love2nino Posted January 4 Posted January 4 i tried v0.0.9 and it has an issue with vagina, all animation only have anal interraction
Martin1313 Posted January 4 Posted January 4 44 minutes ago, love2nino said: i tried v0.0.9 and it has an issue with vagina, all animation only have anal interraction when you change the animation in the sexlab, the position of the member of the first animation that started initially remains. and if this was the start of the anal animation, then switching the animation to a vaginal animation will still get a dick in the ass)))
NCK30 Posted January 4 Posted January 4 44 minutes ago, love2nino said: i tried v0.0.9 and it has an issue with vagina, all animation only have anal interraction Not my experience. Works brilliantly for me. 1
namelessfellow Posted January 4 Posted January 4 1 hour ago, bloodbus said: I've been away from Skyrim for like 5 years. Anyone have any body mods that retain the vanilla shape but with the vagina/butt bones I'd need? Get 3BA/3BBB (they're the same thing) + 3BA Vanilla Outfits Redone. It does work with this mod. In Bodyslide Studio, build everything with the preset set to CBBE Vanilla. 1
w9369 Posted January 4 Posted January 4 (edited) 42 minutes ago, NCK30 said: Not my experience. Works brilliantly for me. If the animation includes both vagina and anus, I've noticed that this mod only recognizes the first inserted tag, instead of positioning it based on the tags for each animation stage. I hope the author sees this issue. I support you! Edited January 4 by w9369
friendlygaint Posted January 4 Posted January 4 8 hours ago, asdt123123 said: That mod actually breaks SKSE's task proxy service. If you have any mods delegating tasks to the main thread or later in the tick using SKSE's API then that plugin effectively breaks them entirely. It's also not open source so unfortunately I can't review his code to be sure this new hook wont cause crashes or is even running before they poll skyrim transforms. I hooked a ProcessHotKeys call function so verify I didn't fuck hotkey processing (Doubt it), and make sure SMP is working well with this mod's penis position (Otherwise my mod is not hooked early enough). I can't test it myself because my game instantly CTD's with this mod. So download the attached file and get back to me on whether it works or not. It works again on hook 2, the schlong however is very floppy, i'm going to test it with floppy schlong to double check since it can control how floppy it is
Bigglsby Posted January 4 Posted January 4 8 hours ago, asdt123123 said: Show me a gif of the issue if you can. The compression worked perfect for me - but I only tested the horse and the wolf. It will only work poorly on cocks missing bones at the tip (Like the human). In that case, this mod has to ignore it. I considered just shrinking the node scale, but if you save during an animation - that scale is persistent lmao. I would also keep"TipExtension": 0.1, and "PenetratorGirth": 0.5. The collision detection on this mod is very accurate, so it's better to just keep the virtual penis skinning small. It's only useful for the human penis since half the penis isn't close to a bone. float shrinkStart = distPastTunnelEnd - penConfig->HidePenisDepthOffset; if (shrinkStart > 0.0f) { // Do the shrink on the segment Is basically the logic for the shrinking. The tunnel is your configured vaginal/anus tunnel end. It shouldn't be visible on-screen - otherwise you're shrinking too early. I'll have to review the math though, if your tunnel is too small it might create a non-linear distance. The CBPC belly bulge node is pretty large in most configs, so you don't have to go too crazy. In the next update I'm going to allow you to specify an actual spline into the body, so the cock can be specified to basically follow the contour of your character's body straight into their brain I guess lol. The penis bones are a bit weird - like for the horse. I'm going to have to make some values configurable for the solver so we can better control them. Falmer bones are also really weird so I'm sure that'll look weird in-game too. Biggest problem is there's no real BASE position. If you look at the schlongs, the base is like inside the body. So the solver has to run off a segment of the penis which the algorithm wasn't really designed for. The natural bend in many of the schlongs also makes the solver bias that direction more for a bend. In other words, I'll need to add more configurable options for the algorithm so we can control it better for certain skeletons. Tbh though I think it looks PRETTY GOOD having been just shoved in the mod not even designed for their rigs lol. Oh and the Hagraven's animation is some weird ass fly/bug fucks your character lmao. I don't know how else to explain it. It may be something to do with the configs I played with before using then. :) After correcting the errors in the first config, I'd started adjusting girth (thinking it would affect openings). Taking things back to stock-ish to try. I don't think it was anything to do with my tunnel settings, those are quite a bit deeper than the compression I was seeing (roughly about where the internal vag textures end, if that). Sounds like you've got some penetrating ideas in development. :) Magic was already accomplished with the Humanoid schlongs, but yeah, there are a lot of different wonky things going on with the various creature parts.... nightmare to try getting them all to play nicely I imagine. Again, externally, everything was looking beautiful. It just seemed like something wasn't QUITE behaving as expected on the x-rays. Mad respect for the amazing work, now and forward.
