CyberPuff Posted February 11 Posted February 11 21 hours ago, CyberPuff said: Hey, so the mod works perfectly for me except for the vaginal opening animation. The anus and mouth work fine. I tried adjusting the hook position settings in the config, as well as the base and max opening distance under the vaginal options, to no avail. The penis seems to to curve upward when inside fine though. I'm using UBE, SOS, and Ostim. Any help would be appreciated. I attached a couple screen shots below. Also weirdly when I took a few screenshots to get this in the frame or two when the display freezes upon taking a screenshot the vagina looked like it was open. It Immediately went back to closed in like another couple frame interval though. Couldn't manage to get a shot of it when it was open, it would only happen when taking a screenshot. Reveal hidden contents Reveal hidden contents After the new update I double checked the 3BA configs and made sure that SMP wasn't handling the vagina physics and now it's working. Disregard my silliness lol
khajiit23 Posted February 11 Posted February 11 (edited) On 1/5/2026 at 6:07 AM, Connector196 said: 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) Anyways to fix this bug in FSMP? I tried Flex as your mention, it fix this bug. But Flex is conflict with my tail mod and makes tail hard like rock, sad. Edit: I find an easy way to 'fix' this problem. First, smp reset, your dicks become small. Second, in SOS MCM, change 'schlong size multiplier', you don't need to really change the number, just 'accept'. Then all dicks are restore to normal size! Edit2: Maybe someone can make a script that auto run this operation after 'SMP reset'? possibly? Edited February 11 by khajiit23
Latar2480 Posted February 11 Posted February 11 I have a question, what can i change in toml version 27 or 28, if something if it comes to this: @asdt123123@NCK30 I use sos and bhunp, also in racemenu set sos base to 1.4, version 23 is stable if it comes to this when i start animation the base and the look of penis is like and here is ok but here it changes to
asdt123123 Posted February 11 Author Posted February 11 10 hours ago, Wubb_Wubbs said: Hey I was Just wondering because I REALLY want to use this to make some videos but do you ever plan of makes this work with skyrim ver 1.6.640 aka 1.65 for sexlabs? again I really want to use this but I don't want the latest ver of Skyrim cuz half of my mods would not work if I updated the game rip Why wouldn't it work? 17 minutes ago, Latar2480 said: I have a question, what can i change in toml version 27 or 28, if something if it comes to this: @asdt123123@NCK30 I use sos and bhunp, also in racemenu set sos base to 1.4, version 23 is stable if it comes to this when i start animation the base and the look of penis is like and here is ok but here it changes to That seems normal to me? It's just bent different by PPA. You should change the length slider for segment 1 instead if you're trying to make a sword cock. 9 hours ago, BrummBear said: nvm, the value needs to have a .x for some reason. so 5 doesnt work but 5.1 works. just leaving this here in case someone else has the same issues ^^ Yeah my toml library, if you put a 1 instead of a 1.0, it will read it entirely differently. I'll fix it eventually 1
BonitaMussolini Posted February 11 Posted February 11 (edited) First off this mod is fantastic. It has resolved some alignment issues i had after using a havok animation converter for some older animations that lack modern support. Thank you for the work like seriously. Using certain SOS addons (like trx beast addons) some of the animations cause the tip to shoot way out of range and clip through the back of the neck during oral scenes. I saw in the toml it mentioned using nifskope to get the correct values to change the curve projection so i went in to grab the xyz of the nodes but theyre waaaayyy outside a normal value. So is there a particular node i should be pulling from? If that cant really be answered because its on a nif to nif basis, do you think changing node position for the addon (the closest node to the tip is only like half way down the actual shaft which i think is whats causing the clipping) would help the projection? Im suuuper new to all this so any help would be appreciated. Once again, great work and thank you! Edit: I also see in the toml that you can add unlimited nodes, would it be possible for me to add another neck node to help keep the path better aligned and if so do i just use the same bone name or would that cause a conflict? Edited February 11 by BonitaMussolini
