Jump to content

Procedural Penis Animations/Collision [Beta]


Recommended Posts

Posted
5시간 전에 yiffles님이 말했습니다:

어떻게 우리가 이렇게 오랫동안 이런 걸 없이 지낼 수 있었을까요 (적어도 제가 알기로는)?? 정말 멋지고, 이제 이런 게 생겨서 너무 기쁩니다! 지금까지 정말 훌륭한 작업이에요.

최근 업데이트(0.0.13)를 방금 테스트해봤는데, 거의 모든 종류의 성행위(질, 항문, 구강)에서 별도의 설정 없이 바로 작동하네요. 그냥 작동합니다. ™️

- MF 애니메이션은 제가 시도해 본 모든 곳에서 예상대로 잘 작동했습니다. PC-NPC, NPC-NPC, 다중 캐릭터 등 모든 상황에서요. 후타-여성 캐릭터도 마찬가지입니다.
- 특정 구멍에 넣으려는 성기가 다른 구멍이 아닌 그 구멍에 정확히 들어가도록 위치를 조정 해야 하는 경우가 좀 있었지만 , 사실 대부분의 경우 이미 필요한 작업이죠. 그러니까 딱히 제품 잘못은 아니에요. 어차피 제가 촬영 중에 위치를 조정하는 빈도와 비슷한 수준이니까요. ...이건 비판처럼 들릴 수도 있지만, 사실 성기들은 대부분 목표 구멍에 아주 잘 들어가요. :3
- Gay-ngbang : 설정에서 MM 기능을 활성화한 후, NPC 간의 MMMM 애니메이션을 연출하는 첫 번째 테스트에서 거의 완벽하게 작동했습니다. 모든 성기가 예상대로 제 구멍에 들어갔습니다. 제 남성 캐릭터 모델(SAM light?)은 여성 캐릭터 모델(CBBE 3BA)처럼 항문이 없지만, 각 성기는 제 위치에 제대로 들어가 곡선을 그렸습니다.
- 생물 : 허스키, 개, 말, 거인, 검치호랑이, 팔머, 드라우그르, 차우러스, 늑대인간, 사슴, 리클링, 브리슬백 멧돼지...
- 제가 테스트해본 결과, 구강/항문/질(여성 캐릭터) 애니메이션, 여러 생명체 등장 등 몇 가지 애니메이션 모두 정상적으로 작동했습니다. 위치 조정이 좀 더 필요하긴 했지만, 그렇게 어렵지는 않았습니다.
- 저한테 유일하게 문제가 있었던 건 그냥 늑대였어요. 제 모드 목록에 문제가 있는 것 같은데, 이제야 알게 됐네요. 한번 살펴봐야겠어요! 정확히 뭐가 문제인지는 모르겠지만, 몇몇 모드가 늑대의 성기나 다른 부분에 영향을 준 것 같아요. 왜 늑대만 그렇고 개나 허스키는 괜찮은지 모르겠네요...? 🤔 어쨌든, 성기 애니메이션이 안 되고, 여러 애니메이션에서 위치도 이상했어요.
- 저는 SkyFurry NG 모드를 사용해서 모든 캐릭터를 수인으로 만들고 있어요. SoS 모드를 옵션을 사용하고 있죠 사용하긴 하는데, Bad Dog's Hoodies에서 볼 수 있는 것처럼 수인 캐릭터의 "숨겨진" 성기 . 제가 보기엔 거의 완벽하게 작동하는 것 같아요! 고양이형 종족(엘프처럼 카짓과 성기를 공유하죠)과 개형 종족(노드, 레가드, 브레튼 등 개처럼 생긴 성기를 가진 종족) 모두 확인해 봤는데, 둘 다 거의 문제없이 잘 작동했어요 (물론 성기가 비교적 큰 경우는 제외하고요 c:).

참고로 제가 사용하는 다른 관련 모드 몇 가지를 알려드리겠습니다. 지금까지는 이 모드와 잘 호환되는 것 같습니다.

  숨겨진 내용을 표시합니다

- SexLab (not P+, just regular SexLab)
- CBBE 3BA female body
- FSMP for physics fun
- male body I believe is some kind of SAM, via SkyFurry NG..
- already mentioned schlongs from SkyFurry NG
- OSL Aroused
- SL Separate Orgasms
- Inflation Framework
- Fill Her Up
- Fertility Mode +
- More Nasty Critters (multiple associated bits and patches with this - it's been a while since I've installed everything...)
- BakaFactory Animated Beast Cocks
- Aroused Creatures
- End All Be All Rieklings
- Werewolves Redux
- Gape Morph
- Animated Gaping
- Beastess SE (I'd probably just avoid this one, it might be a source of some issues I have sometimes 🤔)
-- and more... These just seemed a little more relevant to mention. Of course, something in my load order is likely currently screwing with wolves (in an unintended way), so I need to figure out what's going on, there.


약 30분간의 플레이와 여러 장면 진행 후, 이 모드와는 무관할 수도 있는 이상하고 심한 "스크립트 렉" 현상이 발생했습니다 (늑대 문제 발견 시점과 거의 동시에 발생했습니다).

  숨겨진 내용을 표시합니다

Might be worth noting as well, although very possibly unrelated to this mod: about the time that I became aware of the issues with the wolf in my testing, I started getting very heavy "script lag" or...something. Something wacky I haven't experienced before now. I could run around, attack, etc. generally normally, but starting a SexLab animation for example (or something like trying to deflate via Fill Her Up) would take 2-3 minutes before my input would actually start something Normally, I can expect like a second or two delay at most, for most actions. After a point, it almost seemed to just give up trying. I tried giving PapyrusProfiler a go to see if I could see anything funky, but I couldn't really make heads or tails of it.
Saving, quitting to desktop, and reloading didn't help. Utilizing various "cleanup" options via MCM etc. for various mods didn't seem to help. Waiting a day or two indoors somewhere didn't immediately seem to improve things. Eventually, I just opted to reload back to before I started testing. Further interactions with the wolf still showed that the wolf did not work, but I have not (yet) experienced that same crazy script hangup as before, so it may have been completely unrelated.


전반적으로 이 모드에 매우 만족하며, 제 모드 목록에 영구적으로 추가될 예정입니다. 정말 감사합니다 :)))
 

Oh, hello! I’m playing in the same environment as well.
By any chance, would you be able to share the modified JSON file you made for MM?
If that’s difficult, could you let me know which entries you modified and how you changed them?

Posted

would it be possible to add some white goo meshes between waypoints, schlong nodes or something similar dynamically? Some mesh that looks good stretched? Would be pretty cool imo but it may be totally impossible but I thought i'd ask just in case, no idea what you can and can't spawn in dynamically, but it seemed similar to the way the schlong is handled

Posted (edited)
13 hours ago, qwety4789 said:

It works perfectly now for Ostim, but in some animations, thrusting sounds are duplicated sometimes tripled too, disabling the mod in-game with a hotkey fixes the issue.

Whatever mod that is making the sound is likely doing it off bone distance then. You would have to change the vagina/anus canals to line up with whatever bone that sound mod is using. 

 

4 hours ago, manila0653 said:

I think that would be very cool, I can DM you some good open source NSFW audio fx packs if you want, just have to find the links

Yees if you guys can get me some high quality mono sounds with no background noise I can make some extremely realistic sounds. 

 

9 hours ago, yiffles said:

How have we gone so long without something like this (at least, not to my knowledge) ?? This is spectacular and I'm so ecstatic that this is a thing now! Beautiful work so far.

