traison Posted June 8 Posted June 8 (edited) 1 hour ago, NCK30 said: Fixing weight paints on bikinis with a ring between the tits is the worst. These should be easily doable by first removing all boob-node weightpaint that the ring currently has, then in the weightpainting brush settings set focus to 1, spacing to something high like 0.75, strength to pretty much any value and size such that it covers the entire ring in its radius. Apply weightpaint to the ring by clicking once for both sides (left and right boob) or by using X-mirroring. Finish it up by removing paint from the area around the ring, i.e. remove the overflow. The ring should now move with the tits and stay in the middle without deforming. Edit: If there's other elements nearby that need to keep their weightpainting intact, remember that there's masking in Outfit Studio. 1 hour ago, NCK30 said: And don't get me started on weight painting Sling Bikinis. In my experience, the armors that have done bikinis or just straps and strings property in general are quite rare. If you want for instance the bra straps to be realistic (as opposited to glued to the skin) there should be no vertices along the strap. The shape from the top of the cup to the shoulders should be made of uninterrupted polygons. Everything else will deform as the character moves or morphs are applied. These things are easy to fix in Blender, but sadly it can not be done in Outfit Studio. So yes, if the sling bikini is incorrectly made you could say, then weightpainting could even impossible to get perfect. I should probably mention that this method does not work for convex areas: if there's a strap, string or whatever going over the belly for instance, then the pregnancy slider will make the belly poke through the "armor". Edited June 8 by traison
NCK30 Posted June 8 Posted June 8 1 hour ago, traison said: These should be easily doable by first removing all boob-node weightpaint that the ring currently has, then in the weightpainting brush settings set focus to 1, spacing to something high like 0.75, strength to pretty much any value and size such that it covers the entire ring in its radius. Apply weightpaint to the ring by clicking once for both sides (left and right boob) or by using X-mirroring. Finish it up by removing paint from the area around the ring, i.e. remove the overflow. The ring should now move with the tits and stay in the middle without deforming. Edit: If there's other elements nearby that need to keep their weightpainting intact, remember that there's masking in Outfit Studio. Exactly how I did it in LE. Finding the right weight to match the bounce of the string is tricky though. I am bound to run into these issues, so I will make a notice of these values You mention.
NCK30 Posted June 8 Posted June 8 (edited) 2 hours ago, traison said: In my experience, the armors that have done bikinis or just straps and strings property in general are quite rare. If you want for instance the bra straps to be realistic (as opposited to glued to the skin) there should be no vertices along the strap. The shape from the top of the cup to the shoulders should be made of uninterrupted polygons. Everything else will deform as the character moves or morphs are applied. These things are easy to fix in Blender, but sadly it can not be done in Outfit Studio. So yes, if the sling bikini is incorrectly made you could say, then weightpainting could even impossible to get perfect. I should probably mention that this method does not work for convex areas: if there's a strap, string or whatever going over the belly for instance, then the pregnancy slider will make the belly poke through the "armor". The one included in Goma Pero Land (Mini Bikini pack) was weight painted to perfection. See pics. It does not bend when NPC's look to the side. It keeps the shape. This is typically the spine weights and somewhat the boobs weights. Blender and 3DSMax can fix these easily, as You say. Fixing it in Outfit Studio is a different beast. I only dabbled in Blender once, and I managed to make a dress that deformed and stretched to avoid clipping when thighs moved. But it took me ages to achieve this. I did not have the patience for that at the time. But Blender is becoming widely used. Maybe I should check it out again. Predator-RJ is making some sensational armors with Blender. Edited June 8 by NCK30
Reza.02 Posted June 8 Posted June 8 On 6/6/2026 at 6:42 AM, 深淵の神 said: Well, even though we have the same mods, that doesn't mean we have them set up the same way. For example, I use CBPC for everything except hair and clothes, just that as is without needing to mess with the hand physics files, it just works. And I don't use that extra HIMBO file you're talking about. So I can't really tell you. https://drive.google.com/file/d/1SA8SDGL_GCrcMjE-BdmGTtPR_fl4OCr8/view?usp=sharing okay yea i removed it reinstalled and now its working (cant say i like it much the movements with cbpc fingers look rough). i was using gt softbody earlier and fingering collisions were perfect. btw what mod ure using for moans and sfx. the ones of LL arent really that gud
sup3rttg3r Posted June 8 Posted June 8 On 6/5/2026 at 6:06 AM, ezala123 said: I had similar problems and noticeable flickering/undulating with orifice meshes after upgrading PPA to 0.0.34 and FSMP to 3.10. No matter what changes I made in the PPA config file, everything but orifice off-set did absolutely nothing when reloading PPA configs in-game. After over an hour of trial and error, I gave up and downgraded both to PPA 0.0.33 and FSMP 3.06. Changes in the PPA config file are working as intended and the weird orifice mesh undulating is almost gone now. Might've not been PPA at all, but at this point I lacked the patience to try downgrading only FSMP. Mind you, I've messed around with several versions of PPA without any problems like I had with the latest one (0.0.34). Had nothing weird in the PPA log either. I like the openings to be the same size as the actual member penetrating it so I do a lot of manual adjusting. Thank you for this comment. In debugging the cause of largely freeze-crashes (a few CTD as well), per your comments I rolled back to 0.0.33 and F-SMP 3.06. My game is much more stable now. I also updated OBody NG to the newest version 4.3.3 and the OBody NG Settings loader as well.
