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Procedural Penis Animations/Collision [Beta]


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Posted
On 2/21/2026 at 3:44 AM, traison said:

 

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.

Hmm, at this point I honestly can't tell what's controlling it or know how to tell.  The bones are the same in Outfit studio as what you're showing there.

Posted

@asdt123123sorry for pinging you and for (potentially) stupid question, just wanted to clarify something - suppose, I've changed the position of vagina/anus/mouth via in-game SKSE menu functionality and save my changes. Then, I realise that I've messed it up and want to reset it all to default - will RELOAD function help me with that (reset all to default)? Or will it revert all the changes to those, that were saved by me?

Posted
4 hours ago, Iolya said:

@asdt123123sorry for pinging you and for (potentially) stupid question, just wanted to clarify something - suppose, I've changed the position of vagina/anus/mouth via in-game SKSE menu functionality and save my changes. Then, I realise that I've messed it up and want to reset it all to default - will RELOAD function help me with that (reset all to default)? Or will it revert all the changes to those, that were saved by me?

 

open 0_your_custom_tags.json and delete only those animations you wish to restore to default, or delete whole file if you want to reset them all... seems like simplest solution already on the table.

Posted

I apologize if this was asked before, but is it possible to have separate options for adjusting the oral mouth opening sizes for beast races? Argonians need it the most, but Khajiit and Orcs also have slightly different mouths that perform oddly on settings that work best for the other races.

Posted

perfectly doable - as shown below - just need to figure it out on your own...

 

46 minutes ago, bitnuke said:

(Forum software bugreport: Can't move the cursor before the above quote to insert text above it. Chrome browser engine from 2023).

 

Posted (edited)
1 hour ago, PippinTom said:

perfectly doable - as shown below - just need to figure it out on your own...

 

 

I tried clicking inside the box, and move the cursor backwards from there. Then i tried clicking left of the box with the mouse. Neither worked. If there is a workaround, i consider it a human-interface bug no matter what, because in human interface design, no human should be expected to "figure it out on your own" beyond: #1. Common intuition. #2. Established interface conventions. 3#.  Workflows teached by the software itself.

 

Basically it you as an UI-designer want to do things differently than everybody else, then you gotta teach the user.  That's just basic logic: Interfaces between humans and machines exist to translate one to the other. This implies a language. If you change the language, you gotta explain it - not tell users "guess what new mapping we just pulled out of our asses".

Edited by bitnuke
Posted

Most likely UI designer has decided that it should not be possible or at least as non standard behavior - should not be supported for common use. So, it's not "UI design bug", as you have suggested/reported - it's just your opinion about design decision, fine - you don't like it, I get it. Just don't say it's common use problem, because probably significant majority of users do not even think about it, and remainder-micro-group is not directly supported (yet some percentage of them do not require handicap).

 

1 hour ago, bitnuke said:

I tried clicking inside the box, and move the cursor backwards from there. Then i tried clicking left of the box with the mouse. Neither worked. If there is a workaround, i consider it a human-interface bug no matter what, because in human interface design, no human should be expected to "figure it out on your own" beyond: #1. Common intuition. #2. Established interface conventions. 3#.  Workflows teached by the software itself.

 

Basically it you as an UI-designer want to do things differently than everybody else, then you gotta teach the user. 

 

Sad thing is that you complain, a lot, about "design and stuff", yet you cannot use your analytics skills to figure one of (at least two) ways to do what you need with stupid WYSIWYG editor.

Posted (edited)
Quote

Most likely UI designer has decided that it should not be possible or at least as non standard behavior - should not be supported for common use. 

You don't have much inside experience in the industry, do you? It's the opposite: Yours is the least likely scenario. The most likely is: Some coder made it this way, because it was the easiest to code, and not enough users complained to make it a priorirty issue.

 

But anyways: Cool, so now you moved the goalpost from "It's your fault" to "You're not supposed to figure it out". Full copium engage.