Just tested the recent update (0.0.13) and it works so far in almost all of the interactions I've tested right out of the box, for pretty much every kind of lewd: vaginal, anal, and oral. It Just Works.™️

- MF animations for sure work about as expected, everywhere I tried it, of course - PC-NPC, NPC-NPC, multiple, etc. Futa-female, too.
Required some repositioning to ensure a schlong intended for a specific hole goes into that hole and not the other one - but, that's basically already necessary, most of the time. So, not really its fault. On par with the amount I already tend to tweak positioning during a scene, anyway. ..This sounds like more criticism than I mean it - the schlongs really do find their way to any goal hole, really very well, most of the time. :3
- Gay-ngbang: After enabling MM capability in the config, my first test orchestrating an MMMM animation between NPCs worked basically flawlessly, with every schlong going into its expected orifice. My male bodies (SAM light?) don't have anal cavities like my female ones (CBBE 3BA), but each schlong entered and curved where it should.
- Creatures: husky, dog, horse, giant, sabre cat, falmer, draugr, chaurus, werewolf, deer, riekling, bristleback boar... 
  - All worked for me when I tested at least a few animations, whether oral/anal/vaginal (female PC), multiple creatures, etc. Required more positioning, but not so terrible.
  - The only broken one for me was actually the plain ol' Wolf. I believe that's a problem with my mod list, and I'm only just now being made aware of it. Something to look into! I have no idea what it could be, but there's a few mods that could have messed with the schlong or other things on the wolf. I just don't know why it's ONLY the wolf and not also the dog or husky..? 🤔 But yeah, schlong no animate, and the positions were all screwy for many animations lol.
- I play with SkyFurry NG, so all my peoples are anthro characters. It uses SoS of course, but I'm using the anthro "sheathed" schlongs option like what you'd see in Bad Dog's Hoodies. It seems to work mostly perfectly, as far as I've seen! I made sure to check both the cat-people races (elves, typically, which share a schlong with khajiit) and canine races (nord, reguard, breton, etc., which have a canine-style schlong). Both worked mostly flawlessly (unless the cock is relatively large, of course 😄 ).

For the sake of it, here's some other possibly-relevant mods that I use. Might be good to know that they seem to be working (thus far) with this mod (for me):

  Reveal hidden contents

- SexLab (not P+, just regular SexLab)
- CBBE 3BA female body
- FSMP for physics fun
- male body I believe is some kind of SAM, via SkyFurry NG..
- already mentioned schlongs from SkyFurry NG
- OSL Aroused
- SL Separate Orgasms
- Inflation Framework
- Fill Her Up
- Fertility Mode +
- More Nasty Critters (multiple associated bits and patches with this - it's been a while since I've installed everything...)
- BakaFactory Animated Beast Cocks
- Aroused Creatures
- End All Be All Rieklings
- Werewolves Redux
- Gape Morph
- Animated Gaping
- Beastess SE (I'd probably just avoid this one, it might be a source of some issues I have sometimes 🤔)
-- and more... These just seemed a little more relevant to mention. Of course, something in my load order is likely currently screwing with wolves (in an unintended way), so I need to figure out what's going on, there.


Strange heavy "script-lag" experience I had after about 30m of play and many scenes, that may have been unrelated to this mod (occurred around the time I noticed the wolf issue):

  Reveal hidden contents

Might be worth noting as well, although very possibly unrelated to this mod: about the time that I became aware of the issues with the wolf in my testing, I started getting very heavy "script lag" or...something. Something wacky I haven't experienced before now. I could run around, attack, etc. generally normally, but starting a SexLab animation for example (or something like trying to deflate via Fill Her Up) would take 2-3 minutes before my input would actually start something Normally, I can expect like a second or two delay at most, for most actions. After a point, it almost seemed to just give up trying. I tried giving PapyrusProfiler a go to see if I could see anything funky, but I couldn't really make heads or tails of it.
Saving, quitting to desktop, and reloading didn't help. Utilizing various "cleanup" options via MCM etc. for various mods didn't seem to help. Waiting a day or two indoors somewhere didn't immediately seem to improve things. Eventually, I just opted to reload back to before I started testing. Further interactions with the wolf still showed that the wolf did not work, but I have not (yet) experienced that same crazy script hangup as before, so it may have been completely unrelated.


Overall very impressed with this mod and it is definitely becoming a permanent part of my load order, thank you so much :)))
 

Ty for testing MM stuff, I assumed it *should* work. 

 

There shouldn't be a need for repositioning unless you've got scenes that contain both vaginal and anal tags. Anal will only be used if the scene has that tag. It might be doing it for you during anal scenes because the schlong is super offset, you can change that in the config somewhere. Penis activation range. 

 

The creatures largely don't have properly painted penises. Well "properly" as in you move segment A to X,Y,Z, and it moves an entirely different part. 

 

In terms of the script lag, this mod shouldn't cause any lag UNLESS you have a mod trying to battle with it over penis positioning maybe? Everything on this mod is coded in C++, HOWEVER it does read memory from some sexlab scripts for states. But that only takes like 0.001ms per read cycle (Every second it checks active scenes). So unless there's a memory leak with Papyrus it should be totally fine. 

 

I recommend these mods - make sure they're fully updated: https://www.nexusmods.com/skyrimspecialedition/mods/77779?tab=description 

https://www.nexusmods.com/skyrimspecialedition/mods/17230

In Papyrus Tweaks NG's config, you can set "Stack Dump Timeout" to like 2000ms and maybe see which mod is hogging up  your papyrus VM. Might spam random stuff too.

 

Here's what I was talking about with penis painting btw: 

 

5 hours ago, Redflyingmonkey said:

Hello. Nice work man. Would like to try and help with the testing if possible but I'm getting a consistent crash (at startup, after OAR animation calculation etc), with your mod enabled on the Hook;2 option for SMP. Weirdly, the error that comes up is not an HDT-SMP Violation but this one "EXCEPTION_ACCESS_VIOLATION" at 0x7FFCEBB88883 ConsoleUtilSSE.dll+0008883    mov [rcx+rdx*8], rax |  C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\build\release-msvc\vcpkg_installed\x64-windows-skse\include\RE\B\BSTArray.h:541 void RE::BSTArray<RE::BSTEventSink<RE::MenuOpenCloseEvent>.

With a bunch of ConsoleUtil "openmenu" functions calls being canceled. Best guess is that the late hook into FSMP is conflicting with some other mod depending on ConsoleUtil, but after disabling all of them (except ConsoleUtil), it still happens. 

I'd need to see the full probable stack + stack + registry. If you're on skyrim AE I can read  the exact assembly that lead to the error. The FSMP is a call hook, which is a lot less invasive vs like a prolog - it *shouldn't* be leading to this error. Especially since it's hooking fasterhdt, not touching skyrim memory or even using skse's trampoline code 

 

Verify you're using ConsoleUtilSSE NG - fully updated, fully updated SSE Engine Fixes, and fully updated Faster-HDT. 

Edited by asdt123123
Posted (edited)

what are the values that i need to change in the config .json to get the schlong to bend into the throat once in the mouth?

Edited by shnarf
Posted

@asdt123123 Brother, your mod is incredible, it really took SL/Ostim to a new level, the only thing missing is hand and foot collision! Any news on that? I believe I'm not the only one waiting for it!! Once again, congratulations!!!

Posted
58 minutes ago, shnarf said:

what are the values that i need to change in the config .json to get the schlong to bend into the throat?

Does it by default on the default config. Review the config section for how to do similar bends yourself

 

56 minutes ago, jerryrhp said:

@asdt123123 Brother, your mod is incredible, it really took SL/Ostim to a new level, the only thing missing is hand and foot collision! Any news on that? I believe I'm not the only one waiting for it!! Once again, congratulations!!!

Foot collision no way lol. That would be more suited for SMP. Hands would be annoying. Since a handjob can use either-or orientation of the hand (top of hand, back of hand). Soo I would need to calculate the penis->hand vector direction, and then once the hand moves away from the schlong it'll sort of "snap" back into the original spot so I would also need to add lerping to avoid that. Then you've also got the issue where handjobs usually always lead into blowjobs on sexlab animations. Theen you've got another issue where the hand wraps around the schlong, so now every individual finger must be properly projected onto the penis.. 

 

For both of these it'd require a procedural animation rig. Which I happen to have a lot of experience with, but on a game like skyrim where I have no CLUE what wild ass mods you people have installed it would just be too annoying to deal with. Some of you gooners might have half-crab characters with fucking crab claws for hands.

 

The way bones are handled on this game is also pretty strange with mods. There's no guarantee a mesh even synchronizes properly with a skeleton. They just paint the weights, even if the skeleton is offset by like Z=10. So often times my system isn't even physically aware of where a mesh is, nor could it know. All the vertex data is also most certainly stored on the GPU too. 