asdt123123 Posted June 9 Author Posted June 9 3 hours ago, sup3rttg3r said: Thank you for this comment. In debugging the cause of largely freeze-crashes (a few CTD as well), per your comments I rolled back to 0.0.33 and F-SMP 3.06. My game is much more stable now. I also updated OBody NG to the newest version 4.3.3 and the OBody NG Settings loader as well. Don't spread misinformation. If you got CTDs, present some crashlogger sse crashlogs,. Otherwise at the very least do some debugging
Juanex7211 Posted June 9 Posted June 9 Hello, maybe i missed a lot of context since the last time i updated this mod (i havent touched skyrim for two months, lol) ....the current update erased your custom moaning sounds for the females when i play an animation on Ostim, instead it just plays the default moaning sounds of Ostim. Did you delete them or its a mistake i made??? as i said i have 2 months of lost context, lmao.
Kastagir Posted June 10 Posted June 10 On 6/6/2026 at 8:51 PM, nategaming said: Did anyone hear about what Acro is working on (maker of CBBE 3BA). MXPBD may be next level what we are looking for. On his twitter and patreon at the moment. You mean the author of 3BA, who only makes absurdly proportioned anime characters with ridiculous physics wants us to adopt their new physics framework so we can all inhabit the same twisted, persistent adolescent nightmare they can't seem to grow out of? No, thank you.
Openmic Posted June 10 Posted June 10 (edited) I think the expression system has been broken for me for a bit now so I had it disabled, but I decided to try again. I usually try not to be a bother but I'm not sure what I could have done wrong. The expressions don't apply and the mouth doesn't open very wide. I'm using UBE with PredatorRJ's SMP head. I'm using Sexlab Utility Plus No other config is overwriting ppa's toml Expressions are enabled in the toml The following should be getting applied: [[FacialPreset]] Targets = ["Mouth"] Priority = 99999 OverrideExpressions = true OverrideModifiers = true OverridePhonemes = true Smoothing = 8.0 [[FacialPreset.Effects]] Type = "Expression" Index = 15 TargetValue = 1.0 [[FacialPreset.Effects]] Type = "Phoneme" Index = 1 TargetValue = 0.8 [[FacialPreset.Effects]] Type = "MFEE" MorphCategory = "Misc" MorphName = "Ahegao" TargetValue = 100 ---( I set this high so I'd be able to tell for certain it was applied) MinTargetValue = 0 MinPenetrationDepth = 0.1 MaxPenetrationDepth = 4.5 [[FacialPreset.Effects]] Type = "MFEE" MorphCategory = "Misc" MorphName = "Lick" TargetValue = 45 MinTargetValue = 0 MinPenetrationDepth = 0.1 MaxPenetrationDepth = 4.5 [[FacialPreset.Effects]] Type = "MFEE" MorphCategory = "Misc" MorphName = "EXPR2_Mouth_Open_Wide" TargetValue = 30 MinTargetValue = 20 MinPenetrationDepth = 0.1 MaxPenetrationDepth = 5.0 Sorry for the blownout screenshot, it was taken in hdr and I just changed it to png so I could upload it. AccuratePenetration.log Edited June 10 by Openmic
Edzio Posted June 10 Posted June 10 On 6/8/2026 at 5:15 AM, traison said: Nothing is going to replace 3BA/BHUNP until a significant amount of outfits get converted. Barely anything got converted to COCO: Is there a COCO variant of Remodeled Armor? Is there a COCO variant of all the TAWOBA packs? Same goes for Softbody, though I think it actually did a bit better than COCO. It's not easy to find the workforce to convert hundereds of outfit pieces when dealing with a 15 year old game, and especially when that workforce just got done converting things for the body that was popular last week. Also note that "hundereds of outfit pieces" doesn't get you that far when dealing with the likes of TAWOBA and Remodeled Armor. I looked into MXPBD. It seems like it is a unified Physics framework that will replace FSMP+CBPC not a bodymod. Seems like the main goal is to make simulating physics less demanding and more performance friendly that can handle about 10x more without significant performance loss.
