AngelAngelis Posted June 11 Posted June 11 (edited) 5 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. 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. Huh...didn't expect to get a direct quoting from the Author. I feel like it's only polite I respond. I...you...okay. So you literally chose keys you know are some of the worst ones to set...on purpose...to make people alter the settings. I...I've got nothing. I have no response to that. I can't think of a single constructive way to respond. I guess that's just how it is then, I'm sorry I can't be of any help beyond this. It is what it is. Right. Have fun with that. I really have nothing I can add. Thanks for working to fix the Backspace issue at least. You have a good day. Edited June 11 by AngelAngelis
Openmic Posted June 12 Posted June 12 On 6/10/2026 at 2:46 AM, 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. 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 21.73 kB · 0 downloads Okay so I managed to figure out what the problem was. If anyone else has this problem and has been using ppa for awhile now here's how to fix it. I wasn't using skse menu framework since it was optional, but if you have the same problem as me you will need it. If you open up the menu and go to the expression system presets you will likely have a preset that is blank and has the highest priority. Just delete it. I'm not to sure how it appeared and I didn't see it in the ppa toml.
redhat42 Posted June 12 Posted June 12 @asdt123123 I have a humble request to add a setting tweak that will lower bulge strenght inversely proportional to the pregbelly morph (or user specified). Right now it's great on flat belly, but on inflated one looks like an xenomorph trying to burst out of chest cavity.
NCK30 Posted June 12 Posted June 12 2 hours ago, redhat42 said: @asdt123123 I have a humble request to add a setting tweak that will lower bulge strenght inversely proportional to the pregbelly morph (or user specified). Right now it's great on flat belly, but on inflated one looks like an xenomorph trying to burst out of chest cavity. I always avoid banging the pregnant ones. And now that I am a vampire every woman is birthing vampire kids to my dismay. Might want to cure myself when I have resurrected the Severins and made them thralls. Ahh. also need the Dawnguard women as slaves in Castle Volkihar.
sup3rttg3r Posted June 12 Posted June 12 (edited) On 6/8/2026 at 8:17 PM, asdt123123 said: Don't spread misinformation. If you got CTDs, present some crashlogger sse crashlogs,. Otherwise at the very least do some debugging I am now using FSMP 3.0.6 and PPA 0.0.34 with traison's DLL. Seems stable. Edited June 12 by sup3rttg3r
asdt123123 Posted June 12 Author Posted June 12 8 hours ago, redhat42 said: @asdt123123 I have a humble request to add a setting tweak that will lower bulge strenght inversely proportional to the pregbelly morph (or user specified). Right now it's great on flat belly, but on inflated one looks like an xenomorph trying to burst out of chest cavity. Pregnancy bellies are a body morph. There's no clean way to calculate a belly morph's displacement without calculating it physically through the vertex data. CBPC should have this same issue unless they found a lightweight way to calculate it somehow (If so, let me know I don't use CBPC). Eventually I'll add an override predicate for specific morphs so you'll be able to create a corrected pregnancy bulge effect yourself.