 

So way too tedious. A simple hand-glues to cock system wouldn't be as difficult, but it just wouldn't look good. 

Posted
5 minutes ago, asdt123123 said:

Does it by default on the default config. Review the config section for how to do similar bends yourself

 

Foot collision no way lol. That would be more suited for SMP. Hands would be annoying. Since a handjob can use either-or orientation of the hand (top of hand, back of hand). Soo I would need to calculate the penis->hand vector direction, and then once the hand moves away from the schlong it'll sort of "snap" back into the original spot so I would also need to add lerping to avoid that. Then you've also got the issue where handjobs usually always lead into blowjobs on sexlab animations. Theen you've got another issue where the hand wraps around the schlong, so now every individual finger must be properly projected onto the penis.. 

 

For both of these it'd require a procedural animation rig. Which I happen to have a lot of experience with, but on a game like skyrim where I have no CLUE what wild ass mods you people have installed it would just be too annoying to deal with. Some of you gooners might have half-crab characters with fucking crab claws for hands.

 

The way bones are handled on this game is also pretty strange with mods. There's no guarantee a mesh even synchronizes properly with a skeleton. They just paint the weights, even if the skeleton is offset by like Z=10. So often times my system isn't even physically aware of where a mesh is, nor could it know. All the vertex data is also most certainly stored on the GPU too. 

 

So way too tedious. A simple hand-glues to cock system wouldn't be as difficult, but it just wouldn't look good. 

 

I believe in you, I know you can at least do the hand collision for the handjobs, I'm sending to you "good vibes" so you can succeed and do it without difficulty. LoL :)

Posted (edited)
2 hours ago, asdt123123 said:

I'd need to see the full probable stack + stack + registry. If you're on skyrim AE I can read  the exact assembly that lead to the error. The FSMP is a call hook, which is a lot less invasive vs like a prolog - it *shouldn't* be leading to this error. Especially since it's hooking fasterhdt, not touching skyrim memory or even using skse's trampoline code 

 

Verify you're using ConsoleUtilSSE NG - fully updated, fully updated SSE Engine Fixes, and fully updated Faster-HDT. 

Spoiler

PROBABLE CALL STACK:
    [0] 0x7FFCC7B88883 ConsoleUtilSSE.dll+0008883    mov [rcx+rdx*8], rax |  C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\build\release-msvc\vcpkg_installed\x64-windows-skse\include\RE\B\BSTArray.h:541 void RE::BSTArray<RE::BSTEventSink<RE::MenuOpenCloseEvent> *,RE::BSTArrayHeapAllocator>::push_back(RE::BSTEventSink<RE::MenuOpenCloseEvent> * const &) [?push_back@?$BSTArray@PEAV?$BSTEventSink@VMenuOpenCloseEvent@RE@@@RE@@VBSTArrayHeapAllocator@2@@RE@@QEAAXAEBQEAV?$BSTEventSink@VMenuOpenCloseEvent@RE@@@2@@Z]
    [1] 0x7FFCC7B880A9 ConsoleUtilSSE.dll+00080A9    jmp 0x00007FFCC7B880F5 |  C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\build\release-msvc\vcpkg_installed\x64-windows-skse\include\RE\B\BSTEvent.h:85 void RE::BSTEventSource<RE::MenuOpenCloseEvent>::RemoveEventSink(RE::BSTEventSink<RE::MenuOpenCloseEvent> *) [?RemoveEventSink@?$BSTEventSource@VMenuOpenCloseEvent@RE@@@RE@@QEAAXPEAV?$BSTEventSink@VMenuOpenCloseEvent@RE@@@2@@Z]
    [2] 0x7FFCC7B83773 ConsoleUtilSSE.dll+0003773    xor eax, eax |  C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\src\Events.h:46 virtual RE::BSEventNotifyControl Events::MenuOpenCloseEventHandler::ProcessEvent(RE::MenuOpenCloseEvent const *,RE::BSTEventSource<RE::MenuOpenCloseEvent> *) [?ProcessEvent@MenuOpenCloseEventHandler@Events@@MEAA?AW4BSEventNotifyControl@RE@@PEBVMenuOpenCloseEvent@4@PEAV?$BSTEventSource@VMenuOpenCloseEvent@RE@@@4@@Z] C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\src\Events.h:54 virtual RE::BSEventNotifyControl Events::MenuOpenCloseEventHandler::ProcessEvent(RE::MenuOpenCloseEvent const *,RE::BSTEventSource<RE::MenuOpenCloseEvent> *) [?ProcessEvent@MenuOpenCloseEventHandler@Events@@MEAA?AW4BSEventNotifyControl@RE@@PEBVMenuOpenCloseEvent@4@PEAV?$BSTEventSource@VMenuOpenCloseEvent@RE@@@4@@Z]
    [3] 0x7FF6FF2B78A8       SkyrimSE.exe+0FA78A8 -> 82142+0x188    mov r11d, eax
    [4] 0x7FF6FF2B48C2       SkyrimSE.exe+0FA48C2 -> 82082+0x922    cmp dword ptr [rsp+0x44], 0x00
    [5] 0x7FF6FE951A2B       SkyrimSE.exe+0641A2B -> 36549+0x3AB    mov rcx, [0x00007FF700408958]
    [6] 0x7FF6FE94E9C3       SkyrimSE.exe+063E9C3 -> 36544+0x53    xor eax, eax
    [7] 0x7FF6FF84BB8E       SkyrimSE.exe+153BB8E -> 109636+0x106    mov ebx, eax
    [8] 0x7FFD6460E8D7       KERNEL32.DLL+002E8D7
    [9] 0x7FFD65CCC53C          ntdll.dll+008C53C


REGISTERS:
    RAX 0x7FFCC7CB9358     (Events::MenuOpenCloseEventHandler*)
    RCX 0x0                (size_t) [0]
    RDX 0x0                (size_t) [0]
    RBX 0x0                (size_t) [0]
    RSP 0x4711CFF290       (void*)
    RBP 0x0                (size_t) [0]
    RSI 0x7FFCC7CB9358     (Events::MenuOpenCloseEventHandler*)
    RDI 0x7FF70146CEB8     (void* -> SkyrimSE.exe+315CEB8    add [rdi+0x1F4F74F], bh)
    R8  0x7FFCC7CB9358     (Events::MenuOpenCloseEventHandler*)
    R9  0x0                (size_t) [0]
    R10 0x0                (size_t) [0]
    R11 0x4711CFF2F0       (void*)
    R12 0x4711CFF560       (void*)
    R13 0xFFFFFFFF         (size_t) [4294967295]
    R14 0x7FF70146CEB0     (void* -> SkyrimSE.exe+315CEB0    add [rax], al)
    R15 0x4711CFF358       (void*)