asdt123123 Posted January 4 Author Posted January 4 6 hours ago, NCK30 said: Fantastic. You added an option to use the real size schlong. Now it is just perfect. Have not tested blowjobs yet though. I saw that the there is a Vaginagrip option. There do not seem to be any grip in the lips. I have "HandleOpeningPhysics": false. Should that interfere in the grip. Though the earlier video show that it is possible. Yeah it's part of the "HandleOpeningPhysics". I remember you said the static vagina looked bad, and it caught my eye after that as was annoying lol. So I tried to make it more realistic and that's part of it. Next iteration will shoot for making the hole opening more realistic. It's just driving me INSANE that so many animations force the hole open. 5 hours ago, samirloon said: Yes, I noticed the “hook” at 0.08. When I changed this value to 2, the collision detection in SMP worked properly. Moreover, when SMP is not controlling the skeletal constraints of the penis, the changes you made to the curves also took effect. I have to admire you for letting smp know where meshes is now. Smp is always blind to body morphs and the way bones are moved by unconventional methods. In some additional tests, when using SMP Flex instead of FSMP and setting the hook value to 2, although collisions are detected, the penis does not bend in any way. I just as a side note, both FLEX and PPA are still in the development stage, so there’s no need for either side to make concessions to the other. You'll have to scroll up for it, but I added FLEX support too in one of my comments. SMP and this mod should work perfectly together 6 hours ago, 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 Make sure you help us tweak the abc config a bit if you find problems. SOME creatures will act a bit weird, like the horse. It's due to the skeletal layout of their penis. I'll need to add some more configuration params so we can manually fix it per skeleton. 7 hours ago, SiddTheKing said: i wonder how you would make it work with ostim as they don't have tags like sexlab, perhaps manually? remapping hotkeys for different holes. All this mod needs to know is whether it's anal.
ruggsy9 Posted January 4 Posted January 4 18 hours ago, ruggsy9 said: if anyone wants to test this... here it is strap on with SOS bones.. No promises it will work.. Just the Nifs for CBBE. I play male PC so not really can test.. sexlab strapon.7z 260.5 kB · 1 download did this work?
