Tainted_Soul Posted April 14 Posted April 14 This mod has been a true revolution for me. As someone who likes to see the action from up close during SexLab scenes (or even in first person ), it drastically improved all my scenes. Thanks champ! ❤️
Fraying9981 Posted April 14 Posted April 14 (edited) 8 hours ago, asdt123123 said: Probably a mod breaking stuff. You can join my discord for a test build, but I can't promise a fix if it's a mod breaking it thanks. I did check and the PPA animation is working fine. It's just the sound missing. I'm using this mod (and modified the toml accordingly), but afaik it's just a replacer right? Why would it affect third party? Also i have this one installed but it's disabled in the MCM I also disabled Mu Joint Fix as I read here it's not compatible. 1 hour ago, traison said: Just checking you didn't assume the sound would travel to the other side of the room. If you're unsure about how to check if PPA is controlling the current animation, set Debug.Bones to true and find the spline path. If PPA is controlling the current animation and there's still no sound then set General.FreecamAudioFix to false and test again. If there's still no sound after that then I do not know. thank you, I will try this. Edited April 14 by Fraying9981
traison Posted April 14 Posted April 14 1 hour ago, Fraying9981 said: Why would it affect third party? For the same reason FSMP3 causes a CTD in MFEE 0.4.6. Whenever a dll is involved, all promises about image* integrity go out the window. PPA for instance requires that you do not modify certain parts of CBPC's Thing.h file. Personally I think dll mods should stay out of eachothers memory spaces, but doing so would require cooperation between mod authors and for some kind of interface to be built. At the rate at which things are going right now, with seemingly every other hot mod on the Nexus containing a dll, we will soon be in a situation where you'll have a dll that patches a dll which was originally a patch for another dll. At some point it won't be possible to maintain this anymore. If you want to stay away from this future yourself, stick to mods that have released their source code. That said, I am using PPA myself despite there being no source, but I do think it would be silly at this point to assume PPA will still exist a year or two from now when asdt123123 might have moved on to something else. * Image in this context meaning a program image - executable bytes usually.
Fraying9981 Posted April 14 Posted April 14 1 hour ago, traison said: For the same reason FSMP3 causes a CTD in MFEE 0.4.6. Whenever a dll is involved, all promises about image* integrity go out the window. PPA for instance requires that you do not modify certain parts of CBPC's Thing.h file. Personally I think dll mods should stay out of eachothers memory spaces, but doing so would require cooperation between mod authors and for some kind of interface to be built. At the rate at which things are going right now, with seemingly every other hot mod on the Nexus containing a dll, we will soon be in a situation where you'll have a dll that patches a dll which was originally a patch for another dll. At some point it won't be possible to maintain this anymore. If you want to stay away from this future yourself, stick to mods that have released their source code. That said, I am using PPA myself despite there being no source, but I do think it would be silly at this point to assume PPA will still exist a year or two from now when asdt123123 might have moved on to something else. * Image in this context meaning a program image - executable bytes usually. thanks for the thorough explanation. Indeed I use many SKSE mods. But then any mod adding a dll could cause problem right? like SKSE Wind Framework? How can I isolate the ones that may conflict with PPA via DLL files like you said? I'm also using FSMP3 btw, but I believe the author is the same as for PPA so I don't expect issues on that front.
Fraying9981 Posted April 14 Posted April 14 (edited) 1 hour ago, traison said: For the same reason FSMP3 causes a CTD in MFEE 0.4.6. Whenever a dll is involved, all promises about image* integrity go out the window. PPA for instance requires that you do not modify certain parts of CBPC's Thing.h file. Personally I think dll mods should stay out of eachothers memory spaces, but doing so would require cooperation between mod authors and for some kind of interface to be built. At the rate at which things are going right now, with seemingly every other hot mod on the Nexus containing a dll, we will soon be in a situation where you'll have a dll that patches a dll which was originally a patch for another dll. At some point it won't be possible to maintain this anymore. If you want to stay away from this future yourself, stick to mods that have released their source code. That said, I am using PPA myself despite there being no source, but I do think it would be silly at this point to assume PPA will still exist a year or two from now when asdt123123 might have moved on to something else. * Image in this context meaning a program image - executable bytes usually. ok just tried with the audio fix option ticked/unticked. several NPC scenes. still no audio. i also activated the bones as you mentioned: looks normal to me: I see red crosses along the way where the dick should go right? Edited April 14 by Fraying9981
traison Posted April 14 Posted April 14 51 minutes ago, Fraying9981 said: How can I isolate the ones that may conflict with PPA via DLL files like you said? By using a debugger. The easier option is to remove dlls until the problem goes away or otherwise changes.
swords and sandals Posted April 14 Posted April 14 Finally got around to giving this a try, and after playing around with it for an hour or so, all I can say is: oustanding work! So far, it's a true game-changer. Thank you!