STACK:
    [RSP+0  ] 0x0                (size_t) [0]
    [RSP+8  ] 0x7FF7014A11E0     (void* -> SkyrimSE.exe+31911E0    js 0x00007FF7014A1190)
    [RSP+10 ] 0xFFFFFFFF         (size_t) [4294967295]
    [RSP+18 ] 0x4711CFF560       (void*)
    [RSP+20 ] 0x7FF7015A1910     (void* -> SkyrimSE.exe+3291910    add [rax], al)
    [RSP+28 ] 0x7FFCC7BBBEA6     (void* -> ConsoleUtilSSE.dll+003BEA6    movzx ecx, byte ptr [rax] |  C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\build\release-msvc\vcpkg_installed\x64-windows-skse\include\REL\Relocation.h:648 static REL::Module & REL::Module::get(void) [?get@Module@REL@@SAAEAV12@XZ] C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\build\release-msvc\vcpkg_installed\x64-windows-skse\include\REL\Relocation.h:767 static REL::Module & REL::Module::get(void) [?get@Module@REL@@SAAEAV12@XZ])
    [RSP+30 ] 0x3                (size_t) [3]
    [RSP+38 ] 0x7FF6FF2B7A3D     (void* -> SkyrimSE.exe+0FA7A3D    movzx ecx, al)
    [RSP+40 ] 0x4711CFF300       (void*)
    [RSP+48 ] 0x7FFCC7BDFC0E     (void* -> ConsoleUtilSSE.dll+005FC0E    mov ebp, eax |  C:\src\vcpkg\buildtrees\commonlibsse-ng\src\bee98e2e88-768ad13a2f.clean\src\RE\B\BSAtomic.cpp:148 RE::BSSpinLockGuard::BSSpinLockGuard(RE::BSSpinLock &) [??0BSSpinLockGuard@RE@@QEAA@AEAVBSSpinLock@1@@Z])
    [RSP+50 ] 0x8CD5E6483158     (size_t) [154850319413592]
    [RSP+58 ] 0x7FFCC7D16658     (void* -> cbp.dll+0036658    mov rbx, [rsp+0x48] |  F:\Study\skse\CBPC ___NEW\CBPC SSE - 2.2.6\skse64\CBPC\config.cpp:3316 void MenuOpened(std::basic_string<char,std::char_traits<char>,std::allocator<char> >) [?MenuOpened@@YAXV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z])
    [RSP+60 ] 0x0                (size_t) [0]
    [RSP+68 ] 0x7FF70146CEB0     (void* -> SkyrimSE.exe+315CEB0    add [rax], al)
    [RSP+70 ] 0x7FF70146CEB8     (void* -> SkyrimSE.exe+315CEB8    add [rdi+0x1F4F74F], bh)
    [RSP+78 ] 0x7FFCC7B880A9     (void* -> ConsoleUtilSSE.dll+00080A9    jmp 0x00007FFCC7B880F5 |  C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\build\release-msvc\vcpkg_installed\x64-windows-skse\include\RE\B\BSTEvent.h:85 void RE::BSTEventSource<RE::MenuOpenCloseEvent>::RemoveEventSink(RE::BSTEventSink<RE::MenuOpenCloseEvent> *) [?RemoveEventSink@?$BSTEventSource@VMenuOpenCloseEvent@RE@@@RE@@QEAAXPEAV?$BSTEventSink@VMenuOpenCloseEvent@RE@@@2@@Z])
    [RSP+80 ] 0x0                (size_t) [0]
    [RSP+88 ] 0x0                (size_t) [0]
    [RSP+90 ] 0x7FFCC7CB9358     (Events::MenuOpenCloseEventHandler*)
    [RSP+98 ] 0x4711CFF510       (void*)
    [RSP+A0 ] 0x7FF70146CEB0     (void* -> SkyrimSE.exe+315CEB0    add [rax], al)
    [RSP+A8 ] 0x7FF7014A1150     (void* -> SkyrimSE.exe+3191150    add [rax], al)
    [RSP+B0 ] 0x7FFCC7CB9358     (Events::MenuOpenCloseEventHandler*)
    [RSP+B8 ] 0x7FFCC7B83773     (void* -> ConsoleUtilSSE.dll+0003773    xor eax, eax |  C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\src\Events.h:46 virtual RE::BSEventNotifyControl Events::MenuOpenCloseEventHandler::ProcessEvent(RE::MenuOpenCloseEvent const *,RE::BSTEventSource<RE::MenuOpenCloseEvent> *) [?ProcessEvent@MenuOpenCloseEventHandler@Events@@MEAA?AW4BSEventNotifyControl@RE@@PEBVMenuOpenCloseEvent@4@PEAV?$BSTEventSource@VMenuOpenCloseEvent@RE@@@4@@Z] C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\src\Events.h:54 virtual RE::BSEventNotifyControl Events::MenuOpenCloseEventHandler::ProcessEvent(RE::MenuOpenCloseEvent const *,RE::BSTEventSource<RE::MenuOpenCloseEvent> *) [?ProcessEvent@MenuOpenCloseEventHandler@Events@@MEAA?AW4BSEventNotifyControl@RE@@PEBVMenuOpenCloseEvent@4@PEAV?$BSTEventSource@VMenuOpenCloseEvent@RE@@@4@@Z])
    [RSP+C0 ] 0x4711CFF560       (void*)
    [RSP+C8 ] 0x7FFCC7CB9358     (Events::MenuOpenCloseEventHandler*)
    [RSP+D0 ] 0x7FF70146CF00     (char*) "XD"
    [RSP+D8 ] 0x4711CFF510       (void*)
    [RSP+E0 ] 0x7FF70146CEB8     (void* -> SkyrimSE.exe+315CEB8    add [rdi+0x1F4F74F], bh)
    [RSP+E8 ] 0x7FF6FF2B78A8     (void* -> SkyrimSE.exe+0FA78A8    mov r11d, eax)
    [RSP+F0 ] 0x1F4F74FBF70      (void*)
    [RSP+F8 ] 0x1F4F74FBFB8      (void*)
    [RSP+100] 0x1F4F74FBFB8      (void*)
    [RSP+108] 0x1F4F74FBFB8      (void*)
    [RSP+110] 0x4711CFF510       (void*)
    [RSP+118] 0x1F522F38640      (Console*)
    [RSP+120] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2]
    [RSP+128] 0x1F522ED81F0      (CursorMenu*)
    [RSP+130] 0x7FF6FEC24010     (void* -> SkyrimSE.exe+0914010    push rsi)
    [RSP+138] 0x1F522ED81F0      (CursorMenu*)
    [RSP+140] 0x7FF7015A1D30     (void* -> SkyrimSE.exe+3291D30    js 0x00007FF7015A1CE0)
    [RSP+148] 0x7FF70146CEB0     (void* -> SkyrimSE.exe+315CEB0    add [rax], al)
    [RSP+150] 0x7FF70146CFC0     (void* -> SkyrimSE.exe+315CFC0    jz 0x00007FF70146CF80)
    [RSP+158] 0x7FF70146CFD0     (void* -> SkyrimSE.exe+315CFD0    or [rax], al)
    [RSP+160] 0x0                (size_t) [0]
    [RSP+168] 0x1F4ABBD7440      (void*)
    [RSP+170] 0x4711CFF510       (void*)
    [RSP+178] 0x7FF6FF2B48C2     (void* -> SkyrimSE.exe+0FA48C2    cmp dword ptr [rsp+0x44], 0x00)
    [RSP+180] 0x7FF70146CF00     (char*) "XD"
    [RSP+188] 0x4711CFF560       (void*)
    [RSP+190] 0x1F4ABBD7470      (void*)
    [RSP+198] 0x2                (size_t) [2]
    [RSP+1A0] 0xFFFFFFFF00000006 (size_t) [uint: 18446744069414584326 int: -4294967290]
    [RSP+1A8] 0x7FF700000008     (void* -> SkyrimSE.exe+1CF0008    sub ebp, [rbx+0x08])
    [RSP+1B0] 0x1F522F38640      (Console*)
    [RSP+1B8] 0x7FF6FEC07380     (void* -> SkyrimSE.exe+08F7380    push rbx)
    [RSP+1C0] 0x200000000        (size_t) [8589934592]
    [RSP+1C8] 0x0                (size_t) [0]
    [RSP+1D0] 0x0                (size_t) [0]
    [RSP+1D8] 0xF053CB20F053CB20 (size_t) [uint: 17317408334501104416 int: -1129335739208447200]
    [RSP+1E0] 0x2                (size_t) [2]
    [RSP+1E8] 0x7FF70146CFD0     (void* -> SkyrimSE.exe+315CFD0    or [rax], al)
    [RSP+1F0] 0x7FF7015A1C90     (void* -> SkyrimSE.exe+3291C90    fsubr [rcx])
    [RSP+1F8] 0x4711CFF530       (BSTArrayBase::IAllocatorFunctor*)
    [RSP+200] 0x7FF7015A1D30     (void* -> SkyrimSE.exe+3291D30    js 0x00007FF7015A1CE0)
    [RSP+208] 0x7FF7015A1D30     (void* -> SkyrimSE.exe+3291D30    js 0x00007FF7015A1CE0)
    [RSP+210] 0x7FF7015A1910     (void* -> SkyrimSE.exe+3291910    add [rax], al)
    [RSP+218] 0x0                (size_t) [0]
    [RSP+220] 0x7FF700000002     (void* -> SkyrimSE.exe+1CF0002    pop rdi)
    [RSP+228] 0x0                (size_t) [0]
    [RSP+230] 0x4711CFF401       (void*)


(repeat void stacks and empty calls to SkyrimSE.exe for 20+ lignes until crash). 

