Jump to content

Procedural Penis Animations/Collision [Beta]


Recommended Posts

Posted
30 minutes ago, bitnuke said:

Quick infodump for anyone who's working on fixing ABC dong meshes. The OP only mentions weight painting as an issue with ABC dongs. But there are in fact 3 issues. In order of importance (to user experience):

 

1. Vertical misalignment of nodes. Basically nodes are not exactly in the center of some dongs. This is what makes ABC-dongs not align properly with holes (slightly too high or low). Technically it affects all waypoints, but is most noticable at hole entries.

 

2. Weight painting causing weird behavior of dongs, as described in the OP.

 

3. Insufficient number of nodes, especially on long dicks. This again is most noticable at hole entries, with dicks bending like train carriages entering a sharp turn. Important: If anyone wants to add more nodes, do not rename or reposition the existing ones (aside from centering), so that existing animations and configs continue to work (just without taking advantage of the newly added nodes).

 

I don't know what problem with the dongs you are referring to but ABC works very well for me. As the author had already mentioned, maybe you should provide some video where these problems happen to you. It may not be perfect but it works pretty close.

Posted (edited)
34 minutes ago, 深淵の神 said:

 

I don't know what problem with the dongs you are referring to but ABC works very well for me. As the author had already mentioned, maybe you should provide some video where these problems happen to you. It may not be perfect but it works pretty close.

My "problem" is that i am not blind. Or maybe i'm not conditioned enough by decades of low skyrim standards, to perceive small issues as invisible, aka my standards are not as low as yours. Sorry, but there is no polite way to phrase this.

 

Anyone can confirm what i said, by just loading the models into NIFSkope: Nodes are not at the center of dongs, and are too far apart for long dicks. Human dicks have perfectly centered nodes, and align perfectly with orifices. The majority of ABC dongs have misaligned nodes in their meshes, and ingame are slightly offset by the exact same amount, in the exact same direction.

 

Stop telling people that their eyes are lying. We already have enough of this bullshit in politics. We don't need it in software development. And the same goes for people posting videos, that supposedly prove criticism wrong, except their very own videos contradict their own statements. What is this clownshow? An NVidia commercial?

Edited by bitnuke
Posted
On 3/9/2026 at 1:29 PM, asdt123123 said:

 

Idk what ur saying? The moans from this mod? You just need to make a .lip file. I might make a lip file editor now that I reversed the format or tell an AI slave to do it. 

I mean something like this:

 

Posted (edited)
54 minutes ago, 深淵の神 said:

I don't know what problem with the dongs you are referring to but ABC works very well for me.

 

If the version of PPA you're using still has my ABC config in it, uncomment the last override and go boink a Scrib. You'll see what's up.

 

Btw just because I say "my config" doesn't mean I put any significant effort into it - I modified it. I am not to be credited for any of that, but I'm listening for issues popping up in the background as it were.

 

Edit: It's possible ABC doesn't include Scribs so in that sense it would be correct to say ABC is working fine.

Edited by traison
Posted

While the other guy is technically correct, he could've phrased his sentence less abrasive. Anyway, as for ABC, their shlongs are indeed, ass, for the most part. I'm not picky but some shlongs have glaring issues.

Posted (edited)
1 hour ago, redhat42 said:

While the other guy is technically correct, he could've phrased his sentence less abrasive. Anyway, as for ABC, their shlongs are indeed, ass, for the most part. I'm not picky but some shlongs have glaring issues.

You are completely correct. I don't care about hurting peoples feefees. I just care about the truth.

 

One of those can be a source of progress, with consequences lasting into the future. The other makes people feel good for a day.  What motivation do you think made the developer create this mod? Good feelings or disatisfaction with how things are?

 

There is a popular term for this. It's called "strong men" and "weak men". 

 

EDIT: And just before people play the "Oh yeah? Well what have you ever created? You just whine.". I have posted over a dozen mods on this website under various accounts over the course of 20 years. Some of them "changed the ecosystem" for the relevant game. None of them are available anymore today for..... some reason. 

Edited by bitnuke
Posted
3 hours ago, bitnuke said:

REEEEEEEEHHHHHH!!!!!

 

51 minutes ago, bitnuke said:

I don't care about hurting peoples feefees.