Latar2480 Posted February 11 Posted February 11 1 hour ago, asdt123123 said: Why wouldn't it work? That seems normal to me? It's just bent different by PPA. You should change the length slider for segment 1 instead if you're trying to make a sword cock. Yeah my toml library, if you put a 1 instead of a 1.0, it will read it entirely differently. I'll fix it eventually Oooh, thank you, yeah, changing the lenght in racemenu fixed it Also except above thing i had to remove mouth opening settings from toml if it comes to phonemes, cause while starting blowjob animations it was like mouth opening and closing and opening and closing, like a loop, but i noticed thats only for the first stage of animation only, rest stages is ok, mouth stays open, but thats ok i have ostim better blowjobs mod where i can set in jsons phonemes, so thats not the problem Amazing work bro though, cheers
madcyb Posted February 11 Posted February 11 (edited) Hello, please, what is this mod? Not SLAL Billy animations, but the widget ...:) Edited February 11 by madcyb
LowlyPeasant Posted February 11 Posted February 11 22 minutes ago, madcyb said: Hello, please, what is this mod? Not SLAL Billy animations, but the widget ...:) something to do with ostim, nothing to do with this mod at all 2
lydiaofwhiterun Posted February 11 Posted February 11 (edited) A fantastic mod, the only issue I have is with the animation speed adjustment. It works fine on my Sexlab profile (hotkeys are set) but not at all with Ostim, repeated pressing of the keys just gives me a range of 0.90-1.10 (as shown in a little pop-up message on screen) neither of which actually do anything in game. Any ideas anyone? I am up to date with the latest version-0.0.28B on Skyrim SE. Edited February 11 by lydiaofwhiterun
madcyb Posted February 11 Posted February 11 2 hours ago, LowlyPeasant said: something to do with ostim, nothing to do with this mod at all Thx
AndragonFirefly Posted February 11 Posted February 11 I like what this mod does, but I personally like the sounds from the sexlabsexsound mod better. But more than that, if I had to live with the sounds of this mod, even though I don't personally like them as well as the sexlabsexsound mod, I would still prefer to have the option of having the controller vibration on impact that the sexlabsexsound mod had to offer and worked great. Are there any plans to add that feature to this mod? sexlabsexsound mod
Latar2480 Posted February 11 Posted February 11 2 hours ago, madcyb said: Hello, please, what is this mod? Not SLAL Billy animations, but the widget ...:) Its from ostim and from patch -> Billyy's animations for Ostim Standalone at Skyrim Special Edition Nexus - Mods and Community
NCK30 Posted February 11 Posted February 11 8 hours ago, Latar2480 said: I have a question, what can i change in toml version 27 or 28, if something if it comes to this: @asdt123123@NCK30 I use sos and bhunp, also in racemenu set sos base to 1.4, version 23 is stable if it comes to this when i start animation the base and the look of penis is like. The penis would be bending downwards in the throat like asdt123123 is saying. Also make sure that "PreserveHavokState" is set to true, if You want the full experience. I play with a Monster Schlong (Thickness 1.6 in the top and about your length) and I want the females to take it all. 1
深淵の神 Posted February 11 Posted February 11 1 hour ago, AndragonFirefly said: I like what this mod does, but I personally like the sounds from the sexlabsexsound mod better. Did you know that this mod and the other one include audio files? Did you know you can swap them out as you like? Welcome to the world of modding! Cheers! 1