flatearthertom3 Posted January 4 Posted January 4 I tried setting up spriggan, also changed the skeleton so the node containing NPC Root is renamed NPC because this can be a cause for broken SMP physics (basically no smp collision for the creature). I've set the bones up (copy pasted the names to make sure im not messing them up) but they don't seem to work. It even stops CBBP physics (the return if i pause this mod). At this point I can't find anything why SMP breaks on spriggans specifically other than the NPC node renaming thingy. Anyone here ever managed to get spriggans to work with SMP? I suspect SMP breaks for similar reasons that this mod breaks with CBBP. I'll include my modified bakafactory_abc.json with all relevant spriggan bones added (snail was already there, i added the branches and fingers). I also asked in the ABC channel but no answers there. bakafactory_abc.json
Horn-Y Addicted Posted January 4 Posted January 4 14 hours ago, asdt123123 said: That mod actually breaks SKSE's task proxy service. If you have any mods delegating tasks to the main thread or later in the tick using SKSE's API then that plugin effectively breaks them entirely. It's also not open source so unfortunately I can't review his code to be sure this new hook wont cause crashes or is even running before they poll skyrim transforms. I hooked a ProcessHotKeys call function so verify I didn't fuck hotkey processing (Doubt it), and make sure SMP is working well with this mod's penis position (Otherwise my mod is not hooked early enough). I can't test it myself because my game instantly CTD's with this mod. So download the attached file and get back to me on whether it works or not. Yeah I was looking through it and noticed a lot of weirdness too lol. Like Hagraven is using the wrong Race. It's using the Lurker's race. Gotta change the race to allow the Lurker to not get overridden. Thanks for the contribution! I'll be sure to credit you in the config file. Speaking of Hagraven, has anyone managed to get it working? It's got a bunch of weird bone names, no clue which one is the penis. PPA - Penetration Physics v0.0.9 - [TEST WIP RELEASE].zip 360.25 kB · 1 download Hey, I've tested a little bit with HDT-SMP Flex and it worked fine on my end. CPU_Max preset. Btw, GREAT job! Idk what kind of wizardry you've cooked here but damn!
PlagueSeaker Posted January 4 Posted January 4 28 minutes ago, Horn-Y Addicted said: Hey, I've tested a little bit with HDT-SMP Flex and it worked fine on my end. CPU_Max preset. Btw, GREAT job! Idk what kind of wizardry you've cooked here but damn! Careful, I tried setting this mod to Hook 2 with Flex and it started causing an insane amount of papyrus stacks after/during a scene. Though Hook 0 worked fine.
asdt123123 Posted January 4 Author Posted January 4 5 minutes ago, PlagueSeaker said: Careful, I tried setting this mod to Hook 2 with Flex and it started causing an insane amount of papyrus stacks after/during a scene. Though Hook 0 worked fine. Can you provide said stacks? Also you had the LATEST flex too - right? I hook after a mutex call, which I'm assuming is for locking physics states. So it should be a perfect position to inject skeleton data without problems. Potentially even better then the FSMP hook lol. That mod makes my PC freak the fuckk out so I can't seem to get it to work. I think it's the way he's creating his UI interface. 1 hour ago, flatearthertom3 said: I tried setting up spriggan, also changed the skeleton so the node containing NPC Root is renamed NPC because this can be a cause for broken SMP physics (basically no smp collision for the creature). I've set the bones up (copy pasted the names to make sure im not messing them up) but they don't seem to work. It even stops CBBP physics (the return if i pause this mod). At this point I can't find anything why SMP breaks on spriggans specifically other than the NPC node renaming thingy. Anyone here ever managed to get spriggans to work with SMP? I suspect SMP breaks for similar reasons that this mod breaks with CBBP. I'll include my modified bakafactory_abc.json with all relevant spriggan bones added (snail was already there, i added the branches and fingers). I also asked in the ABC channel but no answers there. bakafactory_abc.json 8.68 kB · 0 downloads Make sure you're using "HookPosition" : 2, or SMP wont be aware this mod exists. Also you are defining ONE penis. So the fact you put fingers, a snail (lmao?), a branchbone, etc will utterly break this mod. It's expecting a single penis there. In the FUTURE I will allow you to specify multiple penises for stuff like tentacles, fingers, etc. Fingers will be fucking wild though because that shit will bend backwards with the current algorithm lmao.
