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Procedural Penis Animations/Collision [Beta]


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Posted (edited)
On 2/27/2026 at 3:33 AM, Mmmdonut said:

On a few group creature animations I find it impossible to assign actor targets. For example any group riekling animation and Billyy (Horse) 3p DP Sideways. I can only ever select 1 of the creature actors and its really tricky to select them in the first place almost always selecting the woman instead. 

That's a general and 99% known issue with this mod. Here is why it happens:

 

Sexlab anims place all actors in a sexscene, in the exact same spot. That is: Every actor is physically in the same spot. They only get placed left, right, up and down, by the animation. But their physical representation is all actors in the same inch. So it's impossible to WYSIWYG slect them.

 

Why then does it work for humans, but not creatures? Good question! I have two possible answers. #1: By what skyrim devs have told me,  humanoids are handled differently than creatures by the skyrim engine. #2: All humanoids share the same skelleton, while creatures have individually different ones. So if i put myself in the POV of a developer, if i wanted to overcome the #1 problem, i could make actors in a scene selectable by they body-skel nodes (and some headroom). But creatures all have different nodes and skels, so i would not implement solutions for them until later.

 

Whatever is the reason for why things are the way they are, manual edits currently are beyond a PITA for group creature anims. It is actually faster and easier to write JSONS by hand, than making creature group anims by hand in the game. And not just slightly but by a mile: I can write group JSONS by hand in 5% of the time it takes me to select the right creature ingame.

Edited by bitnuke
Posted
25 minutes ago, bitnuke said:

That's a general and 99% known issue with this mod.

Can it be configured like this? selecting a target in console for PPA to consider that as actor if no actor is pointed. this way we can easily select the target we want. I use a mod that highlights the object selected in console while console is open. pretty handy.

Posted
4 hours ago, asdt123123 said:

No it's a module to the main system. Only reason I included the sound system is because the calculations the base system does easily is translated to creating procedural sounds. 

As in you can't hide the visual outcome and still run the system that would generate the sounds? Tx anyways!

 

On creatures, is it possible to add some sort of automated detection as a fallback? As far as I am aware for this mod, it seems you have to manually add each creature race under the bracketed list in the override configs .toml for them to animate. This is LOT if you use new enemy mods like Mihail's or expansions. I notice some mods instead detect the project.hkx file, for example werewolves use Actors\WerewolfBeast\WerewolfBeastProject.hkx and that's shared in 99.9% of cases someone adds a new werewolf NPC, instead of checking for individual race formIDs as this mod does.

 

Tx for all your work on the mod))

Posted
10 hours ago, bitnuke said:

That's a general and 99% known issue with this mod. Here is why it happens:

 

Sexlab anims place all actors in a sexscene, in the exact same spot. That is: Every actor is physically in the same spot. They only get placed left, right, up and down, by the animation. But their physical representation is all actors in the same inch. So it's impossible to WYSIWYG slect them.

 

Why then does it work for humans, but not creatures? Good question! I have two possible answers. #1: By what skyrim devs have told me,  humanoids are handled differently than creatures by the skyrim engine. #2: All humanoids share the same skelleton, while creatures have individually different ones. So if i put myself in the POV of a developer, if i wanted to overcome the #1 problem, i could make actors in a scene selectable by they body-skel nodes (and some headroom). But creatures all have different nodes and skels, so i would not implement solutions for them until later.

 

Whatever is the reason for why things are the way they are, manual edits currently are beyond a PITA for group creature anims. It is actually faster and easier to write JSONS by hand, than making creature group anims by hand in the game. And not just slightly but by a mile: I can write group JSONS by hand in 5% of the time it takes me to select the right creature ingame.

Interesting thanks for the explanation. I know its faster to do in the JSON I too have surrendered and have just been using that. I was wondering if it were possible to add the ability to tag actors in animations quickly within the SKSE Menu so that you could tag while in game. Though it is redundant apart from aiding this one problem that already can be solved. 

Posted
16 hours ago, pog champion said:

On creatures, is it possible to add some sort of automated detection as a fallback? As far as I am aware for this mod, it seems you have to manually add each creature race under the bracketed list in the override configs .toml for them to animate.

You don't just add "creature races" to those files, but tell the mod how their schlongs work. That's the real purpose of those files: It's not about the creatures but their schlongs. How is the program supposed to "guess" which nodes of a penis are for schlong animation, and which ones are for other purposes? The meshes contain no information like "this node is for this, and that node is for that". It's all just a bunch of bones with "informative" names like "BD1"... LOL.