Fraying9981 Posted April 14 Posted April 14 22 minutes ago, traison said: By using a debugger. The easier option is to remove dlls until the problem goes away or otherwise changes. thanks, i use this one Log Watcher - Real-time Analysis of SKSE Logs https://www.nexusmods.com/skyrimspecialedition/mods/163979 any idea what I should look for? removing DLLs: i have hundreds. can you ellaborate?
traison Posted April 14 Posted April 14 47 minutes ago, Fraying9981 said: any idea what I should look for? Whether something about issues like these get written to logs or not is entirely up to each dll. No one size fits all here. 48 minutes ago, Fraying9981 said: removing DLLs: i have hundreds. can you ellaborate? Same tactic as you'd use for regular mods: disable half and test. Rename the dll extension to something else to disable it: skee.dll -> skee.snort
uncleben7 Posted April 14 Posted April 14 Thank you asdt123123. Finally no more dicks sticking through the back of her skull. lol I installed with MO2, and Everything is working great,
asdt123123 Posted April 14 Author Posted April 14 5 hours ago, traison said: For the same reason FSMP3 causes a CTD in MFEE 0.4.6. Whenever a dll is involved, all promises about image* integrity go out the window. PPA for instance requires that you do not modify certain parts of CBPC's Thing.h file. Personally I think dll mods should stay out of eachothers memory spaces, but doing so would require cooperation between mod authors and for some kind of interface to be built. At the rate at which things are going right now, with seemingly every other hot mod on the Nexus containing a dll, we will soon be in a situation where you'll have a dll that patches a dll which was originally a patch for another dll. At some point it won't be possible to maintain this anymore. If you want to stay away from this future yourself, stick to mods that have released their source code. That said, I am using PPA myself despite there being no source, but I do think it would be silly at this point to assume PPA will still exist a year or two from now when asdt123123 might have moved on to something else. * Image in this context meaning a program image - executable bytes usually. All the crash issues should be fixed in MFEE and FSMP. In terms of open source, it's a mess in Skyrim. Just look what happened with OStim. You make a project open source to help others, and they rather make hostile forks instead of drop PRs. Nexus is flooded with "NG" mods like SMP Wind because of that. Very unfortunate.. PPA will be open source once it's in maintenance mode, but until then I'm keeping it closed.
traison Posted April 14 Posted April 14 (edited) 36 minutes ago, asdt123123 said: All the crash issues should be fixed in MFEE and FSMP. At least the one I was seeing is, and I have no others documented. Edit: MuFacialExpressionExtended.dll+0049AF3 36 minutes ago, asdt123123 said: You make a project open source to help others, and they rather make hostile forks instead of drop PRs. Personally I blame the structure of git on that. Whenever I have to use git, I always run into obscure errors. It is not a straightforward process to clone a repo, change it and upload your changes. I mean it obviously is to someone that has already figured it out; but for me, using it like once a year, it's always a struggle. I know the feeling of releasing the source code for something you worked on. It's your baby, your masterpiece, and now it's out there for critisism and copying. It's part of the reason why I sit on my things the way I do. You need a special kind of charitable mindset to see someone copy your work, change it and release it as their own thing. When I release code it's typically in pieces, because I want to see the other party put some effort into it. From the pov of the community though, there is only one correct answer. Take for instance the ability to slow down SL animations, which PPA has no added: we had that ability in Skyrim LE, but the author of that mod never released the source. When SE came around we lost that feature, and it was gone for years. Edited April 14 by traison