asdt123123 Posted June 12 Author Posted June 12 33 minutes ago, sup3rttg3r said: I am now using FSMP 3.0.6 and PPA 0.0.34 with traison's DLL. Seems stable. 99.9% chance you used FSMP 3.1.1 with a mod that wasn't compatible with FSMP 3.1.1. Like the old version of Predator's SMP head (New version is fine)
asdt123123 Posted June 12 Author Posted June 12 (edited) On 6/11/2026 at 11:10 AM, AngelAngelis said: Huh...didn't expect to get a direct quoting from the Author. I feel like it's only polite I respond. I...you...okay. So you literally chose keys you know are some of the worst ones to set...on purpose...to make people alter the settings. I...I've got nothing. I have no response to that. I can't think of a single constructive way to respond. I guess that's just how it is then, I'm sorry I can't be of any help beyond this. It is what it is. Right. Have fun with that. I really have nothing I can add. Thanks for working to fix the Backspace issue at least. You have a good day. There's no "right" hotkey. I intentionally chose F5 (Quicksave) because it wouldn't conflict with other mods/quicksave, and reloading PPA doesn't cause issues. Backspace I assumed was good, turned out it was terrible but changing it means confusing the ~50k+ people who use this mod next update and likely just using yet another bad key. Not to mention backspace is standard, and on all keyboards including foreign. Your specific bug was never reported Anyways: If a mod uses a Mod Menu, check it before you ask QUESTIONS (This isn't directed towards you, just generic messaging to everyone) Edited June 12 by asdt123123
PippinTom Posted June 12 Posted June 12 (edited) 1 hour ago, asdt123123 said: There's no "right" hotkey. That's just outrageous blasphemy! BTW: perfect (one of many actually) trap for mentats - create one way, one lane street (preferably highway) on the bridge that leads nowhere and just to be sure it will work put "no turn around" sing at its end (in case driver didn't pay attention on exam, which is unbelievable but still... if chewed by quantum math possible, probably). Edited June 12 by PippinTom
Imperfection Posted June 12 Posted June 12 2 hours ago, asdt123123 said: There's no "right" hotkey. Actually there is a "right" hotkey, it's the one I get to choose myself because you the author allowed simple customization thru a simple text file, really what more could you ask for in the realm of 900K+ Skyrim mods. Thanks again for what is arguably one of the most influential Skyrim mods ever. 4
redhat42 Posted June 12 Posted June 12 (edited) 3 hours ago, asdt123123 said: Pregnancy bellies are a body morph. There's no clean way to calculate a belly morph's displacement No need? All morph has numeric values from 0.0 to 1.0 (in unmodded racemenu). So, say, the script reads this value, and reversively applies to the bulge intesity modifier. Oh, and just ignore the clowns screeching about hotkeys on bloody 75th page of the thread. They've got their documentation, they've got their warnings. It's their problem they can't read. Edited June 12 by redhat42
Kairat Minagis Posted June 13 Posted June 13 I noticed that I was constantly speeding up animations. They seem too slow to me. Is there a way to speed up the base speed for all animations?
ezala123 Posted June 13 Posted June 13 (edited) On 6/10/2026 at 10:58 PM, 深淵の神 said: Sorry but you're spreading misinformation again; the latest FSMP update works great. I'm happy if everything is working and always has worked great for you. But upgrading both PPA (0.0.32->0.0.34) and FSMP (3.06->3.1) borked the whole system for me. I couldn't get the changes in the PPA config file to take effect even after removing both of the mods completely and installing them again. Only downgrading worked. I'm not here to argue with you, simply reporting the issue I had concerning those versions together. Now that the FSMP 3.1.1 version is available, I'll try it together with the 0.0.34 and tell how it goes. EDIT: Works great, no problems whatsoever. I also realize quoting the author's comment to another user was my bad, easy to mix up. Edited June 13 by ezala123
traison Posted June 13 Posted June 13 18 hours ago, asdt123123 said: Pregnancy bellies are a body morph. There's no clean way to calculate a belly morph's displacement without calculating it physically through the vertex data. CBPC should have this same issue unless they found a lightweight way to calculate it somehow (If so, let me know I don't use CBPC). The way I did it in my CBPC build was feed the information from Papyrus. My equivalent of LL's FillHerUp passes the "fill level" to CBPC through a new API function. This allows me to do the following: Alter physics based on fill level. Dampen belly bulging based on fill level. CBPCPluginScript.SetBellyFhu(who, value) I do the same with the boobs.