Posted (edited)

Actually, where in SexLab do I disable its sounds if I want to use the PPA sounds? I am using SL 1.63 with Osmel's SLU+. It's not in this section, isn't it? At least I can't seem to find it:

Spoiler

image.png.985f18194c3638480ed171caa00f703a.png

 

Edited by Gudulba
Posted
1 hour ago, Gudulba said:

Actually, where in SexLab do I disable its sounds if I want to use the PPA sounds? I am using SL 1.63 with Osmel's SLU+. It's not in this section, isn't it? At least I can't seem to find it:

  Reveal hidden contents

image.png.985f18194c3638480ed171caa00f703a.png

 

Couldn't find such an option either. Of course you can just turn SFX volume to zero, but this also silents cum-sounds, and PPA currently does not have those.

 

So here's what i did: I reduced SFX volume to 50% and then moved the "SFX Delay" slider to the maximum. This means SL sexsounds only play rarely and are quiet enough to be ignorable. But i still get the SL cum sound.

Posted (edited)
2 hours ago, Gudulba said:

Actually, where in SexLab do I disable its sounds if I want to use the PPA sounds? I am using SL 1.63 with Osmel's SLU+. It's not in this section, isn't it? At least I can't seem to find it:

  Reveal hidden contents

image.png.985f18194c3638480ed171caa00f703a.png

 

 

"SFX Volume". Downside is that it gets rid of the moans for oral action too. Also you may find that the slider only goes down to 1%. I edited my own SL scripts to allow for 0%, then added checks to not play the sounds at all when set to 0. Minor optimization. With script edits it should be possible to keep the moan sounds, but since I'm not personally bothered by this I never looked into it.

 

Call it immersion. How could you moan when you're half way down a horse lollipop?

 

Edit:

1 hour ago, bitnuke said:

...this also silents cum-sounds...

 

Makes sense. I didn't notice this myself since my own mod handles these sounds.

Edited by traison
Posted
7 hours ago, bitnuke said:

You don't just add "creature races" to those files, but tell the mod how their schlongs work. That's the real purpose of those files: It's not about the creatures but their schlongs. How is the program supposed to "guess" which nodes of a penis are for schlong animation, and which ones are for other purposes? The meshes contain no information like "this node is for this, and that node is for that". It's all just a bunch of bones with "informative" names like "BD1"... LOL.

The file does both things... it lists the races and the nodes... You do not have to be condescending, regrettably there is no block feature on this website so I have to dignity your foolishness with a response. In developing custom creature mods, the animation bones are shared, the races may be changed for editing stats but still refer back to the original werewolf skeleton .nif and .hkx. It would simply be convenient if once the mod detects the nodes or a similar parent file that it starts the handling there

Posted (edited)
1 hour ago, pog champion said:

You do not have to be condescending

I am not responsible for things in your head. You are.

 

Quote

Regrettably there is no block feature on this website

Yes, there is. I just used it on you.

Edited by bitnuke
Posted

ABC 3.10 canine dongs seem to be a special kind of broken:

 

1. If given the don't rotate base setting, they just stop working alltogether. No physics, no collision, no animation. Just static.

 

2. They sometimes bug out and stop working in PPA (for ALL loaded canine actors). Yet ABC anims continue to work. And this gets baked into saves: Reloading won't fix it, but going through a loaddoor will fix it. I guess that's because loaddoors remove the penis-addon and actor, so upon return they get "fresh" dongs from CF.

 

3. The distributed configfile gives canine dongs a base-offset of [0,0,0]. This makes canine dongs look detached from the visual base in most anims. An offset of [0,3.6,0] fixes it for most anims, but then they look detached in a handful other anims. I guess the solution here would be the don't rotate base setting, but as said above, that makes them not work at all.

 

Yes, i read the FAQ in the OP. I'm not posting this as a bug-report, but just information for anyone in the process of fixing ABC dongs.

Posted
24 minutes ago, bitnuke said:

...information for anyone in the process of fixing ABC dongs.

 

You mean the PPA config? What's wrong with it?

Posted
1 hour ago, traison said:

Anyone figured out what DynamicBendProjection does?

 

HI, What's that? I'm reviewing the Toml and I can't find anything that mentions such a thing.

Posted
30 minutes ago, 深淵の神 said:

 

HI, What's that? I'm reviewing the Toml and I can't find anything that mentions such a thing.

 

bakafactory_abc.toml:~200, horse override.

DynamicBendProjection = true
DynamicBendProjectionMulti = 0.5

 

Posted (edited)

can we set this up to target a Skinned mesh , Tri shape like if created a skinned mesh with out any collison could i target it as the mod is now?? example in the photo image.png.082f122b19b635c8a2b23b8c5e96db72.pngimage.png.31cc01f8c05075c331051d63979c6105.png

 

then let body slide move it where ever it need to go.