 

1 hour ago, PippinTom said:

Sad thing is that you complain, a lot, about "design and stuff", yet you cannot use your analytics skills to figure one of (at least two) ways to do what you need with stupid WYSIWYG editor.

 

Because that's not my job. It's somebody elses. I do not like doing other people's work, and it sets a bad example. My refusal to "just deal with it" is not a "sad thing", but exactly how every user should react. In fact it kinda is the user's responsibility to react exactly as i did, because it forces producers to do their job. Conversely, part of the reason why software sucks nowadays is , because not all users react like me.

 

Kinda like nowadays people invent all kinds of excuses for bad software. "Just give them time! Let them cook, they will fix it post-launch."

 

To quote a recent popular video: "That's what the devtime was for!"

 

EDIT: By the way, i am a developer. And i despise the developer culture of this age, for the exact same reasons users hate it. And now they reached the point where they refuse to buy. This is not commercial software, but read the room temperature maybe? Because here's a dirty secret: In freeware software, users spend 90% of the work measured in time, and developers 10%. That's why it's "free".

Edited by bitnuke
Posted

 

2 minutes ago, bitnuke said:

3. The editing features of this mod work counterintuitive, because edits are not saved until the user manually tells the mod to do so. By comparison, almost every other skyrim mod saves user decisions when they are made. Basically this mod requires users to manually press an "apply"-button. Not a big deal in theory, but infinite potential for confusion and mistakes if the user forgets.

Closing the menu auto-saves. You probably have an outdated SKSE Mod Menu Framework if it doesn't

 

3 minutes ago, bitnuke said:

4. The primary feature of this mod is penetration animation, but since it overides other physics mods, it also handles the first step of sex: Entry. And this seems to be the least polished part of this mod. Half of the time orifice opening animations fail or are mistimed.

Optional feature entirely. Haven't witnessed any issues with this - could be a problem with your penis mod not being aligned with the skeleton properly. Disable "HandleOpenPhysics"

 

6 minutes ago, bitnuke said:

5. This mod features ingame editing and display of collision spheres. The later is a first in skyrim

There is no collision anymore. Those collision cylinders are purely used for detecting whether PPA should control the penis. Nothing more. Everything is done through procedural/parametric collision logic

 

9 minutes ago, bitnuke said:

The configfiles use animation names instead of IDs. This is improper, but more like an edge case that only affects powerusers

Again, the animation name is the exposed id. Blame sex framework developers, nothing I can do about this

 

 

About your criticisms regarding the penis tip: There's no fundamental way to accurately calculate the penis tip in real-time without reading the vertex buffer and computing it. Which isn't viable in terms of performance. If you wanted such a feature, you should just use full SMP collision. That mod has the ability to build collision shapes based on vertex data rather than bone logic. 

Posted (edited)

Absolutely incredible. 99 % of the users call the mod the mod of the year.

Then one user fills an entire page with rants of the smallest things. Meanwhile the mod works to perfection.

 


Watch these numbers. Top 3 of the last year and a half on the Nexus.

 

image.png.b8dc82ce6cce73cf22db4c9ac85999a0.png

Edited by NCK30
Posted (edited)
1 hour ago, NCK30 said:

Absolutely incredible. 99 % of the users call the mod the mod of the year.

Then one user fills an entire page with rants of the smallest things. Meanwhile the mod works to perfection.

 


Watch these numbers. Top 3 of the last year and a half on the Nexus.

 

image.png.b8dc82ce6cce73cf22db4c9ac85999a0.png

 

Obviously, this is the best contribution that could have happened to the modding community in a very, very long time, and it's going to be a tough pill to swallow for many sensitive people. I still believe that what keeps this 15-year-old game alive is its NSFW community. Honestly, without content like this, I personally wouldn't have dedicated so much time and hard drive space to it. I would have just finished the game and moved on to another along time ago, as I've done with so many others casual games. Long live the debauchery and the champs that provide it!