asdt123123 Posted June 13 Author Posted June 13 17 hours ago, redhat42 said: No need? All morph has numeric values from 0.0 to 1.0 (in unmodded racemenu). So, say, the script reads this value, and reversively applies to the bulge intesity modifier. That's not something I will implement. Every body has it's own morph names, and morph tris. You'd be scaling based on a magic number. Better to just add morph predicates in the future so you can create overlay configs to manually adjust pregnancy belly stages yourself. Would achieve the same desired effect without the tech debt
NCK30 Posted June 13 Posted June 13 3 hours ago, asdt123123 said: That's not something I will implement. Every body has it's own morph names, and morph tris. You'd be scaling based on a magic number. Better to just add morph predicates in the future so you can create overlay configs to manually adjust pregnancy belly stages yourself. Would achieve the same desired effect without the tech debt Speaking of Pregnancy belly. The one issue I have left is that the pregnancy belly from BeeingFemale and Fill Her Up is weirdly flat. I know it is a morph issue. But no matter what I have tried it stays like that. It's like it is bending downwards. Not the pretty round pregnancy belly. I use BHUNP. I installed Sexlab Inflation Framework to see if that would help. But these pics are the best I have been able to get. Far from the perfect belly it should be. Spoiler
Connector196 Posted Sunday at 11:42 AM Posted Sunday at 11:42 AM 15 hours ago, NCK30 said: Speaking of Pregnancy belly. The one issue I have left is that the pregnancy belly from BeeingFemale and Fill Her Up is weirdly flat. I know it is a morph issue. But no matter what I have tried it stays like that. It's like it is bending downwards. Not the pretty round pregnancy belly. I use BHUNP. I installed Sexlab Inflation Framework to see if that would help. But these pics are the best I have been able to get. Far from the perfect belly it should be. Reveal hidden contents That sort of looks like skeleton/node scaling instead of bodymorph scaling. Are you sure that all of the inflation/pregnancy mods you're using (including SLIF) are set to use bodymorphs instead of node scaling? IIRC Beeing Female NG has it set to node scaling by default and it needs to be switched to bodymorph, but idk how SLIF factors into that. By the way, do you know if there are any mods that can deal with the chunky wrists of BHUNP? I like the body otherwise, but the wrists really throw me off. 1
friendlygaint Posted Sunday at 05:35 PM Posted Sunday at 05:35 PM (edited) I don't know if its because i'm using himbutt i get this weird issue of the anus moving (great) but the butt cheeks don't so i get this issue Spoiler Is there a way to add nodes? like NPC L Butt and NPC R Butt? thanks Edited Sunday at 05:39 PM by friendlygaint
NCK30 Posted Sunday at 05:45 PM Posted Sunday at 05:45 PM 5 hours ago, Connector196 said: That sort of looks like skeleton/node scaling instead of bodymorph scaling. Are you sure that all of the inflation/pregnancy mods you're using (including SLIF) are set to use bodymorphs instead of node scaling? IIRC Beeing Female NG has it set to node scaling by default and it needs to be switched to bodymorph, but idk how SLIF factors into that. By the way, do you know if there are any mods that can deal with the chunky wrists of BHUNP? I like the body otherwise, but the wrists really throw me off. I have it set to "PregnancyBelly " or morph in BeeingFemale. Like SLIF told me. I also made my body with tri files (Morph files). I have tried many things. Don't know if I have set up SLIF properly. Hands have always looked big in Skyrim. But all the small feminine hands I have tried looks off. Same with feet. I always end up using the same I have always used. In LE it was Halo's High Poly Hands and Feet.
Connector196 Posted Sunday at 10:57 PM Posted Sunday at 10:57 PM 5 hours ago, NCK30 said: I have it set to "PregnancyBelly " or morph in BeeingFemale. Like SLIF told me. I also made my body with tri files (Morph files). I have tried many things. Don't know if I have set up SLIF properly. Hands have always looked big in Skyrim. But all the small feminine hands I have tried looks off. Same with feet. I always end up using the same I have always used. In LE it was Halo's High Poly Hands and Feet. I would guess it's probably something with SLIF then. I forgot how SLIF works though... I ditched it a long time ago because I felt I didn't really need it.