traison Posted June 10 Posted June 10 1 hour ago, Edzio said: I looked into MXPBD. It seems like it is a unified Physics framework that will replace FSMP+CBPC not a bodymod. Seems like the main goal is to make simulating physics less demanding and more performance friendly that can handle about 10x more without significant performance loss. Modding Skyrim: The Neverending Story, part 551 ## Soon in theatres near YOU! 3
NCK30 Posted June 10 Posted June 10 (edited) 1 hour ago, Edzio said: I looked into MXPBD. It seems like it is a unified Physics framework that will replace FSMP+CBPC not a bodymod. Seems like the main goal is to make simulating physics less demanding and more performance friendly that can handle about 10x more without significant performance loss. But then You would probably spend a lot of time setting up collisions again. Doubt they work out of the box for every body. Also if it can handle 10x more without performance loss then call me impressed. Sounds like fantasy to me... Edited June 10 by NCK30 1
Hannibal139 Posted June 10 Posted June 10 Is there any way to make "futas use anus" work with trx cock cages?
NCK30 Posted June 10 Posted June 10 (edited) 8 hours ago, Kastagir said: You mean the author of 3BA, who only makes absurdly proportioned anime characters with ridiculous physics wants us to adopt their new physics framework so we can all inhabit the same twisted, persistent adolescent nightmare they can't seem to grow out of? No, thank you. Wrong forum Man... Unless You were being ironic. You never know. Edited June 10 by NCK30 2
Bigglsby Posted June 10 Posted June 10 6 hours ago, Openmic said: I think the expression system has been broken for me for a bit now so I had it disabled, but I decided to try again. I usually try not to be a bother but I'm not sure what I could have done wrong. The expressions don't apply and the mouth doesn't open very wide. I'm using UBE with PredatorRJ's SMP head. The most recent SMP head also comes with a PPA expression override config file, for expression and throat bulge. So you need to confirm if it isn't overruling your PPA expressions and causing your issues. 1
ezala123 Posted Wednesday at 06:32 PM Posted Wednesday at 06:32 PM On 6/9/2026 at 6:17 AM, asdt123123 said: Don't spread misinformation. If you got CTDs, present some crashlogger sse crashlogs,. Otherwise at the very least do some debugging The FSMP update might be the culprit for my issues. I'll try loading up the newest version of PPA again and see how it goes. Btw, appreciate all the work you put into this. It's relatively easy to use and fixes so many issues we've had over the years.
AngelAngelis Posted Wednesday at 07:36 PM Posted Wednesday at 07:36 PM (edited) On 5/2/2026 at 5:45 PM, redhat42 said: That's literally 2 minutes of your time, are you on crack? No, I'm a high functioning autistic who, due to those issues, has memory problems. I literally have to write stuff down often just so I remember them. And considering I use Mod Organizer 2 to install and update mods, I usually select "Replace" instead of "Merge' when I update a mod, which this one is often. That means the changes I make to it are often overwritten and I have to do that stuff all over again. I won't always REMEMBER I have to do this until I run into the issue. Said issue being that backspace no longer works when trying to type something into a search bar or when you are trying to name or rename an item while enchanting it and so freaking on. At least 深淵の神 was nice enough to not to insult me even though he disagreed with me. Maybe take a lesson from him and show some class. And for the record, I just set the "Use shift with the hotkeys" option to "true" in the .toml to deal with this problem. The mod mostly seems to work fine out of the box for me, which is nice. Maybe that should be set to true by default? Might head off the complaints or needing to put in the snide "I will use backspace" part in the installer. Just saying. Edited Wednesday at 07:56 PM by AngelAngelis
深淵の神 Posted Wednesday at 07:58 PM Posted Wednesday at 07:58 PM 1 hour ago, ezala123 said: The FSMP update might be the culprit for my issues. Sorry but you're spreading misinformation again; the latest FSMP update works great. 9 minutes ago, AngelAngelis said: Said issue being that backspace no longer works when trying to type something into a search bar or when you are trying to name or rename an item while enchanting it and so freaking on I don’t think anything like that should happen to you with this mod installed; it should only work during a sex scene, I think. Otherwise, it’s very easy to change in the included configuration file. If something like it not recognizing keyboard commands happens to you, check that Skyrim isn’t running in the background because you’re using Skyrim in Borderless Window mode (SSE Display Tweaks, e.g.). Just use Alt+Tab to bring Skyrim back to the front again.
