w9369 Posted June 1 Posted June 1 Can I make a suggestion? I suggest adding the following parameters for vagina and anus to the SKSE menu so that they can be adjusted in the game. Ideally, they should be input as numbers and dragged with the mouse, so that they are neither too large nor too small. # Local offset from the anchor bone (X, Y, Z). Offset = [0.0999999, -2.05005, -3.27] CollisionCylinderRadius = 1.2 CollisionCylinderHeightModifier = 1.0 [[Vagina.Position.DepthWaypoints]] Offset = [0.0, 0.0, 6.0] CornerSmoothing = 1.0 CollisionRadius = 4.0 [[Vagina.Position.DepthWaypoints]] Anchor = "NPC Spine1 [Spn1]" Offset = [0.10003, 3.39997, -3.25] CornerSmoothing = 0.5 CollisionRadius = 1.0 [Anus.Position] Anchor = "NPC Pelvis [Pelv]" Offset = [0.0, -5.8, -1.0] CollisionCylinderRadius = 1.2 CollisionCylinderHeightModifier = 1.0 [[Anus.Position.DepthWaypoints]] Offset = [0.0, 3.0, 6.0] CornerSmoothing = 1.0 [[Anus.Position.DepthWaypoints]] Anchor = "NPC Spine1 [Spn1]" Offset = [0.0, 4.0, 0.0] CornerSmoothing = 1.0
bitnuke Posted June 2 Posted June 2 Can somebody comfirm that vagina opening physics still work in the current version with human actors? I just upgraded from 0.32 to 0.34. I changed nothing about my PPA or CBPC config, except: I merged in the new PPA config settings with default values, including vagina opening offsets. And i commented out the bulge node in my CBPC config, to let PPA handle it. Yet now after the update, CBPC seems to handle vagina opening (the scale and girth settings in PPA do absolutely nothing). PPA penis physics still work, so it's not a detection problem. Instead it looks like PPA behaves as if "HandleOpeningPhysics" is set to false, when it's actually set to true, and always has been.
深淵の神 Posted June 2 Posted June 2 3 hours ago, bitnuke said: Can somebody comfirm that vagina opening physics still work in the current version with human actors? Yes, it works perfectly well. Check your PPA log 1
nichio Posted June 3 Posted June 3 (edited) Hi there, Installed the latest update, a day after it was launched. Unfortunately, I did not have the time to test it until last evening. In the meantime, FSMP got updated from 3.0.6 to 3.1.0. To my surprise, collisions were no longer working as before. More specifically, the penis was penetrating the vagina only when pushing in. While pulling out, the penis was out of vagina facing the opposite way of the hole. Ofc, this behavior was tested with various animations that were working perfectly under the previous setup (ppa 0.33 & FSMP 3.0.6). Reverting both mods back to my working versions, brought PPA to it's usual standards. Thx in advance for the most important adult mod ever! UPD: It seems that problem's root lied elsewhere. Combination of PPA & FSMP was not the issue, apparently. Will have something definitive by tomorrow. Edited June 3 by nichio
OtherMoleva Posted June 3 Posted June 3 does anyone using softbody 3ba? is there optimal settings for it? default one are opening v-hole too horizontally (i tried to change maxsize, size values, it made look even worse). it does look fine with HandleOpeningPhysics = false
Reza.02 Posted June 4 Posted June 4 Why there is no vagina collisions with male hands. everything works great and i love it but there isnt any vagina collisions with male fingers. which kinda ruins the immersion in Fingering tagged animation. please help also how do i get Cbpc vagina to work with Male hands. im using SoS Full
深淵の神 Posted June 4 Posted June 4 1 hour ago, Reza.02 said: Why there is no vagina collisions with male hands. everything works great and i love it but there isnt any vagina collisions with male fingers. which kinda ruins the immersion in Fingering tagged animation. please help also how do i get Cbpc vagina to work with Male hands. im using SoS Full It’s probably something to do with the meshes you’re using, because for me, with CBPC + 3BA + HIMBO + TNG + FSMP, it works perfectly.