Latar2480 Posted February 11 Posted February 11 1 hour ago, NCK30 said: The penis would be bending downwards in the throat like asdt123123 is saying. Also make sure that "PreserveHavokState" is set to true, if You want the full experience. I play with a Monster Schlong (Thickness 1.6 in the top and about your length) and I want the females to take it all. Thanks for the advice btw, in some blowjob animations, I noticed that the lower jaw moves instead of remaining still, as if trying to catch something with its teeth lol. From what I've noticed, this mainly happens in the first stage, but not in all animations, some animations are fine. For example billy humans page 5 -> billy laying doggy blowjob at second stage, rest stages are fine and for example billy humans page 2 -> billy doggy blowjob -> here actually at the 4th stage, rest are fine Many animations which i tested are perfect so not all have this problem, but I can live with it, since i found perfect settings for blowjob animations mainly, sos base 1.2, sos lenght1 -> 2.4 but maybe its somehow related with the mod itself, mouth phonemes and expressions # ─────────────────────────────────────────────────────────────────────────────── # MOUTH # ─────────────────────────────────────────────────────────────────────────────── [Mouth.Position] Anchor = "NPC Head [Head]" Offset = [0.0, 1.0, -0.7] CollisionCylinderRadius = 1.0 CollisionCylinderHeightModifier = 1.0 [[Mouth.Position.DepthWaypoints]] Offset = [0.0, -5.0, 2.0] CornerSmoothing = 1.0 [[Mouth.Position.DepthWaypoints]] Anchor = "NPC Neck [Neck]" Offset = [0.0, 2.0, 2.0] CornerSmoothing = 0.5 [[Mouth.Position.DepthWaypoints]] Anchor = "NPC Spine1 [Spn1]" Offset = [0.0, 4.0, 0.0] CornerSmoothing = 0.0 # -> [DELETE THIS TO DISABLE ORAL MOUTH OPENINGS] <- # ───────────────────────── # Mouth Opening Animation # ───────────────────────── # Controls facial expressions during blowjob scenes. # Presets are matched by target orifice and scene context. # When multiple presets match, the highest Priority wins. # # This mouth preset is optional since SexLab already handles mouth opening. # [[FacialPreset]] # Activates when mouth is penetrated Targets = ["Mouth"] # Very high priority to make sure it's selected before other presets (If you have others)..) Priority = 99999 OverrideExpressions = true OverrideModifiers = false # Zero out other phonemes that we aren't using OverridePhonemes = true Smoothing = 8.0 # Phoneme/Expression/Modifier Effects # ──────────────────────────────────── # Each effect controls a facial morph target. # # Type = Effect type ("Phoneme", "Expression", "Modifier", "MFEE") # Index = Morph index number # TargetValue = Target blend value (0.0–1.0 for vanilla, higher for MFEE) # MinTargetValue = (Optional) Minimum value when using depth scaling # MinPenetrationDepth = (Optional) Depth at which effect starts # MaxPenetrationDepth = (Optional) Depth at which effect reaches TargetValue # # View the mod page for more advanced configuration options. # !You can define UNLIMITED effects per preset! [[FacialPreset.Effects]] Type = "Phoneme" Index = 0 TargetValue = 1.0 [[FacialPreset.Effects]] Type = "Phoneme" Index = 1 TargetValue = 1.0 [[FacialPreset.Effects]] Type = "Phoneme" Index = 4 TargetValue = 0.9 [[FacialPreset.Effects]] Type = "Phoneme" Index = 6 TargetValue = 1.0 [[FacialPreset.Effects]] Type = "Expression" Index = 2 TargetValue = 1.0 [[FacialPreset.Effects]] Type = "Expression" Index = 10 TargetValue = 1.0 1
Latar2480 Posted February 11 Posted February 11 Valerica can't resist holding schlong while sleeping, xDD looks almost amazing That's actually nice even if in animation there is no holding or handjob
boyo_wonder Posted February 11 Posted February 11 Hello, this is a fantastic mod. I just had one point of confusion regarding the expressions. My understanding is that expressions from this mod should take priority over other Sexlab mods, when "override expression" is set to on. In my case, I have Sexlab P+ and Hentairim P+ which both have their own expressions. I've tested both with and without the expressions from Hentairim P+ as well. However, I have not been able to get the oral expressions from this mod to work properly, as the Sexlab P+ "OpenMouth" expression always overrides whatever this mod tries to do in oral scenes. This is even the case when I turn off the expressions in Sexlab P+. I know the OpenMouth expression from Sexlab P+ has always been a problem as it's seemingly hardcoded and you can't even change what it looks like on the user end. But I figured this mod would have been the workaround for it, if it overrides it. Is there a way to make PPA handle the oral expressions instead of the Sexlab P+ OpenMouth? Currently, the two expressions just stack for me.