flatearthertom3 Posted January 4 Posted January 4 10 minutes ago, asdt123123 said: Can you provide said stacks? Also you had the LATEST flex too - right? I hook after a mutex call, which I'm assuming is for locking physics states. So it should be a perfect position to inject skeleton data without problems. Potentially even better then the FSMP hook lol. That mod makes my PC freak the fuckk out so I can't seem to get it to work. I think it's the way he's creating his UI interface. Make sure you're using "HookPosition" : 2, or SMP wont be aware this mod exists. Also you are defining ONE penis. So the fact you put fingers, a snail (lmao?), a branchbone, etc will utterly break this mod. It's expecting a single penis there. In the FUTURE I will allow you to specify multiple penises for stuff like tentacles, fingers, etc. Fingers will be fucking wild though because that shit will bend backwards with the current algorithm lmao. Yeah, Baka went wild with spriggans. Okay, this clears up at least why adding all that breaks the mod. Still no idea why smp on its own seems to just not be applied to spriggans, and also frost attronarch. I'll test with a single penis defined though.
asdt123123 Posted January 4 Author Posted January 4 Alright I've made a bunch of changes to the schlong solver algorithm. Go test it and give me some feedback on whether you prefer the old or the new (It's not that different, just more stable IMO). There's still some instances I don't like - like when the base penis is below the vagina during doggy anims and it bends sort of straight then up. But I believe that's mostly due to my current open->tunnel-end offsets. Changelog: The schlong will bias being straighter when possible (Highly depends where your entrance tunnel is, and where your end is) Added 'SolverDynamicBendProjection' to the config. The solver will calculate projection paths using the penis bone data. I personally prefer the "SolverStaticBendProjection" though, so this is disabled by default. Both are good, you just may prefer one over the other. Added max bend cones since apparently people don't like their cocks bending 120 degrees..? Configurable as "SolverBendConeBase" and "SolverBendConeRange". Further down the schlong, higher the bend it's allowed to do (Based on SolverBendConeRange). It's a linear scale. So the base will have the SolverBendConeBase, and the tip will have the highest bend allowed (These can be overridden per race/config too) Improved the physics of the base of the schlong to avoid very badly aligned animations creating disturbing schlong animations. I didn't really test this, if an actor is literally 5+ inches inside the female actor (insanely offset animation) their cock is going to be attached to their leg or some shit lol. This should help creature animations more though Hook2 Compatible with hdt-FLEX now About creature animations: The is no base schlong on many (most?) of the creature animations. This means it's near impossible to get "perfect" schlong animations. Maaybe we could create "virtual" skeletons for the solver, then project it onto the real skeleton after - but I seriously doubt it would look good. If you're interested in making custom skeleton bones (This will break Baka's animations moving the cock though) - you should model it after the SOS schlong sort of. Keep them inside the penis center, aligned well, and insure there's a proper base. The last bone at the end of the tip is also super useful since then we don't need to calculate a virtual tip like with SOS. PPA - Penetration Physics v0.0.11 - [TEST WIP RELEASE].zip 3
NCK30 Posted January 4 Posted January 4 10 minutes ago, asdt123123 said: Alright I've made a bunch of changes to the schlong solver algorithm. Go test it and give me some feedback on whether you prefer the old or the new (It's not that different, just more stable IMO). There's still some instances I don't like - like when the base penis is below the vagina during doggy anims and it bends sort of straight then up. But I believe that's mostly due to my current open->tunnel-end offsets. Changelog: The schlong will bias being straighter when possible (Highly depends where your entrance tunnel is, and where your end is) Added 'SolverDynamicBendProjection' to the config. The solver will calculate projection paths using the penis bone data. I personally prefer the "SolverStaticBendProjection" though, so this is disabled by default. Both are good, you just may prefer one over the other. Added max bend cones since apparently people don't like their cocks bending 120 degrees..? Configurable as "SolverBendConeBase" and "SolverBendConeRange". Further down the schlong, higher the bend it's allowed to do (Based on SolverBendConeRange). It's a