Edited by 深淵の神
Posted (edited)
2 hours ago, 深淵の神 said:

 

Obviously, this is the best contribution that could have happened to the modding community in a very, very long time, and it's going to be a tough pill to swallow for many sensitive people. I still believe that what keeps this 15-year-old game alive is its NSFW community. Honestly, without content like this, I personally wouldn't have dedicated so much time and hard drive space to it. I would have just finished the game and moved on to another along time ago, as I've done with so many others casual games. Long live the debauchery and the champs that provide it!

 

People who say otherwise are kidding themselves.

 

If not for LoversLab and Sexlab then they are using Ostim and Flowergirls from the Nexus.


See a game like Starfield come out. 2 weeks in somebody asks. Where are the sex mods?

 

 

It will always be this way with Bethesda games.

 

Edited by NCK30
Posted

Getting a weird bug. If I use the backspace menu during a sex scene to adjust hole positions for example, sometimes it'll lock the camera overhead.

When the sex scene ends the controls are really weird, the left stick will move me but the right will not respond, also the save options become disabled and I have no choice but to abort, and restart the game.

Posted
8 hours ago, NCK30 said:

Absolutely incredible. 99 % of the users call the mod the mod of the year.

Then one user fills an entire page with rants of the smallest things. Meanwhile the mod works to perfection.

 


Watch these numbers. Top 3 of the last year and a half on the Nexus.

 

image.png.b8dc82ce6cce73cf22db4c9ac85999a0.png

Yeah no kidding man....This mod is the BEST THING that has happened to the NSFW modding comunity since sexlab, CBBE, breasts/ butt jiggle collisions and Ostim...this mod was the last puzzle...the missing link.

Posted

Having weird intermittent problems with TRX Horse / Futa schlongs. Randomly, something in the physics breaks and the length becomes significantly stretched out in the middle of the animation. Can't reliably determine what the exact cause is. Played for hours at a time, with no issues during animations. Then randomly it occurs, while I am able to switch schlongs with TNG mid animation and it resets it, swapping back to the TRX ones causes them to stretch out again. The menu indicates the "size" value goes in to the tens of thousands range. Doesn't affect other schlongs I have (FutaNemesis conversions of the TRX one). Disabling the mod and starting the animation works normally, and as soon as this mod is enabled the stretching effect happens again, but only with the original TRX ones.

 

Tried Hook 2, and Havok state settings. No noticeable effect.

 

Running TNG with SL P+ and TRX schlongs and the FN conversions.

 

Other than this issue, works absolutely incredibly! Honestly, I would not mind using another schlong set, as long as it had a horse one. Any alternatives out there for TNG?

Posted (edited)

maybe someone can help me with adjustments, iam just a tad bit of from center, its like my dick hitting the back end of the vagina and i cant get to it center its real close but i want it to be perfect. when i hit backspace key nothing comes up. i was wonder what toml settings i could adjust to make this right. thanks **** edit*** fixed, dont know how i did it but i did it

 

Edited by dkahil
Posted (edited)

Fantastic work on this. Truly a huge leap forward for NSFW Skyrim.

 

I am having trouble getting it to recognize the bones added by High Poly Head SMP, e.g. "Upper Lip Center". I can't get it to use those nodes as anchors, nor can I get it to select an override using a predicate like

 

[Predicates]
HasAllBones = ["Upper Lip Center"]

 

On a separate note, it would be fantastic if we had additional override predicates available, like ActorBase ID. 

 

Thank you for the fantastic mod!

Edited by doodoo_eater
Posted
4 hours ago, doodoo_eater said:

Fantastic work on this. Truly a huge leap forward for NSFW Skyrim.

 

I am having trouble getting it to recognize the bones added by High Poly Head SMP, e.g. "Upper Lip Center". I can't get it to use those nodes as anchors, nor can I get it to select an override using a predicate like

 

[Predicates]
HasAllBones = ["Upper Lip Center"]

 

On a separate note, it would be fantastic if we had additional override predicates available, like ActorBase ID. 

 

Thank you for the fantastic mod!

Since it's a SMP node it wont be named that. SMP auto-renames bones it's using. 