That's quite a bold statement from someone who clearly has a stick up their ass. You're not offending anyone here, you're just making a circus out of yourself.

 

56 minutes ago, bitnuke said:

One of those can be a source of progress, with consequences lasting into the future.

Wow, here we have the motivator of the modern era who will lead the modding community into a new golden age! Oh, wait a minute:

 

52 minutes ago, bitnuke said:

I have posted over a dozen mods on this website under various accounts over the course of 20 years. Some of them "changed the ecosystem" for the relevant game. None of them are available anymore today for..... some reason. 

 

I didn't know that being a content creator gives you the right to go around spewing garbage about other people's work without offering any real TECHNICAL advice, (like @traison already did) and all you do is demand that things be done your way. Why did you hide your significant contributions to the community? Who hurt your feefees? Weren't you the driving force of the modding community?

 

Hey autistic guy, you give me the vibe of that dude who left the "other" mod community because people started telling him his attitude was unbearable, so he closed his accounts. You are that pathetic sad guy, right?

Posted
1 hour ago, bitnuke said:

You are completely correct. I don't care about hurting peoples feefees. I just care about the truth.

 

One of those can be a source of progress, with consequences lasting into the future. The other makes people feel good for a day.  What motivation do you think made the developer create this mod? Good feelings or disatisfaction with how things are?

 

There is a popular term for this. It's called "strong men" and "weak men". 

 

EDIT: And just before people play the "Oh yeah? Well what have you ever created? You just whine.". I have posted over a dozen mods on this website under various accounts over the course of 20 years. Some of them "changed the ecosystem" for the relevant game. None of them are available anymore today for..... some reason. 

/yawn

Posted
2 hours ago, bitnuke said:

You are completely correct. I don't care about hurting peoples feefees. I just care about the truth.

 

One of those can be a source of progress, with consequences lasting into the future. The other makes people feel good for a day.  What motivation do you think made the developer create this mod? Good feelings or disatisfaction with how things are?

 

There is a popular term for this. It's called "strong men" and "weak men". 

 

EDIT: And just before people play the "Oh yeah? Well what have you ever created? You just whine.". I have posted over a dozen mods on this website under various accounts over the course of 20 years. Some of them "changed the ecosystem" for the relevant game. None of them are available anymore today for..... some reason. 

Guys....lets just ignore this asshole like the author of this mod is doing it. This kind of authistic soyboys just want to recieve the attention they dont have on their home.

Posted (edited)
On 2/1/2026 at 5:46 PM, asdt123123 said:

I use Predator's mod so I know it works. 

Try:

[Mouth.Opening]
Enabled = false

 

I actually have the same issue. I checked the json but cant seem to find the [mouth.opening] in the file and when i just delete the section to stop PPA handling the mouth opening i end up with the mouth staying closed entirely (seems SL isnt handling it either which is weird because i never made a change to that). I'm using FSMP and also tried the beta version of FSMP 3.0 but neither seem to work for me 

 

edit: I've also noticed some versions of animals (like the paloma horse or armored husky) say theyre not a valid target (when hitting backspace) but the bones are the same for all the meshes. any recommendations for a fix on that? not a big deal just becomes a pain when using creature summoner which brings a random version of each animal.

Edited by BonitaMussolini
Posted
1 hour ago, BonitaMussolini said:

I checked the json but cant seem to find the [mouth.opening] in the file...

 

I'm not familiar with the file you guys are talking about here but figured I'd point out that "[mouth.opening]" is not really valid JSON and looks more like a INI file section, especially considering the bit after it posted by asdt123123. In other words, you're wasting your time looking through JSON files for this.

 

1 hour ago, BonitaMussolini said:

...when i just delete the section to stop PPA handling the mouth opening i end up with the mouth staying closed entirely...

 

Had a quick look at the PPA config file in version 30 and there does indeed seem to be no way to disable PPA handling the mouth. Deleting the mouth section would just delete the facial presets, thus the mouth staying shut makes sense.

 

Oversight in PPA, or upcoming feature perhaps.

 

As a workaround, move the Mouth.Position anchor or offset somewhere where it won't get poked. SL is allowed to do its thing as long as the mouth is not being used. If you define the mouth as being in the left foot (and you're not into footjobs I guess) then it should work as you want it to.

Posted

Hello, thanks for the great mod.