linear scale. So the base will have the SolverBendConeBase, and the tip will have the highest bend allowed (These can be overridden per race/config too) Improved the physics of the base of the schlong to avoid very badly aligned animations creating disturbing schlong animations. I didn't really test this, if an actor is literally 5+ inches inside the female actor (insanely offset animation) their cock is going to be attached to their leg or some shit lol. This should help creature animations more though Hook2 Compatible with hdt-FLEX now About creature animations: The is no base schlong on many (most?) of the creature animations. This means it's near impossible to get "perfect" schlong animations. Maaybe we could create "virtual" skeletons for the solver, then project it onto the real skeleton after - but I seriously doubt it would look good. If you're interested in making custom skeleton bones (This will break Baka's animations moving the cock though) - you should model it after the SOS schlong sort of. Keep them inside the penis center, aligned well, and insure there's a proper base. The last bone at the end of the tip is also super useful since then we don't need to calculate a virtual tip like with SOS. PPA - Penetration Physics v0.0.11 - [TEST WIP RELEASE].zip 362.25 kB · 1 download I was about to mention that the Doggy animations look the worst. Schlongs really go off angle there. With new animations I really have to be mindful of where the canal is. I am using this going forward. Absolutely no doubt about that. At the rate You are updating it will be stable in no time. But with the full real size schlong Missionary has become seriously hot. Cowgirl as well. Never ever change that setting.
rezz773 Posted January 4 Posted January 4 Can you add a hotkey for switching holes? Similar to how it is implemented in the cbpc anus collision mod, one button switching several modes: vaginal, anal, both. 1
Horn-Y Addicted Posted January 4 Posted January 4 47 minutes ago, asdt123123 said: Alright I've made a bunch of changes to the schlong solver algorithm. Go test it and give me some feedback on whether you prefer the old or the new (It's not that different, just more stable IMO). There's still some instances I don't like - like when the base penis is below the vagina during doggy anims and it bends sort of straight then up. But I believe that's mostly due to my current open->tunnel-end offsets. Changelog: The schlong will bias being straighter when possible (Highly depends where your entrance tunnel is, and where your end is) Added 'SolverDynamicBendProjection' to the config. The solver will calculate projection paths using the penis bone data. I personally prefer the "SolverStaticBendProjection" though, so this is disabled by default. Both are good, you just may prefer one over the other. Added max bend cones since apparently people don't like their cocks bending 120 degrees..? Configurable as "SolverBendConeBase" and "SolverBendConeRange". Further down the schlong, higher the bend it's allowed to do (Based on SolverBendConeRange). It's a linear scale. So the base will have the SolverBendConeBase, and the tip will have the highest bend allowed (These can be overridden per race/config too) Improved the physics of the base of the schlong to avoid very badly aligned animations creating disturbing schlong animations. I didn't really test this, if an actor is literally 5+ inches inside the female actor (insanely offset animation) their cock is going to be attached to their leg or some shit lol. This should help creature animations more though Hook2 Compatible with hdt-FLEX now About creature animations: The is no base schlong on many (most?) of the creature animations. This means it's near impossible to get "perfect" schlong animations. Maaybe we could create "virtual" skeletons for the solver, then project it onto the real skeleton after - but I seriously doubt it would look good. If you're interested in making custom skeleton bones (This will break Baka's animations moving the cock though) - you should model it after the SOS schlong sort of. Keep them inside the penis center, aligned well, and insure there's a proper base. The last bone at the end of the tip is also super useful since then we don't need to calculate a virtual tip like with SOS. PPA - Penetration Physics v0.0.11 - [TEST WIP RELEASE].zip 362.25 kB · 1 download So far so good on my end. Flex SMP + 3BA (Heavy 2 SMP preset) with hook 2 setting. Seems to be working flawlessly. Though I've noticed PP is more eager to slide into the V hole than A hole... HMMMM A manual override to switch between would be great. Though that may be ideal when current features set is rock solid. Anyways, keep up the flawless work sir!