MalicoVuckovic Posted April 15 Posted April 15 (edited) I totally agree with what everyone has been saying, this mod is an absolutely amazing game changer, thank you so much for creating it!! I'm now trying to incorporate it into my game and have some questions. I installed PPA v0.0.31 and have all the debug options turned on and set "HotkeyWhileHoldingShiftOnly = true" so in game I can use Shift-Backspace to open the menu. When I get in game and start a SL scene and open the menu I can see that the correct target is selected (in this case a female NPC is the target, the PC is male). Then I select to do a vaginal hole position adjustment. I see the various debug graphics and move them into the correct position. Actually when I use the arrow keys I don't see the penis move until I hit enter - is that normal? (Update: Looks like this is normal. You see the box move, but need to hit enter to have the penis realign to the new coordinates.) Then, when I get the right position I try to open the menu again so I can "save" the new position, but can't get the menu to open up using Shift-Backspace anymore. So basically Shift-Backspace opens the menu only the first time, and then I need to exit the game and restart Skyrim so I can do this again. In fact Shift-F2 and Shift-F5 also seem to be doing nothing at this point. (Update: Issue is "shift" and "enter" don't work in edit mode, see "UPDATE" below.) As input, I'm using SKSE 2.0.20, SSE 1.5.97 and have sexlab v1.63 with separate orgasms, SLSO Hakkey's Tweaks and OsmelMC's sexlab utility plus, latest FSMP v3.0.0, etc. Thanks for any help you can give to understand these details. UPDATE: I did a bit more debugging and changed back to "HotkeyWhileHoldingShiftOnly = false" and figured out that my "shift", "enter" and "arrow" keys all stopped working when I'm in the orifice editor. To test I go into console (~) and check that I can type capital letters and hit enter. Then I exit the console, hit Backspace, get into the menu and select something to edit. At that point when I go back to console (~) my "shift", "enter" and "arrow" keys no longer work (i.e. I can't type capital letters, "enter" and "arrow" keys are ignored). Then I exit console, hit Backspace and exit the editor. Now going back to console (~) and all the keys work again. Any idea of what could be causing this? UPDATE2: Thanks for fixing this. As of v0.0.32A the shift, enter and arrow keys work again when in the orifice editor. Version 0.0.32 would immediately crash when I tried to edit, and 0.0.31 had the issue I stated above. Thanks again, this is an amazing mod!! Edited April 23 by MalicoVuckovic
pdd001 Posted April 15 Posted April 15 Can the expression system apply to NPC to? I'm using UBE with MFEE, i wan't NPC mouth open a little more fit with penis during BJ, My NPC mouth open a little to big. (sorry for bad english)
traison Posted April 15 Posted April 15 4 hours ago, pdd001 said: Can the expression system apply to NPC to? It does.
as5685009 Posted April 15 Posted April 15 Where can find Facial Expression Context values list for OSTIM? if not, please ignore it. i only find SEXLAB Seems the reference values in this guide are from SEXLAB some of them do not work in OSTIM. And type MFEE is using int value in guide somehow i changed it to float value in my toml file then it back to normal otherwise the FacialPreset will not working. https://6988638dc34b0c19d253892b--comforting-moonbeam-c80c4b.netlify.app/expressions.html#contexts
traison Posted April 16 Posted April 16 9 hours ago, pdd001 said: How can i make the mouth closing a little bit, I'm using UBE Adjust the values in the FacialPresets in accurate-penetration.toml.
pdd001 Posted April 16 Posted April 16 3 hours ago, traison said: Adjust the values in the FacialPresets in accurate-penetration.toml. Not the UBE.toml ?
traison Posted April 16 Posted April 16 4 hours ago, pdd001 said: Not the UBE.toml ? UBE.toml contains no FacialPreset entries.
pdd001 Posted April 16 Posted April 16 1 hour ago, traison said: UBE.toml contains no FacialPreset entries. Thanks that work
Coom Nation Posted April 16 Posted April 16 Thanks for the great mod! One suggestion if I may: It would be cool if there was a sound for slaps in spanking animations.
Malamana Posted April 16 Posted April 16 On 1/4/2026 at 5:46 AM, Unknown22923 said: Heey, tried out the 0.0.9 Test version Testet working with: Trolls Werewolfs (with TWO mod) Wolfs Using 3BA on 1.6.1170 Can I ask how you got this working with TWO? I know this comment is several months old at this point but I spent yesterday trying to get cf/mnc/two working with this and no matter what I try either 1.) The SMP causes stretching because PPA uses CBPC but TWO only uses SMP (I think?) or 2.) The werewolves aren't affected by PPA at all. Thanks, it's been fun to try to untangle.
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