 

Edited by Nobody00053
Posted
3 minutes ago, Nobody00053 said:

...then let body slide move it where ever it need to go.

 

No idea what you're trying to do, but BodySlide morphs have nothing to do with NiNodes. This mod moves NiNodes, RaceMenu handles BS morphs. 2 entirely different things. Adjust the scale values in the config files if you want to adjust opening sizes.

Posted (edited)
14 minutes ago, traison said:

 

No idea what you're trying to do, but BodySlide morphs have nothing to do with NiNodes. This mod moves NiNodes, RaceMenu handles BS morphs. 2 entirely different things. Adjust the scale values in the config files if you want to adjust opening sizes.

I'm trying to find a way to make this Obody compatible. This targets a offset from NInodes yes and you set an offset off of that Ninode it doesnt move the Ninode rather than target the offset of one , Im trying to figure out if i can target a skinned mesh from in the example picture will move with the with the body and stay in positions , and only have to make one offset not one per body type obody can throw at you thousands. in the picture about that is a skinned mesh i made as an example. it moves with the body and doesn't stretch. I meant to say as the Mod is Currently Im not going to ask or even suggest to redo the whole mod or anything like that.

Edited by Nobody00053
Posted
26 minutes ago, Nobody00053 said:

I'm trying to find a way to make this Obody compatible. This targets a offset from NInodes yes and you set an offset off of that Ninode it doesnt move the Ninode rather than target the offset of one , Im trying to figure out if i can target a skinned mesh from in the example picture will move with the with the body and stay in positions , and only have to make one offset not one per body type obody can throw at you thousands. in the picture about that is a skinned mesh i made as an example. it moves with the body and doesn't stretch. I meant to say as the Mod is Currently Im not going to ask or even suggest to redo the whole mod or anything like that.

 

Basically the same problem that CBPC would have then. I imagine this would require quite a lot of rethinking in PPA. FSMP could be used as an example perhaps, but that's just part of the problem as I see it.

Posted (edited)
11 hours ago, traison said:

 

You mean the PPA config? What's wrong with it?

Sorry for not being more precise. I meant the ABC meshes. Like most people, i only know the basics about meshes, so i can't help fixing those.

 

Completely different topic: What is the actual anchor for hands feature? I ask because if i enable the "bones" debug function to show the grip spheres - which are really useful by the way - i can get the spheres to perfectly follow the grip center in one animation. Then i switch to another anim and dongs clip through fingers again, 2 units off at least. Of course the orientation both the hand and dongs is different between anims, so if there's just one anchor per hand, i wonder that method is perhaps insufficient.

 

To be fair, the hands feature works more often than not, which is impressive. But about 25% of the time i end up disabling the feature for an animstage, and just doing offset corrections instead.

Edited by bitnuke
Posted

Is this face coming from this mod?  And if so how do I turn it off without affecting the rest of the mod?  It's conflicting with hentairim p+, causing double tongues, and doesn't work with lip sync.  Anyone see this and know what it is if not from this mod?

image.thumb.png.5f3a00ba30caad8ec185e3ca460278dd.png

Posted
5 minutes ago, no_way said:

Is this face coming from this mod?  And if so how do I turn it off without affecting the rest of the mod?  It's conflicting with hentairim p+, causing double tongues, and doesn't work with lip sync.  Anyone see this and know what it is if not from this mod?

image.thumb.png.5f3a00ba30caad8ec185e3ca460278dd.png

No it's must from other ahegao or tounge animation related mods

Posted

Sorry for making probably dumb questions:

 

What/where are framework flags for aply to context in custom facial expressions.

 

And how to lipsync, this is driving me crazy.

Posted (edited)
16 minutes ago, perrillo said:

What/where are framework flags for aply to context in custom facial expressions.

 

See the Targets and Contexts arrays of the "[FacialPreset]" section.

https://6988638dc34b0c19d253892b--comforting-moonbeam-c80c4b.netlify.app/expressions.html

 

16 minutes ago, perrillo said:

And how to lipsync...

 

Lipsync to what? This mod produces no spoken words or other such noises.

Edited by traison
Posted
2 hours ago, perrillo said:

And how to lipsync, this is driving me crazy.

 

If I understand your question correctly, I think you're referring to when the lips sync up with the moans, right? Sexlab Classic + OsmelMC Mod Tweaks, and Ostim all have this feature; how much you might like each one is a matter of personal taste. I suppose P+ also includes it, assuming it is the "successor" to Sexlab. Check the respective pages to find instructions on how to use that simple function

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