 

 

The log is in the spoiler below your quote, easy to miss. 
 

I'm trying without the Hook and it works fine. 
Just have to tweak settings a bit, trying to make it work with UBE SMP lips. It's incredible that it just... works... 

Edited by Redflyingmonkey
Posted

Hi!
like everyone else, I love this mod!
I would like to encourage you to keep up the good work :D
Also, your idea for a "
Sexlab Sound Effects" - esque mod sounds aweseome!
Would love to hear them both together ;D

I got one question left:
- Since this is a .dll mod, am I right to assume, that I should be safe to install/uninstall/update to newer versions mid playthrough?

Posted
31 minutes ago, GusCrow said:

Hi!

Thank you for the update and the Ostim Standalone Compatibility, it works great. I don't know if it's possible, but if it's something simple to change, it would be nice to not track grinding and licking tags in Ostim. If it's not possible, then we can just press F2 in those moments.

About the anus scenes making vagina more closed than the normal, this is an example of a closed/shy vagina preset. This is how it looks normally:
 

  Reveal hidden contents

image.png.e9695618584b49cc3d6cfd703e5d9b8e.png


And this is how the same preset looks when in anal scene, look how the vagina becomes more closed than the normal, in this case as the vagina is already "closed", it even clips the mesh when the animation is anal (this happens only in anal animations):

 

  Hide contents

489830_20260108200211_1.png.87eb1992636ece7ae4d2a64316584e4a.png


In my opinion this is something that would be important to fix in this mod. But thanks for the mod, i loved it.

Skeleton/bone issues. Your bodyslide mesh might look good while standing in X position, but once bones are moved in Y position for an animation the bones will make the meshes look fucked. You can try to disable this mod's handling of open/close and use SMP skinning instead - but that's just a skeleton limitation that will always exist unless you manually made/painted your body mesh. 

 

 

7 minutes ago, plainclause9981 said:

Hi!
like everyone else, I love this mod!
I would like to encourage you to keep up the good work :D
Also, your idea for a "
Sexlab Sound Effects" - esque mod sounds aweseome!
Would love to hear them both together ;D

I got one question left:
- Since this is a .dll mod, am I right to assume, that I should be safe to install/uninstall/update to newer versions mid playthrough?

Yes the mod is completely stateless. 

 

 

Posted (edited)
1 hour ago, Redflyingmonkey said:
  Reveal hidden contents

PROBABLE CALL STACK:
    [0] 0x7FFCC7B88883 ConsoleUtilSSE.dll+0008883    mov [rcx+rdx*8], rax |  C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\build\release-msvc\vcpkg_installed\x64-windows-skse\include\RE\B\BSTArray.h:541 void RE::BSTArray<RE::BSTEventSink<RE::MenuOpenCloseEvent> *,RE::BSTArrayHeapAllocator>::push_back(RE::BSTEventSink<RE::MenuOpenCloseEvent> * const &) [?push_back@?$BSTArray@PEAV?$BSTEventSink@VMenuOpenCloseEvent@RE@@@RE@@VBSTArrayHeapAllocator@2@@RE@@QEAAXAEBQEAV?$BSTEventSink@VMenuOpenCloseEvent@RE@@@2@@Z]
    [1] 0x7FFCC7B880A9 ConsoleUtilSSE.dll+00080A9    jmp 0x00007FFCC7B880F5 |  C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\build\release-msvc\vcpkg_installed\x64-windows-skse\include\RE\B\BSTEvent.h:85 void RE::BSTEventSource<RE::MenuOpenCloseEvent>::RemoveEventSink(RE::BSTEventSink<RE::MenuOpenCloseEvent> *) [?RemoveEventSink@?$BSTEventSource@VMenuOpenCloseEvent@RE@@@RE@@QEAAXPEAV?$BSTEventSink@VMenuOpenCloseEvent@RE@@@2@@Z]
    [2] 0x7FFCC7B83773 ConsoleUtilSSE.dll+0003773    xor eax, eax |  C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\src\Events.h:46 virtual RE::BSEventNotifyControl Events::MenuOpenCloseEventHandler::ProcessEvent(RE::MenuOpenCloseEvent const *,RE::BSTEventSource<RE::MenuOpenCloseEvent> *) [?ProcessEvent@MenuOpenCloseEventHandler@Events@@MEAA?AW4BSEventNotifyControl@RE@@PEBVMenuOpenCloseEvent@4@PEAV?$BSTEventSource@VMenuOpenCloseEvent@RE@@@4@@Z] C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\src\Events.h:54 virtual RE::BSEventNotifyControl Events::MenuOpenCloseEventHandler::ProcessEvent(RE::MenuOpenCloseEvent const *,RE::BSTEventSource<RE::MenuOpenCloseEvent> *) [?ProcessEvent@MenuOpenCloseEventHandler@Events@@MEAA?AW4BSEventNotifyControl@RE@@PEBVMenuOpenCloseEvent@4@PEAV?$BSTEventSource@VMenuOpenCloseEvent@RE@@@4@@Z]
    [3] 0x7FF6FF2B78A8       SkyrimSE.exe+0FA78A8 -> 82142+0x188    mov r11d, eax
    [4] 0x7FF6FF2B48C2       SkyrimSE.exe+0FA48C2 -> 82082+0x922    cmp dword ptr [rsp+0x44], 0x00
    [5] 0x7FF6FE951A2B       SkyrimSE.exe+0641A2B -> 36549+0x3AB    mov rcx, [0x00007FF700408958]
    [6] 0x7FF6FE94E9C3       SkyrimSE.exe+063E9C3 -> 36544+0x53    xor eax, eax
    [7] 0x7FF6FF84BB8E       SkyrimSE.exe+153BB8E -> 109636+0x106    mov ebx, eax
    [8] 0x7FFD6460E8D7       KERNEL32.DLL+002E8D7
    [9] 0x7FFD65CCC53C          ntdll.dll+008C53C


REGISTERS:
    RAX 0x7FFCC7CB9358     (Events::MenuOpenCloseEventHandler*)
    RCX 0x0                (size_t) [0]
    RDX 0x0                (size_t) [0]
    RBX 0x0                (size_t) [0]
    RSP 0x4711CFF290       (void*)
    RBP 0x0                (size_t) [0]
    RSI 0x7FFCC7CB9358     (Events::MenuOpenCloseEventHandler*)
    RDI 0x7FF70146CEB8     (void* -> SkyrimSE.exe+315CEB8    add [rdi+0x1F4F74F], bh)
    R8  0x7FFCC7CB9358     (Events::MenuOpenCloseEventHandler*)
    R9  0x0                (size_t) [0]
    R10 0x0                (size_t) [0]
    R11 0x4711CFF2F0       (void*)
    R12 0x4711CFF560       (void*)
    R13 0xFFFFFFFF         (size_t) [4294967295]
    R14 0x7FF70146CEB0     (void* -> SkyrimSE.exe+315CEB0    add [rax], al)
    R15 0x4711CFF358       (void*)