CrawfordeL Posted June 4 Posted June 4 Would it be possible to make the slap sound effect only trigger when both character pelvises are a close together and play another type of sound otherwise? It seems odd to have that sound play when not all animations penetrate that deep.
asdt123123 Posted June 4 Author Posted June 4 3 hours ago, CrawfordeL said: Would it be possible to make the slap sound effect only trigger when both character pelvises are a close together and play another type of sound otherwise? It seems odd to have that sound play when not all animations penetrate that deep. read
Reza.02 Posted June 4 Posted June 4 18 hours ago, 深淵の神 said: It’s probably something to do with the meshes you’re using, because for me, with CBPC + 3BA + HIMBO + TNG + FSMP, it works perfectly. Hey so I tried switching to TNG and Himbo. no matter what I do Male fingers won't have collisions with female vagina. I'm my load order is cbpc-fsmp-3ba-tng-himbo-xp32 skeleton -PPa. Pls help. Also I download physics files with himbo.and made Himbo SoS CBPC body in bodyslide. Penis collision is working perfectly but No Hands (male) collisions with vagina
ezala123 Posted June 5 Posted June 5 On 6/2/2026 at 3:29 PM, bitnuke said: Can somebody comfirm that vagina opening physics still work in the current version with human actors? I just upgraded from 0.32 to 0.34. I changed nothing about my PPA or CBPC config, except: I merged in the new PPA config settings with default values, including vagina opening offsets. And i commented out the bulge node in my CBPC config, to let PPA handle it. Yet now after the update, CBPC seems to handle vagina opening (the scale and girth settings in PPA do absolutely nothing). PPA penis physics still work, so it's not a detection problem. Instead it looks like PPA behaves as if "HandleOpeningPhysics" is set to false, when it's actually set to true, and always has been. I had similar problems and noticeable flickering/undulating with orifice meshes after upgrading PPA to 0.0.34 and FSMP to 3.10. No matter what changes I made in the PPA config file, everything but orifice off-set did absolutely nothing when reloading PPA configs in-game. After over an hour of trial and error, I gave up and downgraded both to PPA 0.0.33 and FSMP 3.06. Changes in the PPA config file are working as intended and the weird orifice mesh undulating is almost gone now. Might've not been PPA at all, but at this point I lacked the patience to try downgrading only FSMP. Mind you, I've messed around with several versions of PPA without any problems like I had with the latest one (0.0.34). Had nothing weird in the PPA log either. I like the openings to be the same size as the actual member penetrating it so I do a lot of manual adjusting. 2
深淵の神 Posted June 6 Posted June 6 On 6/4/2026 at 4:13 PM, Reza.02 said: Hey so I tried switching to TNG and Himbo. no matter what I do Male fingers won't have collisions with female vagina. I'm my load order is cbpc-fsmp-3ba-tng-himbo-xp32 skeleton -PPa. Pls help. Also I download physics files with himbo.and made Himbo SoS CBPC body in bodyslide. Penis collision is working perfectly but No Hands (male) collisions with vagina Well, even though we have the same mods, that doesn't mean we have them set up the same way. For example, I use CBPC for everything except hair and clothes, just that as is without needing to mess with the hand physics files, it just works. And I don't use that extra HIMBO file you're talking about. So I can't really tell you. https://drive.google.com/file/d/1SA8SDGL_GCrcMjE-BdmGTtPR_fl4OCr8/view?usp=sharing
nategaming Posted June 6 Posted June 6 On 5/29/2026 at 7:40 PM, NCK30 said: Hey asdt123123, I know I said I was finished. Is it at all possible to improve Boob Grab and Boobjobs within your setup? I am a freak for boobs. If You say no I will be happy anyways... This would be epic. 2
nategaming Posted June 7 Posted June 7 (edited) Did anyone hear about what Acro is working on (maker of CBBE 3BA). MXPBD may be next level what we are looking for. On his twitter and patreon at the moment. Edited June 7 by nategaming 3
traison Posted June 7 Posted June 7 19 hours ago, nategaming said: MXPBD may be next level what we are looking for. Nothing is going to replace 3BA/BHUNP until a significant amount of outfits get converted. Barely anything got converted to COCO: Is there a COCO variant of Remodeled Armor? Is there a COCO variant of all the TAWOBA packs? Same goes for Softbody, though I think it actually did a bit better than COCO. It's not easy to find the workforce to convert hundereds of outfit pieces when dealing with a 15 year old game, and especially when that workforce just got done converting things for the body that was popular last week. Also note that "hundereds of outfit pieces" doesn't get you that far when dealing with the likes of TAWOBA and Remodeled Armor.
