Little Moon Posted February 20 Posted February 20 So, I see an update came out. Does updating wipe all the animation configurations you've made on previous versions?
General Goods Posted February 21 Posted February 21 1 hour ago, Little Moon said: So, I see an update came out. Does updating wipe all the animation configurations you've made on previous versions? Your personal edits are saved in a separate file, just make sure to "inherit" it between updates.
bitnuke Posted February 21 Posted February 21 The DLL was compiled in a way that is not compatible with AE v1.6.659 / SKSE 2.2.3. Important: There are two seperate branches of SKSE 2.2.3: Steam and GOG. For this mod to work on my system, i would need a DLL compatible with SKSE 2.2.3 GOG, not SKSE 2.2.3 Steam.
shrtjsrtj Posted February 21 Posted February 21 2 hours ago, bitnuke said: The DLL was compiled in a way that is not compatible with AE v1.6.659 / SKSE 2.2.3. Important: There are two seperate branches of SKSE 2.2.3: Steam and GOG. For this mod to work on my system, i would need a DLL compatible with SKSE 2.2.3 GOG, not SKSE 2.2.3 Steam. Just to point out why this is an issue before people say "just update your Skyrim", there are some major issues people are having with the most recent GOG version and Bethesda is too lazy to fix them. Rolling back to .659 is what a lot of people have chosen to do as it's probably the most stable GOG version and it has a lot of .dll support already.
Leonel777 Posted February 21 Posted February 21 On 2/20/2026 at 7:56 AM, traison said: See the HOTKEYS section of accurate-penetration.toml. thanks so much!
no_way Posted February 21 Posted February 21 On 2/19/2026 at 3:34 AM, traison said: To me that sounds like PPA never handled opening in the first place. Check your config. Make sure PPA is working by disabling both SMP and CBPC; and when I say disable, don't use some MCM menu to do it: remove or rename the dll files. You're right... If I disable SMP/CBPC in MO2 and booth the game, no opening of holes. Any idea why this would happen? Its just a stock install of PPA no changes
asdt123123 Posted February 21 Author Posted February 21 2 hours ago, bitnuke said: The DLL was compiled in a way that is not compatible with AE v1.6.659 / SKSE 2.2.3. Important: There are two seperate branches of SKSE 2.2.3: Steam and GOG. For this mod to work on my system, i would need a DLL compatible with SKSE 2.2.3 GOG, not SKSE 2.2.3 Steam. I mean what doesn't work? You need to elaborate, saying it doesn't work doesn't help. Where's the crash log, etc.
no_way Posted February 21 Posted February 21 Currently, how does this mod interact with p+/Hentairim P+ expressions if I just leave it stock?
Latar2480 Posted February 21 Posted February 21 (edited) Where can we find json file, after we change actors target in game and hit save ? I cannot find it, should i manually create the file 0_your_custom_tags.json. ? Edit: Nvm, i found it I use MO2 and it's inside Overwrite folder Edited February 21 by Latar2480
traison Posted February 21 Posted February 21 6 hours ago, no_way said: You're right... If I disable SMP/CBPC in MO2 and booth the game, no opening of holes. Any idea why this would happen? Its just a stock install of PPA no changes At this point the only thing I can think of is to make sure the node names in the PPA config files match the ones in your outfits. Outfit Studio can show you the bone names that have been weightpainted to the areas you're having trouble with. # Bone names for controlling gape. NodeL = "NPC L Pussy02" NodeR = "NPC R Pussy02" ... And for those not aware, the naked body is armor as well; armor = outfit.
Latar2480 Posted February 21 Posted February 21 @asdt123123 I was hoping for that and it works: "Fixed the mouth sometimes closing per-maturely during oral" You're my hero, thank you, this mod is a masterpiece
bitnuke Posted February 21 Posted February 21 (edited) 14 hours ago, asdt123123 said: I mean what doesn't work? You need to elaborate, saying it doesn't work doesn't help. Where's the crash log, etc. No troubleshooting is required. I already identified the problem for you: It's a building/compiling problem, resulting in the typical SKSE failure to load DLL error dialog on launch. The DLL simply wasn't compiled for compatibility with SKSE 2.2.3 GOG. I repeat: The DLL doesn't even load. There is nothing to debug, because it's simply a compile config issue. Edited February 21 by bitnuke
asdt123123 Posted February 21 Author Posted February 21 22 minutes ago, bitnuke said: No troubleshooting is required. I already identified the problem for you: It's a building/compiling problem, resulting in the typical SKSE failure to load DLL error dialog on launch. The DLL simply wasn't compiled for compatibility with SKSE 2.2.3 GOG. I repeat: The DLL doesn't even load. There is nothing to debug, because it's simply a compile config issue. It's not a compile error. I don't compile for skyrim versions like VR/SE/AE, I resolve them dynamically during runtime. I need the exact error you're getting word for word. There's also a skse64.log file that might give some info 1
bitnuke Posted February 21 Posted February 21 21 hours ago, General Goods said: Your personal edits are saved in a separate file, just make sure to "inherit" it between updates. Do you know where this file is located or how it is called? I tried to find it in the mod-directory and modorganizer overwrite directory, but no luck. I'm not using SKSE Menu, so i wonder if this file perhaps is not created, if SKSE Menu isn't installed.