STACK:
    [RSP+0  ] 0x0                (size_t) [0]
    [RSP+8  ] 0x7FF7014A11E0     (void* -> SkyrimSE.exe+31911E0    js 0x00007FF7014A1190)
    [RSP+10 ] 0xFFFFFFFF         (size_t) [4294967295]
    [RSP+18 ] 0x4711CFF560       (void*)
    [RSP+20 ] 0x7FF7015A1910     (void* -> SkyrimSE.exe+3291910    add [rax], al)
    [RSP+28 ] 0x7FFCC7BBBEA6     (void* -> ConsoleUtilSSE.dll+003BEA6    movzx ecx, byte ptr [rax] |  C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\build\release-msvc\vcpkg_installed\x64-windows-skse\include\REL\Relocation.h:648 static REL::Module & REL::Module::get(void) [?get@Module@REL@@SAAEAV12@XZ] C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\build\release-msvc\vcpkg_installed\x64-windows-skse\include\REL\Relocation.h:767 static REL::Module & REL::Module::get(void) [?get@Module@REL@@SAAEAV12@XZ])
    [RSP+30 ] 0x3                (size_t) [3]
    [RSP+38 ] 0x7FF6FF2B7A3D     (void* -> SkyrimSE.exe+0FA7A3D    movzx ecx, al)
    [RSP+40 ] 0x4711CFF300       (void*)
    [RSP+48 ] 0x7FFCC7BDFC0E     (void* -> ConsoleUtilSSE.dll+005FC0E    mov ebp, eax |  C:\src\vcpkg\buildtrees\commonlibsse-ng\src\bee98e2e88-768ad13a2f.clean\src\RE\B\BSAtomic.cpp:148 RE::BSSpinLockGuard::BSSpinLockGuard(RE::BSSpinLock &) [??0BSSpinLockGuard@RE@@QEAA@AEAVBSSpinLock@1@@Z])
    [RSP+50 ] 0x8CD5E6483158     (size_t) [154850319413592]
    [RSP+58 ] 0x7FFCC7D16658     (void* -> cbp.dll+0036658    mov rbx, [rsp+0x48] |  F:\Study\skse\CBPC ___NEW\CBPC SSE - 2.2.6\skse64\CBPC\config.cpp:3316 void MenuOpened(std::basic_string<char,std::char_traits<char>,std::allocator<char> >) [?MenuOpened@@YAXV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z])
    [RSP+60 ] 0x0                (size_t) [0]
    [RSP+68 ] 0x7FF70146CEB0     (void* -> SkyrimSE.exe+315CEB0    add [rax], al)
    [RSP+70 ] 0x7FF70146CEB8     (void* -> SkyrimSE.exe+315CEB8    add [rdi+0x1F4F74F], bh)
    [RSP+78 ] 0x7FFCC7B880A9     (void* -> ConsoleUtilSSE.dll+00080A9    jmp 0x00007FFCC7B880F5 |  C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\build\release-msvc\vcpkg_installed\x64-windows-skse\include\RE\B\BSTEvent.h:85 void RE::BSTEventSource<RE::MenuOpenCloseEvent>::RemoveEventSink(RE::BSTEventSink<RE::MenuOpenCloseEvent> *) [?RemoveEventSink@?$BSTEventSource@VMenuOpenCloseEvent@RE@@@RE@@QEAAXPEAV?$BSTEventSink@VMenuOpenCloseEvent@RE@@@2@@Z])
    [RSP+80 ] 0x0                (size_t) [0]
    [RSP+88 ] 0x0                (size_t) [0]
    [RSP+90 ] 0x7FFCC7CB9358     (Events::MenuOpenCloseEventHandler*)
    [RSP+98 ] 0x4711CFF510       (void*)
    [RSP+A0 ] 0x7FF70146CEB0     (void* -> SkyrimSE.exe+315CEB0    add [rax], al)
    [RSP+A8 ] 0x7FF7014A1150     (void* -> SkyrimSE.exe+3191150    add [rax], al)
    [RSP+B0 ] 0x7FFCC7CB9358     (Events::MenuOpenCloseEventHandler*)
    [RSP+B8 ] 0x7FFCC7B83773     (void* -> ConsoleUtilSSE.dll+0003773    xor eax, eax |  C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\src\Events.h:46 virtual RE::BSEventNotifyControl Events::MenuOpenCloseEventHandler::ProcessEvent(RE::MenuOpenCloseEvent const *,RE::BSTEventSource<RE::MenuOpenCloseEvent> *) [?ProcessEvent@MenuOpenCloseEventHandler@Events@@MEAA?AW4BSEventNotifyControl@RE@@PEBVMenuOpenCloseEvent@4@PEAV?$BSTEventSource@VMenuOpenCloseEvent@RE@@@4@@Z] C:\Users\Falco\Documents\GitHub\ConsoleUtilSSE\src\Events.h:54 virtual RE::BSEventNotifyControl Events::MenuOpenCloseEventHandler::ProcessEvent(RE::MenuOpenCloseEvent const *,RE::BSTEventSource<RE::MenuOpenCloseEvent> *) [?ProcessEvent@MenuOpenCloseEventHandler@Events@@MEAA?AW4BSEventNotifyControl@RE@@PEBVMenuOpenCloseEvent@4@PEAV?$BSTEventSource@VMenuOpenCloseEvent@RE@@@4@@Z])
    [RSP+C0 ] 0x4711CFF560       (void*)
    [RSP+C8 ] 0x7FFCC7CB9358     (Events::MenuOpenCloseEventHandler*)
    [RSP+D0 ] 0x7FF70146CF00     (char*) "XD"
    [RSP+D8 ] 0x4711CFF510       (void*)
    [RSP+E0 ] 0x7FF70146CEB8     (void* -> SkyrimSE.exe+315CEB8    add [rdi+0x1F4F74F], bh)
    [RSP+E8 ] 0x7FF6FF2B78A8     (void* -> SkyrimSE.exe+0FA78A8    mov r11d, eax)
    [RSP+F0 ] 0x1F4F74FBF70      (void*)
    [RSP+F8 ] 0x1F4F74FBFB8      (void*)
    [RSP+100] 0x1F4F74FBFB8      (void*)
    [RSP+108] 0x1F4F74FBFB8      (void*)
    [RSP+110] 0x4711CFF510       (void*)
    [RSP+118] 0x1F522F38640      (Console*)
    [RSP+120] 0xFFFFFFFFFFFFFFFE (size_t) [uint: 18446744073709551614 int: -2]
    [RSP+128] 0x1F522ED81F0      (CursorMenu*)
    [RSP+130] 0x7FF6FEC24010     (void* -> SkyrimSE.exe+0914010    push rsi)
    [RSP+138] 0x1F522ED81F0      (CursorMenu*)
    [RSP+140] 0x7FF7015A1D30     (void* -> SkyrimSE.exe+3291D30    js 0x00007FF7015A1CE0)
    [RSP+148] 0x7FF70146CEB0     (void* -> SkyrimSE.exe+315CEB0    add [rax], al)
    [RSP+150] 0x7FF70146CFC0     (void* -> SkyrimSE.exe+315CFC0    jz 0x00007FF70146CF80)
    [RSP+158] 0x7FF70146CFD0     (void* -> SkyrimSE.exe+315CFD0    or [rax], al)
    [RSP+160] 0x0                (size_t) [0]
    [RSP+168] 0x1F4ABBD7440      (void*)
    [RSP+170] 0x4711CFF510       (void*)
    [RSP+178] 0x7FF6FF2B48C2     (void* -> SkyrimSE.exe+0FA48C2    cmp dword ptr [rsp+0x44], 0x00)
    [RSP+180] 0x7FF70146CF00     (char*) "XD"
    [RSP+188] 0x4711CFF560       (void*)
    [RSP+190] 0x1F4ABBD7470      (void*)
    [RSP+198] 0x2                (size_t) [2]
    [RSP+1A0] 0xFFFFFFFF00000006 (size_t) [uint: 18446744069414584326 int: -4294967290]
    [RSP+1A8] 0x7FF700000008     (void* -> SkyrimSE.exe+1CF0008    sub ebp, [rbx+0x08])
    [RSP+1B0] 0x1F522F38640      (Console*)
    [RSP+1B8] 0x7FF6FEC07380     (void* -> SkyrimSE.exe+08F7380    push rbx)
    [RSP+1C0] 0x200000000        (size_t) [8589934592]
    [RSP+1C8] 0x0                (size_t) [0]
    [RSP+1D0] 0x0                (size_t) [0]
    [RSP+1D8] 0xF053CB20F053CB20 (size_t) [uint: 17317408334501104416 int: -1129335739208447200]
    [RSP+1E0] 0x2                (size_t) [2]
    [RSP+1E8] 0x7FF70146CFD0     (void* -> SkyrimSE.exe+315CFD0    or [rax], al)
    [RSP+1F0] 0x7FF7015A1C90     (void* -> SkyrimSE.exe+3291C90    fsubr [rcx])
    [RSP+1F8] 0x4711CFF530       (BSTArrayBase::IAllocatorFunctor*)
    [RSP+200] 0x7FF7015A1D30     (void* -> SkyrimSE.exe+3291D30    js 0x00007FF7015A1CE0)
    [RSP+208] 0x7FF7015A1D30     (void* -> SkyrimSE.exe+3291D30    js 0x00007FF7015A1CE0)
    [RSP+210] 0x7FF7015A1910     (void* -> SkyrimSE.exe+3291910    add [rax], al)
    [RSP+218] 0x0                (size_t) [0]
    [RSP+220] 0x7FF700000002     (void* -> SkyrimSE.exe+1CF0002    pop rdi)
    [RSP+228] 0x0                (size_t) [0]
    [RSP+230] 0x4711CFF401       (void*)


(repeat void stacks and empty calls to SkyrimSE.exe for 20+ lignes until crash). 