AngelAngelis Posted Wednesday at 08:21 PM Posted Wednesday at 08:21 PM 11 minutes ago, 深淵の神 said: Sorry but you're spreading misinformation again; the latest FSMP update works great. I don’t think anything like that should happen to you with this mod installed; it should only work during a sex scene, I think. Otherwise, it’s very easy to change in the included configuration file. If something like it not recognizing keyboard commands happens to you, check that Skyrim isn’t running in the background because you’re using Skyrim in Borderless Window mode (SSE Display Tweaks, e.g.). Just use Alt+Tab to bring Skyrim back to the front again. Welp, sorry to say, but it doesn't just happen in sex scenes. With this installed and without me setting it to use shift with the hotkeys, your mod takes priority over what backspace does, making the button not work when trying to type stuff in game. When said option to use shift is active, everything works fine. I've done the alt tab thing before before I knew what mod did this, and it didn't work. Maybe it's one of the other mods I'm using acting up, maybe it's purely this mod, but I'm not really willing to do all that leg work to find out for sure and am just saying what happened to me. Don't know why, can't really tell you. I don't make mods. I don't know how you made this and honestly coding makes my freaking head hurt. It's like the real life version of Lovecraftian Elder God Script. I just know this happened to me and I thought I'd share it in case that's useful to you lot. It works fine with using the Shift option in the toml, so that dealt with my major gripe and I really don't feel like talking about it anymore, doubly so when some people on here are gonna insult me for sharing an opinion as politely as I could. Maybe make using shift true by default. Might head off those gripes. I don't think I'll comment on it anymore.
PippinTom Posted Wednesday at 08:48 PM Posted Wednesday at 08:48 PM 1 hour ago, AngelAngelis said: (...) That means the changes I make to it are often overwritten and I have to do that stuff all over again. (...) Actually that means you didn't figure out yet how to fully use what any mod manager offers (MO2 including) - cascading of overwrite tree. Whenever you plan to invest your time in configuring any mod that uses configuration file - FIRST make a copy of such file and put it somewhere where all your personal customizations are, making sure it's as close to the bottom as possible so it will overwrite everything else. That way it does not matter how often configurable mod is updated - unless there is a change in config structure, which you must manually merge into your copy. There are plenty of tools, some better than others, which make merging of two text files really easy, yet still requiring brain to make conscious and enlightened choices (in case you would wish for fully auto-nobrainer solution, which does not exist)
Edzio Posted Wednesday at 09:05 PM Posted Wednesday at 09:05 PM (edited) 8 hours ago, NCK30 said: Also if it can handle 10x more without performance loss then call me impressed. Sounds like fantasy to me... 5x more lighter. My bad😅 . It's currently WIP, If it can simulate better collision then it would be cool to see what it can become in the future. Quote From Patreon MXPBD Physics Framework 0.4.0 WIP Acro Body(skeleton) physics : ✔ Cloth physics : ✔ Hair physics : ✔ Body collision : ✔ Actor vs Actor collision : ✔ Ground collision : ✔ Furniture collision : ⚠ (Detects only bottom) SMP config compatible : ⚠ (Importable parameters are limited) I'm developing a physics framework that is as light and versatile as possible x5 lighter than FSMP 3.0.3 when tested under the same conditions (Enable 40 Actors and enable all Actor vs Actor colliding without NPC culling) But it's not always guaranteed to be lighter than FSMP in the play Because this mod to display more physics on your screen than FSMP by using light performance Compatible HDT-SMP(FSMP) - (if use this mod for body physics only) Incompatible CBPC HDT-SMP(FSMP) - (if you want to use MXPBD's cloth physics) To use it 1. remove CBPC (if you want to MXPBD's cloth physics, remove HDT-SMP/FSMP too) 2. install mod with mod manager like vortex / mo2 3. play it! To reload xml 1. press ` to open the console 2. enter "mxpbd reload" As for the xml, there may be many parameter edits in the current WIP state (name/form/feature) So i can't make any document so please refer to the body.xml file of skse\plugins\MXPBD It contains most of the parameters, so it will be good to refer to When the parameters are almost confirmed later, i will make a wiki then Edited Wednesday at 09:12 PM by Edzio 1