nategaming Posted June 8 Posted June 8 2 hours ago, traison said: Nothing is going to replace 3BA/BHUNP until a significant amount of outfits get converted. Barely anything got converted to COCO: Is there a COCO variant of Remodeled Armor? Is there a COCO variant of all the TAWOBA packs? Same goes for Softbody, though I think it actually did a bit better than COCO. It's not easy to find the workforce to convert hundereds of outfit pieces when dealing with a 15 year old game, and especially when that workforce just got done converting things for the body that was popular last week. Also note that "hundereds of outfit pieces" doesn't get you that far when dealing with the likes of TAWOBA and Remodeled Armor. I know I thought about all the 3BA outfits too and Obody etc. and I wouldn't want to convert plus it would take ages. I was hoping it would just be an addon on top of 3BA but I don't really get how this new mod works, it's unclear to me if it's just an entirely new body or something else. All i've seen so far is it tells you to get rid of CBPC but not 3BA or any body mods. If it requires all outfits converting I don't see the point unless everyone is on board with it.
PippinTom Posted June 8 Posted June 8 Hell, outfit conversions are easy if body is at least resembling something else (like with coco type 2 and UUNP/BHUNP - with small exception to rather rare cases when weight (re)painting is required and/or unavoidable), and if done gradually (only when I need to wear something new I alt-tab and do it - ignoring the rest in hope I'll never have to return to it). Actually more tedious is to fix all those stupid (because inconsistent and fancyed beyond human comprehension) pieces' names which unfixed make quick search pain in the ass, and even more annoying shit - totally absurd and stripped of any logic slot assignments. That one actually can hurt sometimes.
NCK30 Posted June 8 Posted June 8 12 hours ago, traison said: Nothing is going to replace 3BA/BHUNP until a significant amount of outfits get converted. Barely anything got converted to COCO: Is there a COCO variant of Remodeled Armor? Is there a COCO variant of all the TAWOBA packs? Same goes for Softbody, though I think it actually did a bit better than COCO. It's not easy to find the workforce to convert hundereds of outfit pieces when dealing with a 15 year old game, and especially when that workforce just got done converting things for the body that was popular last week. Also note that "hundereds of outfit pieces" doesn't get you that far when dealing with the likes of TAWOBA and Remodeled Armor. Yeah. My will to start over again again is not big. It has to be something totally outstanding to make the change. Also just now just perfected the CBPC/PPA for BHUNP thanks to You and asdt123123. Heck. Even doing BHUNP armors is plenty of work. IF Elder Scrolls 6 turns out to be a fiasco, then I can see people continuing to change. This is the last chance for Bethesda to prove that they can still do a job in this genre. I don't see them making another Elder Scrolls game, unless ES6 is a major hit.