 

 

The log is in the spoiler below your quote, easy to miss. 
 

I'm trying without the Hook and it works fine. 
Just have to tweak settings a bit, trying to make it work with UBE SMP lips. It's incredible that it just... works... 

In ConsoleUtilSSE, check this out: https://github.com/VersuchDrei/ConsoleUtilSSE/blob/master/src/Events.h#L42

I'm 95% sure you cannot remove hooks WHILE the event for said sink is IN the dispatch loop safely explicity like that. Actually I've caused crashes in the past from dynamically removing event sinks PERIOD. 


You can see this in the stack actually:
[0] ConsoleUtilSSE.dll+0008883  mov [rcx+rdx*8], rax

 

We can see in the register RCX is 0x0 and RDX is 0x0. So it's writing to the address at 0x0. 0+0*8. 

 

Why does it only happen with this mod? Couldn't say for sure probably just luck, would have to delve more into skse's code. Annoyingly I can't delegate SmpHdt.dll registration because FlexHdt BREAKS SKSE's proxy service during the loading phase... 

 

We have the same mods so just make sure your ConsoleUtil is fully updated, CBPC is fully updated, and Faster-HDTSMP is fully updated. 

Edited by asdt123123
Posted
1 hour ago, asdt123123 said:

Skeleton/bone issues. Your bodyslide mesh might look good while standing in X position, but once bones are moved in Y position for an animation the bones will make the meshes look fucked. You can try to disable this mod's handling of open/close and use SMP skinning instead - but that's just a skeleton limitation that will always exist unless you manually made/painted your body mesh. 

 

 

Yes the mod is completely stateless. 

 

 

Thank you for the answer.

So this happens to everyone because the skeleton moves vagina together with anus? I thought it was a bug because it only happens when your mod controls the anal opening in this mod. In other situations it's completely fine and not buggy. If it's not possible to change that, it's fine, we have the F2 key to use when necessary.

Posted (edited)

I'm gonna deprecate Know your limits mod and link your mod! It works almost perfect in most cases.

Sometimes it squeezes schlongs and make them "2D" 🫠

Here is screenshot and it happens in Billyy (I'm using OStim port animations though same in sexlab and ostim), name of animation "Billyy 3p MMF Holding DP"(in group)

sorry for dark screenshot it is my dev build, it doesn't have fancy lights or enb... :)

 

 

20260108213244_1.jpg

Edited by dwss1988
Posted
1 hour ago, dwss1988 said:

I'm gonna deprecate Know your limits mod and link your mod! It works almost perfect in most cases.

Sometimes it squeezes schlongs and make them "2D" 🫠

Here is screenshot and it happens in Billyy (I'm using OStim port animations though same in sexlab and ostim), name of animation "Billyy 3p MMF Holding DP"(in group)

sorry for dark screenshot it is my dev build, it doesn't have fancy lights or enb... :)

 

 

20260108213244_1.jpg

 

 

Posted
2 hours ago, dwss1988 said:

I'm gonna deprecate Know your limits mod and link your mod! It works almost perfect in most cases.

Sometimes it squeezes schlongs and make them "2D" 🫠

Here is screenshot and it happens in Billyy (I'm using OStim port animations though same in sexlab and ostim), name of animation "Billyy 3p MMF Holding DP"(in group)

sorry for dark screenshot it is my dev build, it doesn't have fancy lights or enb... :)

 

 

20260108213244_1.jpg

What penis is that? It may just be poorly rigged. 

 

Otherwise it's possible the penis in that animation is sticking straight up and confusing my algorithm's forward vector detection. In that case I'd have to hard-code the forward vector

Posted (edited)
13 hours ago, hyeontwitee said:

Oh, hello! I’m playing in the same environment as well.
By any chance, would you be able to share the modified JSON file you made for MM?
If that’s difficult, could you let me know which entries you modified and how you changed them?


Hey there! 😸 I did not change many settings within the `accurate-penetration.json` from the default version. For my setup, here are the possibly-relevant settings that I have, which might be different from what others use:

"HookPosition": 2,
"HandleOpeningPhysics": false,
"PreserveSchlongHavokState": false,
"PenisClipFix": false,
...
"IgnoreMaleActors": false,

-- the last line, there, is probably the key one. It's further down in the configuration file.

Here's my config though: accurate-penetration.json 😽
 

9 hours ago, asdt123123 said:

Ty for testing MM stuff, I assumed it *should* work. 
...
Here's what I was talking about with penis painting btw

🫡

Ah, yes! I read over it previously - very good writeup and demonstration! Definitely helps understanding some of the under-the-hood goings-on. c: 
As for the creature schlongs, with my setup, thus far they all seemed to be working really, pretty well! I'm sure there's some error here or there if given more scrutiny, but generally every cock I tested performed as well as I could hope for. I don't do anything like videos or fancy screen-captures or whatnot, so others might have higher standards. I just enjoy having that-much-more realistic-looking smut in my silly gooner-fied game. :p
The only hiccup was with the wolf, in my game. Those are broken entirely, somehow, but likely a fault of something I did with my mod list. Everything else was honestly, really close to perfect out of the box!

 

9 hours ago, asdt123123 said:

...scenes that contain both vaginal and anal tags. Anal will only be used if the scene has that tag.

It might be doing it for you during anal scenes because the schlong is super offset, you can change that in the config somewhere. Penis activation range. 


Hmm. At first, I considered I must have been seeing mostly anal + vaginal tagged animations and not realizing it. After a little more testing, however, for MF, it seems to respect the vaginal tag (and so will only ever enter vaginally) but will choose either hole freely for animations with an anal tag (which is the expected behavior only on anal+vaginal tagged anims). Here's some screenshots:
 

Spoiler

(I was going to share some animated webp since the drag-and-drop says it accepts webp, but it kept giving me errors when it tried to process them. 🤷‍♂️
All animations are tagged anal - no vaginal tags.

1 - hole-switching during "AP Anal" 
1-jump1.jpg.de501176e7fa7c5e785d7993795ffd0f.jpg

1-jump2.jpg.ce73caf2a99c3a091616c77c7600985d.jpg

1-jump3.jpg.179c707b3028965e2cff1e1aab5c65f5.jpg

2 - switching holes while adjusting height during a mostly static stage of "Mitos Standing"
2-reposition1.jpg.4093e0de8af850f847bcaef196955dae.jpg

2-reposition2.jpg.528df0b88412f1f3c559649fb9002b62.jpg

2-reposition3.jpg.efb4943025ce9bd90fdc46415dcfb345.jpg

3 - hole-switching during "Anubs Adult Anal Doggy":
( Ignore the way the schlong is totally separated from the sheathe of the body though, lol. 😅 That's completely unrelated to this mod. It's done that for the canine-people schlongs ever since I half-ass'dly set this mod-list up forever ago, and I always intended to actually try to figure it out and fix it eventually™️whenever I'm not too lazy to do a wipe and set everything back up properly. If you happen to know exactly why it's doing that, though, I'll give hole...lotta heart emojis! :3 💕 )

3-jump1.jpg.eba7c55bcbb9edcd24860575aa5b2fcb.jpg

3-jump2.jpg.7d106f426830be0292c06b8de47df5b7.jpg

3-jump3.jpg.b457f01480ccdf9ce70a1ad6808c2199.jpg


-- as far as positioning/offsets/etc. go, it's likely that some stuff in my setup has scaled or offset NPCs-and-such in funky ways, and may be why I need to practically adjust every animation to get it lined-up right. (It was already necessary before now - this mod definitely helps reduce the amount that I have to adjust to make things look right, though!) Or there's a bunch of settings somewhere that I just never set properly (quite likely!). For the most part, I've kinda just accepted it as the way of things, but I can try to play around with stuff to see if I can get it to be more consist by default (someday!). I'll definitely take a look at penis activation range though!
 