NCK30 Posted January 4 Posted January 4 3 minutes ago, rezz773 said: Can you add a hotkey for switching holes? Similar to how it is implemented in the cbpc anus collision mod, one button switching several modes: vaginal, anal, both. Apparantly You can still use SOS shift+Pgup / Pgdn (Move schlong) to change holes. Worked for me in a Doggy animation. I also use it with the Anal mod that You are refering too. Use Numpad+ to change holes.
rezz773 Posted January 4 Posted January 4 (edited) 55 minutes ago, NCK30 said: Apparantly You can still use SOS shift+Pgup / Pgdn (Move schlong) to change holes. Worked for me in a Doggy animation. I also use it with the Anal mod that You are refering too. Use Numpad+ to change holes. I tried to move schlongs with sexlab (c button) and sos (pgup pgdown), and it looks bad, very bad upd: changed animation stage after pressing pgup/pgdown and it seems to work upd2: It works, but is very clunky. If it is possible to implement automatic registration of playing animation tags, this will be much better. Or just make a simple hotkey as i said above Edited January 4 by rezz773 1
Connector196 Posted January 4 Posted January 4 (edited) 17 hours ago, asdt123123 said: That mod actually breaks SKSE's task proxy service. If you have any mods delegating tasks to the main thread or later in the tick using SKSE's API then that plugin effectively breaks them entirely. It's also not open source so unfortunately I can't review his code to be sure this new hook wont cause crashes or is even running before they poll skyrim transforms. I hooked a ProcessHotKeys call function so verify I didn't fuck hotkey processing (Doubt it), and make sure SMP is working well with this mod's penis position (Otherwise my mod is not hooked early enough). I can't test it myself because my game instantly CTD's with this mod. So download the attached file and get back to me on whether it works or not. Yeah I was looking through it and noticed a lot of weirdness too lol. Like Hagraven is using the wrong Race. It's using the Lurker's race. Gotta change the race to allow the Lurker to not get overridden. Thanks for the contribution! I'll be sure to credit you in the config file. Speaking of Hagraven, has anyone managed to get it working? It's got a bunch of weird bone names, no clue which one is the penis. PPA - Penetration Physics v0.0.9 - [TEST WIP RELEASE].zip 360.25 kB · 1 download You're making me second-guess using HDT-SMP Flex now... should I be switching back to FSMP? Only reason I switched to Flex was because it fixed an annoying bug I had with the 'smp reset' console command causing dicks and balls to shrink to their base size 😭 (also I haven't used this mod yet and I'm curious to try it out but I never knew that about Flex lmao) Edited January 4 by Connector196
friendlygaint Posted January 4 Posted January 4 (edited) Just testing hentia Chaurus (the large one) and it didn't work, adding "Skyrim.esm|0A5601" fixed that issue, i will edit if i find more Edited January 4 by friendlygaint 1
AlyssaAwoo Posted January 5 Posted January 5 Installed the new version, switched handleopenphysics to false and the hook to 2, game crashes past the bethesda logo. (Last version I used was 0.0.8 stable)
深淵の神 Posted January 5 Posted January 5 (edited) Hola I've been testing the new update and it seems to work great, the new addition of the vagina grip is a fucking marvel, obviously depending on your body configuration it will look better on some than others. Some simple gifs with very basic settings to experiment although I think it cannot be seen very well , if you like you can use this shit, don't ask my permission: Spoiler By the way, if someone encounters this phenomenon, don't be scared silly coomer, the mod is not broken: Spoiler At first I thought: "oh shit this bitch loves that cock! look how she squeezes it!" Haha Simply use the control on the Dong to move it up or down so it sits in place correctly: Spoiler This didn't happen in the version prior to 0.0.8, I guess it came with the new vaginal grip magic Happy fappings 💦 EDIT: Ah yes, I clarify again, I use classic sexlab v1.66 + CBPC + TNG + FSMP (FSMP for clothing, CBPC full body) Edited January 5 by 深淵の神 2
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