NCK30 Posted June 8 Posted June 8 (edited) 10 hours ago, PippinTom said: Hell, outfit conversions are easy if body is at least resembling something else (like with coco type 2 and UUNP/BHUNP - with small exception to rather rare cases when weight (re)painting is required and/or unavoidable), and if done gradually (only when I need to wear something new I alt-tab and do it - ignoring the rest in hope I'll never have to return to it). Actually more tedious is to fix all those stupid (because inconsistent and fancyed beyond human comprehension) pieces' names which unfixed make quick search pain in the ass, and even more annoying shit - totally absurd and stripped of any logic slot assignments. That one actually can hurt sometimes. Fixing weight paints on bikinis with a ring between the tits is the worst. Generally the area between the breasts is a pain to weight paint properly. I spent ages doing this in LE. I don't think I could stomach doing it more than once in SE. And don't get me started on weight painting Sling Bikinis. Edited June 8 by NCK30
traison Posted June 8 Posted June 8 (edited) 1 hour ago, NCK30 said: Fixing weight paints on bikinis with a ring between the tits is the worst. These should be easily doable by first removing all boob-node weightpaint that the ring currently has, then in the weightpainting brush settings set focus to 1, spacing to something high like 0.75, strength to pretty much any value and size such that it covers the entire ring in its radius. Apply weightpaint to the ring by clicking once for both sides (left and right boob) or by using X-mirroring. Finish it up by removing paint from the area around the ring, i.e. remove the overflow. The ring should now move with the tits and stay in the middle without deforming. Edit: If there's other elements nearby that need to keep their weightpainting intact, remember that there's masking in Outfit Studio. 1 hour ago, NCK30 said: And don't get me started on weight painting Sling Bikinis. In my experience, the armors that have done bikinis or just straps and strings property in general are quite rare. If you want for instance the bra straps to be realistic (as opposited to glued to the skin) there should be no vertices along the strap. The shape from the top of the cup to the shoulders should be made of uninterrupted polygons. Everything else will deform as the character moves or morphs are applied. These things are easy to fix in Blender, but sadly it can not be done in Outfit Studio. So yes, if the sling bikini is incorrectly made you could say, then weightpainting could even impossible to get perfect. I should probably mention that this method does not work for convex areas: if there's a strap, string or whatever going over the belly for instance, then the pregnancy slider will make the belly poke through the "armor". Edited June 8 by traison
NCK30 Posted June 8 Posted June 8 1 hour ago, traison said: These should be easily doable by first removing all boob-node weightpaint that the ring currently has, then in the weightpainting brush settings set focus to 1, spacing to something high like 0.75, strength to pretty much any value and size such that it covers the entire ring in its radius. Apply weightpaint to the ring by clicking once for both sides (left and right boob) or by using X-mirroring. Finish it up by removing paint from the area around the ring, i.e. remove the overflow. The ring should now move with the tits and stay in the middle without deforming. Edit: If there's other elements nearby that need to keep their weightpainting intact, remember that there's masking in Outfit Studio. Exactly how I did it in LE. Finding the right weight to match the bounce of the string is tricky though. I am bound to run into these issues, so I will make a notice of these values You mention.
NCK30 Posted June 8 Posted June 8 (edited) 2 hours ago, traison said: In my experience, the armors that have done bikinis or just straps and strings property in general are quite rare. If you want for instance the bra straps to be realistic (as opposited to glued to the skin) there should be no vertices along the strap. The shape from the top of the cup to the shoulders should be made of uninterrupted polygons. Everything else will deform as the character moves or morphs are applied. These things are easy to fix in Blender, but sadly it can not be done in Outfit Studio. So yes, if the sling bikini is incorrectly made you could say, then weightpainting could even impossible to get perfect. I should probably mention that this method does not work for convex areas: if there's a strap, string or whatever going over the belly for instance, then the pregnancy slider will make the belly poke through the "armor". The one included in Goma Pero Land (Mini Bikini pack) was weight painted to perfection. See pics. It does not bend when NPC's look to the side. It keeps the shape. This is typically the spine weights and somewhat the boobs weights. Blender and 3DSMax can fix these easily, as You say. Fixing it in Outfit Studio is a different beast. I only dabbled in Blender once, and I managed to make a dress that deformed and stretched to avoid clipping when thighs moved. But it took me ages to achieve this. I did not have the patience for that at the time. But Blender is becoming widely used. Maybe I should check it out again. Predator-RJ is making some sensational armors with Blender. Edited June 8 by NCK30
Reza.02 Posted June 8 Posted June 8 On 6/6/2026 at 6:42 AM, 深淵の神 said: Well, even though we have the same mods, that doesn't mean we have them set up the same way. For example, I use CBPC for everything except hair and clothes, just that as is without needing to mess with the hand physics files, it just works. And I don't use that extra HIMBO file you're talking about. So I can't really tell you. https://drive.google.com/file/d/1SA8SDGL_GCrcMjE-BdmGTtPR_fl4OCr8/view?usp=sharing okay yea i removed it reinstalled and now its working (cant say i like it much the movements with cbpc fingers look rough). i was using gt softbody earlier and fingering collisions were perfect. btw what mod ure using for moans and sfx. the ones of LL arent really that gud
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now