boyo_wonder Posted Wednesday at 11:25 AM Posted Wednesday at 11:25 AM Hey, just curious about something. I noticed that various (but not all) creatures from Demonic Creatures did not seem to interact with this mod (no PPA sound during anims, no belly bulge, etc). I looked into how to get custom creature races working with the mod and was able to figure it out. I used the Lesser Daedroth as an example as it was one of the creatures that wasn't working, but I was able to set it up and get it working without issue. However, when looking at another creature in Demonic Creatures, the Crawler, I ran into an issue there. While the Lesser Daedroth has an actual unique race form ID in the DemonicCreatures.esp that I could reference for the ppa-override to make it compatible with PPA, the Crawler does not. It's essentially just a Chaurus actor with the Chaurus Race with an armor override to give it the Crawler model. You'd think that would mean it would work out of the box with PPA since it's still just a Chaurus as far as the game is concerned, but it unfortunately does not (if I had to guess, it's because the unique Crawler schlong is positioned a bit differently compared to an ABC Chaurus schlong). How can I handle these situations where a custom creature does not have a unique race form ID, but is instead just an actor with a vanilla race and an armor override? This appears to be how a majority of the creatures in Demonic Creatures are handled, and it seems they still work if the schlong position is relatively the same as the vanilla/ABC equivalent. The obvious routes are either to edit the schlong position on the mesh used for the armor override, or to give the Crawler it's own unique race, and that would likely provide some results. But I wanted to check if there was a way to do it solely from within PPA's config overrides first, to avoid the need to edit other mods that add custom creatures with the armor override method.
Edzio Posted Wednesday at 02:20 PM Posted Wednesday at 02:20 PM 2 hours ago, boyo_wonder said: Hey, just curious about something. I noticed that various (but not all) creatures from Demonic Creatures did not seem to interact with this mod (no PPA sound during anims, no belly bulge, etc). I looked into how to get custom creature races working with the mod and was able to figure it out. I used the Lesser Daedroth as an example as it was one of the creatures that wasn't working, but I was able to set it up and get it working without issue. However, when looking at another creature in Demonic Creatures, the Crawler, I ran into an issue there. While the Lesser Daedroth has an actual unique race form ID in the DemonicCreatures.esp that I could reference for the ppa-override to make it compatible with PPA, the Crawler does not. It's essentially just a Chaurus actor with the Chaurus Race with an armor override to give it the Crawler model. You'd think that would mean it would work out of the box with PPA since it's still just a Chaurus as far as the game is concerned, but it unfortunately does not (if I had to guess, it's because the unique Crawler schlong is positioned a bit differently compared to an ABC Chaurus schlong). How can I handle these situations where a custom creature does not have a unique race form ID, but is instead just an actor with a vanilla race and an armor override? This appears to be how a majority of the creatures in Demonic Creatures are handled, and it seems they still work if the schlong position is relatively the same as the vanilla/ABC equivalent. The obvious routes are either to edit the schlong position on the mesh used for the armor override, or to give the Crawler it's own unique race, and that would likely provide some results. But I wanted to check if there was a way to do it solely from within PPA's config overrides first, to avoid the need to edit other mods that add custom creatures with the armor override method. Does it have Penis Mesh with different Bone names? Check the penis bones name in Nifscope. If it is different then it could be the culprit.
nestor28 Posted Thursday at 05:11 PM Posted Thursday at 05:11 PM (edited) I noticed that the v0.34 seems to fine ,but for some reason fillherup mod stops working after an hour then i have to reset the mod to get it working for one more hour. I also have fertility mode mod that seems to stop working too and i don't a way to fix that mod yet. Also has anyone else keep finding dead bodies come flying across your screen? idk if that's normal or not . Is v06 still available? that version worked perfect for me. one correction from testing: seems that fertility mode still works fine so only fillherup mod that gets stuck and stops working. Edited 19 hours ago by nestor28
Scarlet Queen Posted yesterday at 01:35 AM Posted yesterday at 01:35 AM Question, do we still need with this and only CBPC physics work with the butt correct, no HDT in sexlab animations?
NCK30 Posted 18 hours ago Posted 18 hours ago 9 hours ago, Scarlet Queen said: Question, do we still need with this and only CBPC physics work with the butt correct, no HDT in sexlab animations? Depends on which vagina/anal physics You want. PPA or this mod. There is an option to disable/enable in the toml file. I seriously recommend You to use the PPA physics. I had and still have this mod installed. But in reality it has no effect. Just too lazy to uninstall the Anal mod. Also better not uninstall while in a playthrough. Sex mods are often script heavy and could break your game if uninstalled.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now