AngelAngelis Posted Thursday at 01:09 AM Posted Thursday at 01:09 AM (edited) 4 hours ago, PippinTom said: Actually that means you didn't figure out yet how to fully use what any mod manager offers (MO2 including) - cascading of overwrite tree. Whenever you plan to invest your time in configuring any mod that uses configuration file - FIRST make a copy of such file and put it somewhere where all your personal customizations are, making sure it's as close to the bottom as possible so it will overwrite everything else. That way it does not matter how often configurable mod is updated - unless there is a change in config structure, which you must manually merge into your copy. There are plenty of tools, some better than others, which make merging of two text files really easy, yet still requiring brain to make conscious and enlightened choices (in case you would wish for fully auto-nobrainer solution, which does not exist) You know, no matter if your suggestion is useful or not, when you veil it with condescension that basically implies someone is an idiot, it leaves some people wanting to just ignore it out of spite. I'm going to store my copy in the folder I store everything printed out by MO2's overwrite file and hope that no major changes to the mod or it's toml occur that will cause issues. After a certain amount of time, you actually want to play the game instead of spending almost an entire day having to check and calibrate every little thing. I already have a bunch of other tools I need to run when I eventually find a mod that doesn't work/isn't worth it or really used enough for whatever reason and I have to scrap the run and rebuild my patches and whatever. So thank you for the information, but you can keep your "enlightenment" to yourself. Yeah, I'm done with this particular thread in general. Great mod, keep up the good work, but I'm done even trying to comment if all I'm gonna get is guff for it. Edited Thursday at 01:11 AM by AngelAngelis
Openmic Posted Thursday at 01:22 AM Posted Thursday at 01:22 AM 11 hours ago, Bigglsby said: The most recent SMP head also comes with a PPA expression override config file, for expression and throat bulge. So you need to confirm if it isn't overruling your PPA expressions and causing your issues. It's not overriding it, but even if it was, it would be showing the specified expression Predator RJ made. So unfortunately that is not my issue.
asdt123123 Posted Thursday at 01:22 PM Author Posted Thursday at 01:22 PM 16 hours ago, Edzio said: 5x more lighter. My bad😅 . It's currently WIP, If it can simulate better collision then it would be cool to see what it can become in the future. I doubt it's 5x lighter. At the most ~50%. triangle level collision fundamentally requires a large amount of math that can't just be optimized away magically. Not to mention it's technically "softbody" physics, so a large percentage of the collision nodes will get dumped into narrow phase. It'll have to reduce the overall collision accuracy. FSMP 3.1.1 has achieved pretty significant performance gains, to the point physics shouldn't impact your FPS unless your CPU sucks. 12 hours ago, AngelAngelis said: Backspace This mod may prevent backspace from propagating down to other event handlers (If it's assigned to the action key in PPA's config). I'll fix that in the next update. For now, just install SKSE Mod Menu Framework, Find PPA in it, and change the hotkey. The default hotkeys are intentionally bad to force users to open the configuration and change them. 3
NCK30 Posted Thursday at 03:51 PM Posted Thursday at 03:51 PM 2 hours ago, asdt123123 said: I doubt it's 5x lighter. At the most ~50%. triangle level collision fundamentally requires a large amount of math that can't just be optimized away magically. Not to mention it's technically "softbody" physics, so a large percentage of the collision nodes will get dumped into narrow phase. It'll have to reduce the overall collision accuracy. FSMP 3.1.1 has achieved pretty significant performance gains, to the point physics shouldn't impact your FPS unless your CPU sucks. I thought it sounded too good to be true. And we already have Softbody. Hopefully I can get the new FSMP to work better with my mods and I will have 10-15 FPS more. Not about to spend months setting up some new thing again. Got to get on with the other things like animations and armors. 1
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