 

Can you consider adding true/false option for lip sync with moans ?

 

I am using 'AhegaoTonguesHDT Fixed 1.0.3' and to make it look ok I have to disable lip sync in sexlab.

With 0.31 I have to either disable sound altogether which is a bummer since it makes scenes better including new added moans, or have broken ahegao with clipping tongues.

 

For now solution is simple I use version 0.3 but eventually there will be some amazing new features too hard too pass up :).

Posted
17 hours ago, bitnuke said:

You are completely correct. I don't care about hurting peoples feefees. I just care about the truth.

 

One of those can be a source of progress, with consequences lasting into the future. The other makes people feel good for a day.  What motivation do you think made the developer create this mod? Good feelings or disatisfaction with how things are?

 

There is a popular term for this. It's called "strong men" and "weak men". 

 

EDIT: And just before people play the "Oh yeah? Well what have you ever created? You just whine.". I have posted over a dozen mods on this website under various accounts over the course of 20 years. Some of them "changed the ecosystem" for the relevant game. None of them are available anymore today for..... some reason. 

 

Ahh. Mr. Positive is back with a vengeance.

 

"Changed the ecosystem" - LMAO!!

Posted

Hello. just a quick question regarding ABC, i noticed that during penetration my characters vagina doesn't engulf the penis all the way basically it clips a bit, what i mean is that vagina doesn't open enough? is that normal atm or is there something possible to tweak? p.s. i use this mods collisions.

Posted
3 hours ago, Angel019 said:

Hello. just a quick question regarding ABC, i noticed that during penetration my characters vagina doesn't engulf the penis all the way basically it clips a bit, what i mean is that vagina doesn't open enough? is that normal atm or is there something possible to tweak? p.s. i use this mods collisions.

 

Adjust Scale and ScaleMax values in accurate-penetration.toml. I have mine set to 1.4 and 10.0.

Posted (edited)

@asdt123123 Just a heads-up in case it interests you: version 31 will cause an instant CTD when a SL scene starts. I assume it is because my CBPC is heavily modified. I suspect the way you're tapping into CBPC to do the butt force effect is using hardcoded offsets rather than pattern matching. I recommend you do pattern matching, even if it doesn't involve any pattern searching, because this will break if CBPC ever updates - if pattern doesn't match, log it as a warning and move on.

 

Crashed trying to dereference RAX (0x1) in the C runtime.

[ 0][P] 0x7FFB9789C9D0            ucrtbase.dll+002C9D0  mov dl, [rax]
[ 1][P] 0x7FFB5DEFEDF8 AccuratePenetration.dll+000EDF8
[ 2][P] 0x7FFB5DFEE993 AccuratePenetration.dll+00FE993

RAX 0x1                (size_t) [1]

 

PM me if this was not supposed to happen and/or you want the crash log.

Edited by traison
Posted
1 hour ago, traison said:

@asdt123123 Just a heads-up in case it interests you: version 31 will cause an instant CTD when a SL scene starts. I assume it is because my CBPC is heavily modified. I suspect the way you're tapping into CBPC to do the butt force effect is using hardcoded offsets rather than pattern matching. I recommend you do pattern matching, even if it doesn't involve any pattern searching, because this will break if CBPC ever updates - if pattern doesn't match, log it as a warning and move on.

 

Crashed trying to dereference RAX (0x1) in the C runtime.

[ 0][P] 0x7FFB9789C9D0            ucrtbase.dll+002C9D0  mov dl, [rax]
[ 1][P] 0x7FFB5DEFEDF8 AccuratePenetration.dll+000EDF8
[ 2][P] 0x7FFB5DFEE993 AccuratePenetration.dll+00FE993

RAX 0x1                (size_t) [1]

 

PM me if this was not supposed to happen and/or you want the crash log.

Cant' hardcode function offsets. Too many distributions of CBPC. The pattern scanning is pretty sophisticated, shouldn't patch wrong. You can check the PPA logs to see which function it hooked. If you modified the actual struct layout, that would likely lead to crashes since it uses ~20 or so variable from inside CBPC to blend impulses from PPA. Specifically that looks like it failed to read the bone name at 0x40

 

Send me your modified Thing.h in DM's or something and I'll see if there's some defensive gaurds I can put in. Or you could also just move your new variables below CBPC's defined stuff to avoid clashing. PPA will read all the way to 0x1BC from 0x18. 