 

You'll need to dump your skeleton hierarchy using "F2" (by default). Then look in AccuratePenetration.log for a stable bone to use as a predicate. 

 

I don't remember if I did "contains" or "equals" for those bone names. So I might have to implement wildcard support to help match renamed bone. 

 

11 hours ago, dkahil said:

maybe someone can help me with adjustments, iam just a tad bit of from center, its like my dick hitting the back end of the vagina and i cant get to it center its real close but i want it to be perfect. when i hit backspace key nothing comes up. i was wonder what toml settings i could adjust to make this right. thanks

 

Install SKSE Mod Menu Framework and then press F1

Posted
21 hours ago, GenericUsername234 said:

Having weird intermittent problems with TRX Horse / Futa schlongs. Randomly, something in the physics breaks and the length becomes significantly stretched out in the middle of the animation. Can't reliably determine what the exact cause is. Played for hours at a time, with no issues during animations. Then randomly it occurs, while I am able to switch schlongs with TNG mid animation and it resets it, swapping back to the TRX ones causes them to stretch out again. The menu indicates the "size" value goes in to the tens of thousands range. Doesn't affect other schlongs I have (FutaNemesis conversions of the TRX one). Disabling the mod and starting the animation works normally, and as soon as this mod is enabled the stretching effect happens again, but only with the original TRX ones.

 

Tried Hook 2, and Havok state settings. No noticeable effect.

 

Running TNG with SL P+ and TRX schlongs and the FN conversions.

 

Other than this issue, works absolutely incredibly! Honestly, I would not mind using another schlong set, as long as it had a horse one. Any alternatives out there for TNG?

I haven't been able to reproduce that issue, but it's most certainly an issue with the sml .xml you're using. It's called MaleGenitals.xml or something usually. 

 

You can post it here so I can reproduce the issue and possibly create a patch or at least a warning for people who have the issue in the future. 

Posted

It works great except for Oral. I might have messed up install or something. When you reset expression to fix mouth, it will look perfect, then slowly over time open until their jaw is practically broken and stay there. It's way worse for argonians too. My argonian character's jaw is at about 160 degrees with the cock just basically sliding across the top jaw as the bottom one points towards the floor. 

Posted
3 hours ago, asdt123123 said:

I haven't been able to reproduce that issue, but it's most certainly an issue with the sml .xml you're using. It's called MaleGenitals.xml or something usually. 

 

You can post it here so I can reproduce the issue and possibly create a patch or at least a warning for people who have the issue in the future. 

Will do if it happens again. I applied numerous fixes to include disabling SOS integration with FHDT-SMP, installing a lite XP32 skeleton, changing load order, etc... Which is absolutely awful for troubleshooting/QA, but I am kind of taking a shotgun approach to the issue. Having your mod overwrite/win conflicts with everything, and trying to eliminate redundancies just in case from other mods. Running this mod, improved futa, and your SMP fixes. So far it is functioning normally... But time will tell.

Posted
On 2/8/2026 at 10:10 PM, bloobawg said:

Wow, very nicely done! Seriously eliminated like 50% of the headaches I've had developing animations.

 

Any chance of getting per-hand animation tagging support in the JSON files in the near future? Currently hitting an issue with a few of my animations where two hands in close proximity snap back and forth in a handjob animation, and I'm totally down to just tag those animations with an explicit hand target and ship that with my pack rather than require end users fiddle with their configs individually.

 

Either way, thanks again!

 

Apologies for bumping this but I didn't see a reply- Any planned future support for per-hand scene tagging? Would make certain two-handed handjob animations work great. Also, any chance of open-sourcing? Would love to submit a PR myself if that feature is not in the cards. Thanks again!

Posted
23 minutes ago, bloobawg said:

 

Apologies for bumping this but I didn't see a reply- Any planned future support for per-hand scene tagging? Would make certain two-handed handjob animations work great. Also, any chance of open-sourcing? Would love to submit a PR myself if that feature is not in the cards. Thanks again!

It already allows you to pick a L/R hand tho?

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