fsmp is not cuda, avx2. Could the 3BA Physics config reinstaller conflict as well?

Edited by Hugebooblover
Tested it.
Posted
47 minutes ago, Hugebooblover said:

Could the 3BA Physics config reinstaller conflict as well?

I actually didn't even consider that. It's VERY possible they're dynamically swapping physics files. They even have a "SOSPhysicsManager.esp" plugin. 

 

Might want to mess with their MCM, or use the physics reinstaller to try some different presets. 

 

I see in the installer, FloppySOS creates a dynamic CBPC physics toggle system. Sort of what this mod does, but with CBPC instead of SMP. So maybe try the "CBPC - RegularSOS" version. 

Posted
On 12/13/2025 at 10:40 AM, asdt123123 said:

What did you install? The SOS patch? My modified physics file? What exact FSMP version are you using (Cuda, instruction set AVX/etc). 

 

And I have to ask: Did you already use TNG before this mod? 

nm, sorry, I reinstalled it and now it's working perfectly.  Not sure what happened the first time. Thank you!

Posted
3 hours ago, asdt123123 said:

I actually didn't even consider that. It's VERY possible they're dynamically swapping physics files. They even have a "SOSPhysicsManager.esp" plugin. 

 

Might want to mess with their MCM, or use the physics reinstaller to try some different presets. 

 

I see in the installer, FloppySOS creates a dynamic CBPC physics toggle system. Sort of what this mod does, but with CBPC instead of SMP. So maybe try the "CBPC - RegularSOS" version. 

It seems the problem was 3BA, I think. I reinstalled it and did not select the SOS options and the problem went away. The problem now is schlongs are always in the floppy SMP state. 

Also I wanted to take a look at your papyrus source to see how it operates, but you did not include the psc file

Posted
10 minutes ago, Hugebooblover said:

It seems the problem was 3BA, I think. I reinstalled it and did not select the SOS options and the problem went away. The problem now is schlongs are always in the floppy SMP state. 

Also I wanted to take a look at your papyrus source to see how it operates, but you did not include the psc file

Make sure the schlong is using SMP and not CBPC. Easiest way to do that would be on Nifscope-> Load futa nif -> look for NiStringExtraData. If it points to a hdtSkinnedMeshConfig then it's SMP enabled. Might need to download something like a DW schlong (He has many). You should also enable debug in the MCM, and check the logs in My Games\Skyrim Special Edition\SKSE\ImprovedFuta.log
 

This plugin doesn't use papyrus other then for the MCM. It's an SKSE plugin coded in C++. If you want to see the C++ source I can drop it, but it's essentially hooking the animation graph, waiting for SOS schlong animation events, then toggling the schlong physics on/off depending on the animation. 

 

Posted
16 minutes ago, asdt123123 said:

Make sure the schlong is using SMP and not CBPC. Easiest way to do that would be on Nifscope-> Load futa nif -> look for NiStringExtraData. If it points to a hdtSkinnedMeshConfig then it's SMP enabled. Might need to download something like a DW schlong (He has many). You should also enable debug in the MCM, and check the logs in My Games\Skyrim Special Edition\SKSE\ImprovedFuta.log
 

This plugin doesn't use papyrus other then for the MCM. It's an SKSE plugin coded in C++. If you want to see the C++ source I can drop it, but it's essentially hooking the animation graph, waiting for SOS schlong animation events, then toggling the schlong physics on/off depending on the animation. 

 

It was happening on a UBE schlong as well as a TRX schlong with smp enabled 🤷‍♂️ I'll look at the log.

 

Yeah, I figured everything was in the DLL. I have never successfully made a SKSE plugin, I once tried to conver the Arousal Changes mod to a plugin so it would run better.

Posted
On 12/14/2025 at 7:15 PM, Hugebooblover said:

It was happening on a UBE schlong as well as a TRX schlong with smp enabled 🤷‍♂️ I'll look at the log.

 

Yeah, I figured everything was in the DLL. I have never successfully made a SKSE plugin, I once tried to conver the Arousal Changes mod to a plugin so it would run better.

Did you get a chance to check out the logs? 

  • 2 weeks later...
Posted (edited)

Vortex users: Before dropping the mod file into Vortex - open the mod folder from your download location on the computer, open the fomod folder, open this up and drag the xml file from here into the fomod folder. I've removed the problematic lines that created the FOMOD installation issue with Vortex.

ModuleConfig.7z

Edited by RevanCathal
Posted

so i am having an issue which i am pretty sure is caused by this mod but i don't know exactly why but when using this mod none of the sexlab animations like up because for some reason none of the character will get erect and i know it was working before i used this mod so i was just wondering if any one here might have an idea on why this is happening the only thing i can think of is other i am missed a setting in the mcm or soomething is playing up with the fact i use sexlab aroused as well.

Posted
44 minutes ago, Jade514 said:

so i am having an issue which i am pretty sure is caused by this mod but i don't know exactly why but when using this mod none of the sexlab animations like up because for some reason none of the character will get erect and i know it was working before i used this mod so i was just wondering if any one here might have an idea on why this is happening the only thing i can think of is other i am missed a setting in the mcm or soomething is playing up with the fact i use sexlab aroused as well.

This mod doesn't work correctly on Sexlab, only Sexlab P+. You'll have to disable the erection handling in the MCM. 

Legacy sexlab will be fixed sooner or later. 

Posted

It looks like I need help with this fun constructor game from different mods). I don't really understand how and what works here, so it looks like I can't do it without help.

Game version 1.6.640
I use the following mods:
CBPC
FSMP - Not CUDA, AVX
TNG
HIMBO (without Physics Addon - turning it on/off does not change anything)
CBBE
CBBE 3BA (without Physics Manager esp)
High poly Head SMP + TNG_Himbo_SMP_XMLs - I leave this patch off first.
DW 3BA Futanari Schlong (with modified esp for TNG)
Procedural Penis Animations/Collision (v 0.0.17) "HookPosition": to 2.
Improved Futanari (with Corrected/Fixed version of "dw's Schlong Physics Selector")
 

In general, everything works quite well, but the problem is that if I use the floppy shlong settings from Improved Futanari, then the penis physics works fine, there are collisions, but in scenes the alignment from Procedural Penis Animations/Collision does not work, and the mouth from High poly Head SMP does not work either. When I change MaleGenitals.xml from Improved Futanari to a file from TNG_Himbo_SMP_XMLs (from the SMP High poly Head page), then both the alignment and mouth in the scenes work, but floppy does not work (which is understandable, because MaleGenitals is replaced). But the question is, how do I make the alignment and mouth work in the scenes, but still keep the floppy physics with collisions outside the scenes?

 

I also have OSmp - Automatic SMP physics toggle for OStim and Selective SOS Physics Manager, but they don't seem to help much if enabled. If I install floppySOS, it works more or less, but CBPC does not have such collisions as SPM and the penis falls into the thighs when shaking which does not look good.

I probably need to combine the settings in MaleGenitals.xml from Improved Futanari and TNG_Himbo_SMP_XMLs, but I do not know how to do it.

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