GusCrow Posted February 11 Posted February 11 (edited) The latest version 0.28B is working amazing, thank you. You fixed the bug where the vagina was becoming more closed than the body preset is when you are in an anal scene or when you exit an animation and go to another without finishing sex. This is great. Edited February 11 by GusCrow 1
AndragonFirefly Posted February 11 Posted February 11 4 hours ago, 深淵の神 said: Did you know that this mod and the other one include audio files? Did you know you can swap them out as you like? Welcome to the world of modding! Cheers! I will see what I can manage to not flub up. Thanks for pointing that out. Is there an easy way to get the controller vibrating too?
asdt123123 Posted February 11 Author Posted February 11 1 hour ago, boyo_wonder said: Hello, this is a fantastic mod. I just had one point of confusion regarding the expressions. My understanding is that expressions from this mod should take priority over other Sexlab mods, when "override expression" is set to on. In my case, I have Sexlab P+ and Hentairim P+ which both have their own expressions. I've tested both with and without the expressions from Hentairim P+ as well. However, I have not been able to get the oral expressions from this mod to work properly, as the Sexlab P+ "OpenMouth" expression always overrides whatever this mod tries to do in oral scenes. This is even the case when I turn off the expressions in Sexlab P+. I know the OpenMouth expression from Sexlab P+ has always been a problem as it's seemingly hardcoded and you can't even change what it looks like on the user end. But I figured this mod would have been the workaround for it, if it overrides it. Is there a way to make PPA handle the oral expressions instead of the Sexlab P+ OpenMouth? Currently, the two expressions just stack for me. I use P+. It works fine. You did something wrong, probably didn't enable overrides for the phonemes. Use the skse mod menu
Wubb_Wubbs Posted February 12 Posted February 12 16 hours ago, asdt123123 said: Why wouldn't it work? That seems normal to me? It's just bent different by PPA. You should change the length slider for segment 1 instead if you're trying to make a sword cock. Yeah my toml library, if you put a 1 instead of a 1.0, it will read it entirely differently. I'll fix it eventually Cuz you said that you NEED the latest ver of sexlabs and that's not 1.65 and only that ver works for 1.6.640 of Skyrim so Im confused now lol THIS⤵️ Sexlab or Sexlab P+ or OStim Standalone (Latest version for all of these ONLY. OStim will NOT WORK if it's not v7.3.5a+)
pog champion Posted February 12 Posted February 12 I am on a pretty outdated version, 16640 with SL 1.65 and this mod still works fine! Great work 1
boyo_wonder Posted February 12 Posted February 12 (edited) 4 hours ago, asdt123123 said: I use P+. It works fine. You did something wrong, probably didn't enable overrides for the phonemes. Use the skse mod menu I have been using the SKSE mod menu. However, I think that's at least part of the issue, as I discovered a bug with it. If you save your expression edits within the SKSE mod menu, then: This entire excerpt of the .toml file gets deleted (the highlighted part). And as you can see, it includes the parameters that define the overrides. This makes it impossible to make custom expressions with an override from within the menu, or edit the default one. Tested this multiple times, both editing the default expression, or making a new one. Hitting the Save button is what causes the change every time. I tried manually editing a custom expression directly in the .toml file with Notepad++ and then booting up the game, but this also seemed to not help at all. So it is possible there is also a conflicting mod, which I can try to examine on my end. But that issue with the Save button deleting a whole excerpt of the .toml that includes the override options, doesn't seem like it would be caused by that. Edited February 12 by boyo_wonder
