w9369 Posted August 3 Posted August 3 Hi author, First of all, thank you so much for this amazing and revolutionary mod! I am currently using OBody NG to randomly distribute various custom body presets (such as extreme thicc/heavy presets with massive Butt and ButtSaggy morph values, as well as regular slim/fit presets) to female NPCs in my game. I built all my outfits and body meshes using Zeroed Sliders (Zero base) in BodySlide so that the RaceMenu Morphs can scale correctly at runtime. However, I ran into alignment/clipping issues due to the drastic body deformations from different OBody presets, especially for those extreme thicc/heavy variants. I am trying to use the ppa-override-configs feature to set up a stepped auto-alignment system, but I have a few questions regarding the new incremental/snapshot model (Inherits = "any"😞 Which predicate type is more recommended and stable for filtering OBody presets under the current runtime override model? Should I use [Predicates.BodyWeight] (vanilla NPC weight sliders) or [[Predicates.BodyMorphs]] (literal RaceMenu morph names like "Butt", "ButtSaggy")? Could you please provide a working .toml template or snippet showing how to correctly structure a multi-tier runtime override config using Inherits = "any"? Specifically, how should the Offset values under [Vagina.Position] and [Anus.Position] be written when overriding fields? Are they absolute values that completely overwrite the base config, or are they relative deltas that add up to the default base values? It would be an absolute life-saver if you could provide a quick example template for both an extreme thicc setup and a regular slim fallback layer under the current version's syntax rules. Thank you so much for your time and guidance! Â
mocartello Posted August 4 Posted August 4 Hello. Please help me fix this problem. In addition to your mod, I also use SMP Head HPH or UBE 1.4 1
Serenity_XXI Posted August 4 Posted August 4 (edited) Hey, quick question here:  When I'm editing the accurate-penetration.toml file, do I have to restart the game each time for the changes to take effect, or can I edit it with the game running and have it auto update?  Oops! Never mind... that's what the F5 key is for 😅 Edited August 4 by Serenity_XXI
lydiaofwhiterun Posted August 6 Posted August 6 On 7/26/2026 at 8:42 PM, ItsDamon said: Here is the toml for the uncensored version (not available on LL anymore but it is out there, you can find it) demonic creatures. (should work with the current LL version too but some genital meshes got removed so enjoy the dry humping with that version.) Drop it in steamlibrary/steamapps/common/Skyrim Special Edition/Data/SKSE/Plugins/ppa-override-configs Demonic_creatures.7z 805 B · 8 downloads  This works great-thanks!  One thing to note however (at least for me) is if I switch over to my Ostim profile (no creatures) PPA will stop working with this still installed and I have to remember to remove it. 1
Ameridaw Posted August 7 Posted August 7 Noticed this a few times, but had to confirm it wasn't a fluke - Hulking Draugr don't get noticed by PPA because they're missing from Baka's collision configs and subsequently from PPA's ABC .toml, anyone that wants to make sure you get PPA on the Hulking Draugr should add "IsRaceFormId(0402A6FD)" to the Conditions line in CBPCollisionConfig_ABC_Draugr.txt and "Dragonborn.esm|02A6FD" to the Races line in bakafactory_abc.tomlÂ
rsunmcoxuxypqwuvfr Posted August 8 Posted August 8 On 8/4/2026 at 11:39 AM, mocartello said: Hello. Please help me fix this problem. In addition to your mod, I also use SMP Head HPH or UBE 1.4 The mouth part of your head use a TRI file that dont have the same morph or the same morph definitions than your head.
Venum0078 Posted August 12 Posted August 12 Hi, I have a question: does this mod work with Faster HDT-SMP v4.0.1? I mean, will your mod's features work 100% correctly with Faster HDT-SMP v4.0.1?
ItsDamon Posted August 12 Posted August 12 16 hours ago, Venum0078 said: Hi, I have a question: does this mod work with Faster HDT-SMP v4.0.1? I mean, will your mod's features work 100% correctly with Faster HDT-SMP v4.0.1? yes I have both installed and have 0 issue.
SimSonny Posted August 13 Posted August 13 This mod has never really had great support for TRX Futanari's penis. For example, the opening and closing of the mouth during blowjob. Can this issue be resolved in the next version update?