PippinTom Posted February 21 Posted February 21 (edited) 48 minutes ago, bitnuke said: Do you know where this file is located or how it is called? I tried to find it in the mod-directory and modorganizer overwrite directory, but no luck. I'm not using SKSE Menu, so i wonder if this file perhaps is not created, if SKSE Menu isn't installed. Looks like you are mixing "custom edits" made to files distributed with PPA and personalization files created by usage of in-game menu. In first case - place them somewhere outside PPA install directory where they will act as override to "original" ones (consult you mod organizer for help on that topic), but consider comparing them (use "merging" tools for text files - lots of them to choose from) after each mod update to check if changes made by author do not make your previous edits obsolete/conflicting due to changes in the core logic of the mod and such, which happened with PPA few times, due to rapid style of its development). My personal preference and advice is: never edit distributed files for your own good (and cases of update, reinstall and such). Edited February 21 by PippinTom damn - it's cold 1
General Goods Posted February 22 Posted February 22 38 minutes ago, bitnuke said: Thank you! I'm not talking about the distributed override files (those that reside in "ppa-animation-tagging" and "ppa-override-configs"). Instead i assumed that if during a sexscene i point at an actor and manually select the right hole, the mod would remember this and store my choice for the given animstage in some kind of user-file, just like sexlab does for offsets. However, i cannot find such a file. And i just noticed manual hole-choices aren't remembered at all: For example, if the mod detects the wrong hole, i change it with the backspace key, then i go one stage forward and back again, it again autodetects the wrong hole. Basically changes made via the backspace key only seem to last while the current animstage is playing. At least on my setup. Again: I'm running this without SKSE Menu, because i'm fine with editing configfiles for settings. Just animation-specific edits i would rather do ingame. I thought i could do that via the backspace dialog, but those changes aren't saved. Not on my setup at least. EDIT 1: RTFM i guess! I just read the OP again, and realized i need to "save" my adjustments somehow. Not the most inituitive, but i will try that now and see what happens. EDIT 2: It works! File is literally called "0_your_custom_tags.json", and goes into the modorganizer overwrite folder. Unfortunally this workflow sounds like an absolute pain in the ass: Open dialog. Select hole. Open dialog again. Switch to next page. Select save. That's 5 steps instead of 2 for every single animstage. With 1000 animstages, this turns 2000 buttonpresses/clicks into 5000. If the developer thinks the current workflow should remain as is, then i would recommend a config option to autosave changes, for users who need to fix hundreds of anims. That's literarily my only issue with the mod so far. Everything else works out of the box, or is easy to modify with a really well-documented and intuitive configfile. This is the kind of polish i would expect from mods released on mainstream sites. This mod is awesome, except for the two issues with animtags (the distributed files use animnames instead of IDs, and doing it all yourself is a PITA without autosave). Theres no need to save after each change, just do all your adjustments and save on last stage. Or you could even do a bunch of animations in a row, and then use the save changes option outside of animation, should work fine too. 1
bitnuke Posted February 22 Posted February 22 40 minutes ago, General Goods said: Theres no need to save after each change, just do all your adjustments and save on last stage. Or you could even do a bunch of animations in a row, and then use the save changes option outside of animation, should work fine too. Awesome. Thank you!
asdt123123 Posted February 22 Author Posted February 22 5 hours ago, bitnuke said: Okay, i do have a design proposal (technically not a bug) after all: The animtag files use animation NAMES instead of animation IDs for identification. Correct me if i'm wrong, but that doesn't seem proper? After all, names are supposed to be cosmetic, while IDs are for unique identification? In my case, i have renamed various animations in my packs to be more descriptive. The IDs are still the same of course, but your mod filters by name, so now the tagfiles no longer match the renamed anims. U gotta be specific. What animation framework? Sexlab uses the name as the Id. OStim doesn't seem to have exposed ids. And use SKSE Mod Menu Framework. Better UIs
PippinTom Posted February 22 Posted February 22 3 hours ago, bitnuke said: (...) If the developer thinks the current workflow should remain as is, then i would recommend a config option to autosave changes (...) 👍 Yeah, I would opt for that feature too. Even if save has to pressed once per game session (so not even after single animation) I'm compelled to save ASAP because I've learned that otherwise.. I'll forget about it ("if something can go wrong, it surely will") and in worst case scenario loose quite lot of work. And even if I won't forget - unexpected shit may happen - CTD or any other fuckup which will lead to restart or even savegame reload - same effect.
modball Posted February 22 Posted February 22 8 hours ago, bitnuke said: 30 minutes before posting this, i launched modmanager, re-enabled this mod, and tried to launch skyrim. No launch error, SKSE log says the DLL loaded fine, and everything works as it should ingame. Have had this happen with other SKSE/DLL type mods in the past. If I remember right, if the DLL somehow fails to load once it will keep failing until you either close and reopen your mod manager, log out of Windows or reboot. Similarly if I play Skyrim LE and then switch to playing SSE my keyboard doesn't work. Logging out and back in fixes it. Microsoft and Bethesda were made for each other 💙. 1
Strager Posted February 22 Posted February 22 Any chance for compatibility with https://www.loverslab.com/files/file/42780-magic-portal-dicks/ ? Strapons
nichio Posted February 22 Posted February 22 Hi there, Never had the chance to say thanks for your magic mod! It literally transformed useless animations into small wonders! I have one small visual glitch to report, in case you can do anything about it in the future. I am using Cumshot 2 in order to handle cumshots overall. Since I started using your mod, when the penis bends (especially visible with handjobs), cumshots are shot from the original penis position instead of the bended one. Nothing game breaking, more of a visual glitch. In any case, many thx for your fantastic mod!
General Goods Posted February 22 Posted February 22 38 minutes ago, Strager said: Any chance for compatibility with https://www.loverslab.com/files/file/42780-magic-portal-dicks/ ? Strapons Impossible due to how theyre made, which the author already explained in the thread.
RanmaZ Posted February 22 Posted February 22 It probably would be a good i dea to make the Shift for hotkey default since a lot of people us F5 as quck save.
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