BonitaMussolini Posted February 12 Posted February 12 On 1/6/2026 at 12:36 PM, asdt123123 said: So I wanted to show some of you guys the problem with the schlong rigs. That way you'll understand why some creature schlongs just don't line up perfectly. This could be solvable by fixing the vertex skinning and potentially bone positions per penis mesh. This is all done in Outfit Studio (Bodyslide) if you want to check it out yourself! Quick lesson: This is showing bone vertex weights. The color is showing you HOW MUCH influence this bone has over this part of the mesh. Dark blue = virtually none, RED = total control. Think of it as a 1-100% scale. Those DOTS you see are the skeleton nodes PPA is moving. PPA only physically sees skeleton positions, and essentially creates it's own virtual assessment of what the schlong must look like in order to move it. Here's the "VectorPlexus Regular" schlong from SOS (Refined Baka SOS SMP Patch). Notice how every bone is properly painted, and mostly has perfect influence over their respective segment. Red = total control, dark blue = virtually no control. This is pretty much perfect. COULD be more perfect, but you wouldn't even notice the imperfections in-game unless you REALLY looked hard. Which at that point, chill out lol Here's TRX Male. Notice how half the schlong is controlled by a single bone. This is why you see such quick transitions in bends with the tip. The tip has virtually total control over half the penis. HOWEVER, this could be solved in Bodyslide if you shrink the tip mesh since TRX has bodyslide presets: Ok that's human schlongs. Now check out this horse schlong from BakaFactory. Notice the issue? Our "HS 5" has greater influence over the next "HS 6" bone. MORE than the "HS 6" has influence over it's own segment. For animators, this is a non-issue - the schlong is skinned well and they can just make adjustments to fix the oddness. FOR US? It's fundamentally broken in the eyes of the algorithm. You can see here, if we just slightly bend that "HS 5" node, our "HS 6" node is completely offset for it's own segment - because it doesn't have high enough vertex weight for it's own position/segment. The weight would need to be at it's HIGHEST (top priority) where the bone physically is, and taper in front and behind: If we quickly repaint it (I did a poor job) you can see that this bone no longer offsets it's child bone. If we made the child bone blue. That CRINK you see is intentional, we're only rotating one bone: Now you can see, we're able to PERFECTLY move the penis (Those little issues you see are from the vertex paints not being perfectly accurate, this is just an example): Here's how our (Poorly painted) corrected horse penis looks in game. When I pause the game, it returns to what the animation looks like due to my re-painted penis. You can see our edits DO distort the penis. You might be able to solve this somewhat however by giving each node low vertex paint over the whole penis. And if you're wondering "Why doesn't it look perfect?" - I just quickly painted the vertexes. You need to be pretty accurate when painting or the mesh wont flex as well. Now unfortunately, I reviewed a bunch of horse penis meshes (Was not fun?) and BakaFactory's is the absolute best. So ABC is our best option atm. Could this be fixed by me through code? Maaaybe - but since the weight values are not consistent between segments either it will likely still introduce other issues like artifacts. It's also a bit complicated since the default pose of the penis isn't linear but has bends in it. The honest catch-all solution would be for a talented artist like BakaFactory to re-weight these meshes. But that could also effect animations a little that were created using these weights. HOWEVER - ABC's adjustments already does that to a lot of non-ABC rigged animations so its not that big of a deal IMO. Anyways, this should answer the question of: Why does this schlong bend a bit weird VS this schlong. Maybe you learned something about vertex weights, maybe you're wondering why this guy is transforming horse cocks in outfit studio. You can also try: "PreserveSchlongHavokState": true, And or: "SolverDynamicBendProjection": true, In the config which attempts to calculate how the schlong is designed to bend. "PreserveSchlongHavokState" mostly just tells my system "Take the current animation state as it exists, and simply try to bend the schlong". Which can MAYBE create issues on it's own if the animation is messing with scaling a lot (Like maybe to create a 'tight' fit animation or forskin movement). addon_HorseHard.zip 270.2 kB · 21 downloads This is the best simple explanation ive seen thank you. maybe you can answer this, with some addons (like trx) there doesnt seem to be any collision till the schlong is halfway inside. I saw in nifskope that the closest node to the tip is also about halfway. Do you happen to know if that node placement is what causes this to happen? If so is there an easy way to add or change node position so it interacts sooner? I tried moving it closer to the tip but im guessing that doesnt affect collision because it didnt change how it interacts.
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