asdt123123 Posted August 13 Author Posted August 13 51 minutes ago, SimSonny said: This mod has never really had great support for TRX Futanari's penis. For example, the opening and closing of the mouth during blowjob. Can this issue be resolved in the next version update? No that schlong will never work well with PPA
gezzzy Posted August 14 Posted August 14 23 hours ago, SimSonny said: This mod has never really had great support for TRX Futanari's penis. For example, the opening and closing of the mouth during blowjob. Can this issue be resolved in the next version update? If you set TipExtension higher it helps. Last bone in the schlong is only half way through the penis, I'm guessing thats why it looks so janky. I have mine set to TipExtension = 5.8
traison Posted August 14 Posted August 14 (edited) FEATURE REQUEST: Add the option for a *pop* sound when pulling out. Consider checking previous maximum depth, to avoid issues with (potential) animations that jitter between a hypotetical -0.01 and 0.01 insertion depth. Maximum sound frequency limitation like WetMinInterval. Needs to work at SL animation end: if animation ends with a penetration depth over a threshold (see #1 above) then assume pop.  For implementing this, I'll trade you the prototype code for my previous idea which was cervix resistance simulation: Spoiler  import sys import math import matplotlib.pyplot as plt def mod(v, r): o = r[0] # offset a = r[1] # amount e = r[2] # exponent if v >= o and v < (o + a): d = (v - o) / a v = o + a * math.pow(d, e) return v input = [] output = [] resistance = (0.5, 0.2, 8) #for i in range(100): # v = i / 100 # input.append(v) # output.append(mod(v, resistance)) t = 0 while t < (math.pi * 2): v = abs(math.sin(t)) input.append(v) output.append(mod(v, resistance)) t += 0.02 plt.plot(input, label = 'input') plt.plot(output, label = 'output') plt.xlabel('Time') plt.ylabel('Depth') plt.legend() plt.show()  The mod function produces the bump, everything else is for presentation. The compression before the bump is not included as I assume that's a simple multiplication operation - the mod function only tells you where the tip is. One may also consider smoothing the bump after a while by lessening the resistance value. You may use the mod function without credit, if we get the pop sound.  A disclaimer should perhaps be added to the mod function which is that I do not know if it will actually look interesting in-game or even be visible in most animations. If it's crap then perhaps it is best left unimplemented.  Edited August 14 by traison 3
SimSonny Posted August 14 Posted August 14 2 hours ago, gezzzy said: If you set TipExtension higher it helps. Last bone in the schlong is only half way through the penis, I'm guessing thats why it looks so janky. I have mine set to TipExtension = 5.8 It finally worked. Thank you so much! 3
datboi4206969 Posted August 14 Posted August 14 does this work with MNC? from a male player perspective, like the female creatures dont seem to have the effect, is there any way to enable it?
asdt123123 Posted August 17 Author Posted August 17 On 8/14/2026 at 3:31 AM, traison said: FEATURE REQUEST: Add the option for a *pop* sound when pulling out. Consider checking previous maximum depth, to avoid issues with (potential) animations that jitter between a hypotetical -0.01 and 0.01 insertion depth. Maximum sound frequency limitation like WetMinInterval. Needs to work at SL animation end: if animation ends with a penetration depth over a threshold (see #1 above) then assume pop.  For implementing this, I'll trade you the prototype code for my previous idea which was cervix resistance simulation:  Reveal hidden contents  import sys import math import matplotlib.pyplot as plt def mod(v, r): o = r[0] # offset a = r[1] # amount e = r[2] # exponent if v >= o and v < (o + a): d = (v - o) / a v = o + a * math.pow(d, e) return v input = [] output = [] resistance = (0.5, 0.2, 8) #for i in range(100): # v = i / 100 # input.append(v) # output.append(mod(v, resistance)) t = 0 while t < (math.pi * 2): v = abs(math.sin(t)) input.append(v) output.append(mod(v, resistance)) t += 0.02 plt.plot(input, label = 'input') plt.plot(output, label = 'output') plt.xlabel('Time') plt.ylabel('Depth') plt.legend() plt.show()  The mod function produces the bump, everything else is for presentation. The compression before the bump is not included as I assume that's a simple multiplication operation - the mod function only tells you where the tip is. One may also consider smoothing the bump after a while by lessening the resistance value. You may use the mod function without credit, if we get the pop sound.  A disclaimer should perhaps be added to the mod function which is that I do not know if it will actually look interesting in-game or even be visible in most animations. If it's crap then perhaps it is best left unimplemented.  The original prototype had enter/pop sounds but I didn't like them since every stage change on sexlab would usually lead to an abrupt hole change and what not.  You can pretty easily implement that on your own through PPA's API though: https://asdasdduck.github.io/ppa-docs/skse-api.html Â
traison Posted August 17 Posted August 17 25 minutes ago, asdt123123 said: The original prototype had enter/pop sounds but I didn't like them since every stage change on sexlab would usually lead to an abrupt hole change and what not.  You can pretty easily implement that on your own through PPA's API though: https://asdasdduck.github.io/ppa-docs/skse-api.html  Only place where I've managed to get CommonLibSSE to compile *occasionally* is a dedicated virtual machine. Even then it always breaks on its own every time I revisit it, mainly because of vcpkg, cmake or git. I'm not maintaining this toolset because it's imo far too unstable. I like code I can come back to and compile 10 years later, knowing it won't phone home to check that I'm allowed to and knowing it hasn't removed or otherwise changed dependencies in the meantime.  I'll add that link to my TODO entry though in case I end up having to do this with a PPA plugin.