9 hours ago, asdt123123 said:

In terms of the script lag...

...I recommend these mods - make sure they're fully updated...
...In Papyrus Tweaks NG's config, you can set "Stack Dump Timeout" to like 2000ms and maybe see which mod is hogging up  your papyrus VM.


Ye, I didn't think it was really something caused by your mod. Not directly! I got so caught-up trying to find another wolf to test on, once I realized those were definitely messed-up, around the time it started, that I can't quite pinpoint when it actually started (to have an idea what mod could have been getting hung-up). A memory leak of some kind would probably explain it getting slower and slower to respond.

I do have those mods, yaes! I am on latest SSE Engine Fixes aaaand...Papyrus Tweaks 4.1.0 (latest: 4.1.1 has a potential freeze bugfix).
I'll give the Papyrus Tweaks tweak you mentioned a try, sometime - load up the broken save and see if it doesn't give me any insight. Likely isn't related to this mod at all, though. cX  Thanks!

Edited by yiffles
Posted
3 hours ago, yiffles said:


Hey there! 😸 I did not change many settings within the `accurate-penetration.json` from the default version. For my setup, here are the possibly-relevant settings that I have, which might be different from what others use:

"HookPosition": 2,
"HandleOpeningPhysics": false,
"PreserveSchlongHavokState": false,
"PenisClipFix": false,
...
"IgnoreMaleActors": false,

-- the last line, there, is probably the key one. It's further down in the configuration file.

Here's my config though: accurate-penetration.json 😽
 

🫡

Ah, yes! I read over it previously - very good writeup and demonstration! Definitely helps understanding some of the under-the-hood goings-on. 😄
As for the creature schlongs, with my setup, thus far they all seemed to be working really, pretty well! I'm sure there's some error here or there if given more scrutiny, but generally every cock I tested performed as well as I could hope for. I don't do anything like videos or fancy screen-captures or whatnot, so others might have higher standards. I just enjoy having that-much-more realistic-looking smut in my silly gooner-fied game. 😛
The only hiccup was with the wolf, in my game. Those are broken entirely, somehow, but likely a fault of something I did with my mod list. Everything else was honestly, really close to perfect out of the box!

 


Hmm. At first, I considered I must have been seeing mostly anal + vaginal tagged animations and not realizing it. After a little more testing, however, for MF, it seems to respect the vaginal tag (and so will only ever enter vaginally) but will choose either hole freely for animations with an anal tag (which is the expected behavior only on anal+vaginal tagged anims). Here's some screenshots:
 

  Hide contents

(I was going to share some animated webp since the drag-and-drop says it accepts webp, but it kept giving me errors when it tried to process them. 🤷‍♂️
All animations are tagged anal - no vaginal tags.

1 - hole-switching during "AP Anal" 
1-jump1.jpg.de501176e7fa7c5e785d7993795ffd0f.jpg

1-jump2.jpg.ce73caf2a99c3a091616c77c7600985d.jpg

1-jump3.jpg.179c707b3028965e2cff1e1aab5c65f5.jpg

2 - switching holes while adjusting height during a mostly static stage of "Mitos Standing"
2-reposition1.jpg.4093e0de8af850f847bcaef196955dae.jpg

2-reposition2.jpg.528df0b88412f1f3c559649fb9002b62.jpg

2-reposition3.jpg.efb4943025ce9bd90fdc46415dcfb345.jpg

3 - hole-switching during "Anubs Adult Anal Doggy":
( Ignore the way the schlong is totally separated from the sheathe of the body though, lol. 😅 That's completely unrelated to this mod. It's done that for the canine-people schlongs ever since I half-ass'dly set this mod-list up forever ago, and I always intended to actually try to figure it out and fix it eventually™️whenever I'm not too lazy to do a wipe and set everything back up properly. If you happen to know exactly why it's doing that, though, I'll give hole...lotta heart emojis! :3 💕 )

3-jump1.jpg.eba7c55bcbb9edcd24860575aa5b2fcb.jpg

3-jump2.jpg.7d106f426830be0292c06b8de47df5b7.jpg

3-jump3.jpg.b457f01480ccdf9ce70a1ad6808c2199.jpg


-- as far as positioning/offsets/etc. go, it's likely that some stuff in my setup has scaled or offset NPCs-and-such in funky ways, and may be why I need to practically adjust every animation to get it lined-up right. (It was already necessary before now - this mod definitely helps reduce the amount that I have to adjust to make things look right, though!) Or there's a bunch of settings somewhere that I just never set properly (quite likely!). For the most part, I've kinda just accepted it as the way of things, but I can try to play around with stuff to see if I can get it to be more consist by default (someday!). I'll definitely take a look at penis activation range though!
 


Ye, I didn't think it was really something caused by your mod. Not directly! I got so caught-up trying to find another wolf to test on, once I realized those were definitely messed-up, around the time it started, that I can't quite pinpoint when it actually started (to have an idea what mod could have been getting hung-up). A memory leak of some kind would probably explain it getting slower and slower to respond.

I do have those mods, yaes! I am on latest SSE Engine Fixes aaaand...Papyrus Tweaks 4.1.0 (latest: 4.1.1 has a potential freeze bugfix).
I'll give the Papyrus Tweaks tweak you mentioned a try, sometime - load up the broken save and see if it doesn't give me any insight. Likely isn't related to this mod at all, though. cX  Thanks!

If it's choosing a "random hole" it's more likely the animation is just very offset and requires a larger scan radius. Change "PenisActivationRange" in the config to a higher number until the issue is gone. 

Posted (edited)

I might have missed it if it was answered before, but if I use SL P+ should I disable the bAdjustNodes option in it's ini? Or is it fine (or even recommended) to keep it enabled?

 

Also, it was said that this works based on anim tags, how would it work with 3P+ anims that have two or all of the vaginal, anal, and oral tags?

Edited by 40Karats
Posted
9 hours ago, asdt123123 said:

In ConsoleUtilSSE, check this out: https://github.com/VersuchDrei/ConsoleUtilSSE/blob/master/src/Events.h#L42

I'm 95% sure you cannot remove hooks WHILE the event for said sink is IN the dispatch loop safely explicity like that. Actually I've caused crashes in the past from dynamically removing event sinks PERIOD. 


You can see this in the stack actually:
[0] ConsoleUtilSSE.dll+0008883  mov [rcx+rdx*8], rax

 

We can see in the register RCX is 0x0 and RDX is 0x0. So it's writing to the address at 0x0. 0+0*8. 

 

Why does it only happen with this mod? Couldn't say for sure probably just luck, would have to delve more into skse's code. Annoyingly I can't delegate SmpHdt.dll registration because FlexHdt BREAKS SKSE's proxy service during the loading phase... 

 

We have the same mods so just make sure your ConsoleUtil is fully updated, CBPC is fully updated, and Faster-HDTSMP is fully updated. 

Yup, nuked my mod list last week so all my mods have the newest version since I've reinstalled them one by one. 

I'm checking some combinations but no dice so far, only works if Hook stays at 0. Any combo with any of my SKSE plugin on Hook;2 = instant crash. 

I'll try and actually play for a few hours on a new save with logging enabled to check if my modlist is stable before asking you more info about this, don't want to waste your time if it's something I've fucked up. 

Posted
53 minutes ago, 4818843 said:

nah,That's not it — I turned off the SexLab mods and it still crashes.

crash-2026-01-09-10-23-35.log 64.58 kB · 0 downloads AccuratePenetration.log 578 B · 0 downloads

 

 

I took a careful look at your crash log and this doesn’t seem to be a hardware or general Skyrim issue. The CTD is coming straight from AccuratePenetration.dll. Why? Your setup is Skyrim SE 1.5.97 (pre-AE) with the matching SKSE, but that plugin appears to be incompatible with this runtime. It’s trying to access invalid memory addresses, which causes an immediate crash. As long as that DLL doesn’t match your SKSE/runtime version, the crash will keep happening. At least that's what I've managed to interpret. Not user error, just a classic Skyrim version mismatch ¯\_(ツ)_/¯
Unless the OP makes a version compatible with older SKSE versions

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...