 

13 hours ago, crashit123 said:

Hello, thanks for the great mod.

 

Can you consider adding true/false option for lip sync with moans ?

 

I am using 'AhegaoTonguesHDT Fixed 1.0.3' and to make it look ok I have to disable lip sync in sexlab.

With 0.31 I have to either disable sound altogether which is a bummer since it makes scenes better including new added moans, or have broken ahegao with clipping tongues.

 

For now solution is simple I use version 0.3 but eventually there will be some amazing new features too hard too pass up :).

No just delete the .lip files. 

 

 

Posted
18 hours ago, traison said:

 

I'm not familiar with the file you guys are talking about here but figured I'd point out that "[mouth.opening]" is not really valid JSON and looks more like a INI file section, especially considering the bit after it posted by asdt123123. In other words, you're wasting your time looking through JSON files for this.

 

 

As a workaround, move the Mouth.Position anchor or offset somewhere where it won't get poked. SL is allowed to do its thing as long as the mouth is not being used. If you define the mouth as being in the left foot (and you're not into footjobs I guess) then it should work as you want it to.

We're referring to Predators HPH mod that comes with lip and throat bones. It's fantastic if you havent checked it out I'd highly recommend it. 

 

Ty for the workaround I shall try that out and see if that helps. Before a couple months ago I hadnt messed with mods since like the early 2000s so I never quite know where to look for fixes lol. I totally didnt mean to say JSON I meant the TOML which is the config for PPA if I've read things right? Or is there a seperate config like the cbpc ones?

 

 

Posted

I really hope someone with modelling skill can make some ppa friendly strapons for sexlab with properly centered nodes, and fix some of the ABC dogs with the uncensored nodes. I've tried doing it myself but I'm not sure it's even possible at the nifskope level and actually creating the meshes in blender etc is beyond my skill.

Posted (edited)
9 hours ago, asdt123123 said:

You can check the PPA logs to see which function it hooked. If you modified the actual struct layout, that would likely lead to crashes since it uses ~20 or so variable from inside CBPC to blend impulses from PPA. Specifically that looks like it failed to read the bone name at 0x40.

 

Relevant bits from the log:

[02:55:16.440] [29724] [I] [CBPCHook] Installing detour...
[02:55:16.442] [29724] [I] [CBPCHook] Candidate 1 at 7FFB67149F70, SUB RSP 2C8
[02:55:16.442] [29724] [I] [CBPCHook] Candidate 2 at 7FFB671521F0, SUB RSP D68
[02:55:16.442] [29724] [I] [CBPCHook] Thing::update at 7FFB671521F0 (candidate 2)
[02:55:16.442] [29724] [I] [CBPCHook] Detour installed

 

I had modified Thing.h as follows:

...
clock_t time;
clock_t debugTime; // Oct 2025
...

public:
  BSFixedString boneName;
...

 

I moved my debugTime variable (far) below boneName. It's public now but that doesn't matter. This works fine in PPA 31.

 

Monkey learns new things every day. Thank you.

 

Edit: For other hackers out there, the 0x1BCth (444) byte is at float collisionYmaxOffset. To not interfere with PPA, put your variables below float amplitude for instance.

 

Edit again: May want to consider having a config value in PPA to invert right side butt forces. I for instance have linearX forces inverted on the right side. The same is going to apply to all the other forces, and what I call translated forces, like linearZrotationX. Force amplitude adjustment would also be welcome, even though its decent as it is now - different stiffness, damping, timeStep and timeTick values will produce vastly different results, they just happen to be decent for me with my custom CBPC config and dll.

Edited by traison
Posted (edited)
6 hours ago, BonitaMussolini said:

Or is there a seperate config like the cbpc ones?

 

PPA config files, that I'm aware of:

SKSE\Plugins\accurate-penetration.toml

SKSE\Plugins\ppa-override-configs\*.toml

SKSE\Plugins\ppa-voice-configs\*.toml

SKSE\Plugins\ppa-animation-tagging\*.json

 

Where * is a standard Windows wildcard.

Edited by traison
Posted
46 minutes ago, sharapoff said:

Does anyone know why this is happening?

 

I usually see that when the animation doesn't actually have the dick inside. Change the target of the wolf/dog to None.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...