user2390852 Posted August 20 Posted August 20 (edited) My game immediately crashes upon startup with an error from "AccuratePenetration.dll". The error says "d568f7a76d-d0ebe3f976.clean/include/REL/ID.h(223): failed to open address library file." Everything worked fine before the skyrim update, but after the update it started giving this error. I am more or less sure that the update is causing this, but maybe I did something wrong. Does anyone else have the same problem or a fix? (I dont know how much help it will be but here is the log anyways AccuratePenetration.log) Edited August 20 by user2390852
Bigglsby Posted August 20 Posted August 20 1 hour ago, user2390852 said: My game immediately crashes upon startup with an error from "AccuratePenetration.dll". The error says "d568f7a76d-d0ebe3f976.clean/include/REL/ID.h(223): failed to open address library file." Everything worked fine before the skyrim update, but after the update it started giving this error. I am more or less sure that the update is causing this, but maybe I did something wrong. Does anyone else have the same problem or a fix? (I dont know how much help it will be but here is the log anyways AccuratePenetration.log)  Skyrim/Fallout game updates break compatibility with SKSE/F4SE. The script extenders are game executable specific. So even if the various mod .dlls are made with common lib and are version agnostic, SKSE/F4SE themselves are not. You'll need to update SKSE. There may also be other SKSE mods you have that will require updates (non common lib mods).  Best practice is to lock down your game so it can't update, and hold off until you actually WANT to update. 1
user2390852 Posted August 20 Posted August 20 43 minutes ago, Bigglsby said:  Skyrim/Fallout game updates break compatibility with SKSE/F4SE. The script extenders are game executable specific. So even if the various mod .dlls are made with common lib and are version agnostic, SKSE/F4SE themselves are not. You'll need to update SKSE. There may also be other SKSE mods you have that will require updates (non common lib mods).  Best practice is to lock down your game so it can't update, and hold off until you actually WANT to update. I already upgraded SKSE to the newest (post-game update) version and it still gives the same error. Does this mean that every single mod I have needs to update regardless of SKSE, including this? How long would that take?
NCK30 Posted August 20 Posted August 20 1 hour ago, Bigglsby said: Best practice is to lock down your game so it can't update, and hold off until you actually WANT to update. Â That is NEVER. Â Thank GOD that I locked down the manifest before this freakshow. 4
Bigglsby Posted August 20 Posted August 20 50 minutes ago, user2390852 said: I already upgraded SKSE to the newest (post-game update) version and it still gives the same error. Does this mean that every single mod I have needs to update regardless of SKSE, including this? How long would that take?  It'll hang up as long as even one mod is broken. Honestly, some are never updated - or not for quite some time. Sometimes another author will patch instead, assuming the main author has open permissions to allow it - not always an option. This is why any new Beth update is modding hell. It's also why there are modders locked in at just about every release version.  My recommendation is look up how to roll back to ver 1170 (assuming that's where you were before). I've never rolled back, but the process is pretty well documented out there. Then lock down your game version. Soft safety is to stay in offline mode and "only update on game start", since SKSE is your real game launcher. This isn't 100% and still screws some people over though. Most secure way is to go into your steamapps folder, and look for the Skyrim SE manifest file. (appmanifest_489830.acf) Right-click and open properties. Then set to read-only. Steam can't update the manifest, so it won't update the game. Unset the read-only flag to permit it to update again. Do this only after you do your rollback though (assuming you go that route).  Good luck! Just about everybody gets bitten in the ass this way. Modding is full of "learning opportunities". :) 2
user2390852 Posted August 20 Posted August 20 19 minutes ago, Bigglsby said:  It'll hang up as long as even one mod is broken. Honestly, some are never updated - or not for quite some time. Sometimes another author will patch instead, assuming the main author has open permissions to allow it - not always an option. This is why any new Beth update is modding hell. It's also why there are modders locked in at just about every release version.  My recommendation is look up how to roll back to ver 1170 (assuming that's where you were before). I've never rolled back, but the process is pretty well documented out there. Then lock down your game version. Soft safety is to stay in offline mode and "only update on game start", since SKSE is your real game launcher. This isn't 100% and still screws some people over though. Most secure way is to go into your steamapps folder, and look for the Skyrim SE manifest file. (appmanifest_489830.acf) Right-click and open properties. Then set to read-only. Steam can't update the manifest, so it won't update the game. Unset the read-only flag to permit it to update again. Do this only after you do your rollback though (assuming you go that route).  Good luck! Just about everybody gets bitten in the ass this way. Modding is full of "learning opportunities". I am currently in the process of rolling back, and I already set the files to read only. Its crazy how complicated skyrim modding is, but as you said, I learned a lot of new things while setting things up. (And just as everything was ready bethesda decided to update the game after years lol) Thank you for the advice 1
Drune Posted Friday at 10:59 AM Posted Friday at 10:59 AM Hello! Love your mod. Thanks for the hard work. By now, you know there has been a Skyrim update to 1.7.99, and it's causing an issue with AccuratePenetration.dll.  Wow. Didn't realize the JPEG would be this large. You could read this from orbit. Anyway, this is what I'm receiving.  Is there a quick fix for this, or will the DLL have to be updated for the new 1.7.99 version of Skyrim SE.  Thanks! Have a great day!  Jon jon.lee.curtis@gmail.com    2
Bigglsby Posted Friday at 02:41 PM Posted Friday at 02:41 PM I direct you to look at the other posts directly above yours for recommendations. 1
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