asdt123123 Posted January 2 Author Posted January 2 (edited) 1 hour ago, NCK30 said: Working real good still for me. Strange thing though. First time with a NPC it does not work. Then I start an anim manually, and it works again. Next time I start a scene via Sexlab Romance or Amorous Adventures it works. Just not working the first time for some reason. On version 0.05. Other than that this has made so many animations better. Check with the debugger enabled. If you're using Sexlab instead of P+, the states can be a little chaotic due to papyrus lag. So I may have to give you a build with a ton of additional debug logging to figure out the issue. It's possible you've got a stale animation that has it's active state set to "animating". Not sure if Sexlab clears stale states automatically. Could probably debug that by starting 15 scenes, letting them all finish. Saving, reloading - and seeing if the problem is gone. Edit: If the debugger detects the scene (You'll see tons of spam with tags, invovled actors etc) then it's for sure a stale animation state issue. It's basically using an old animation that never got properly cleaned up rather than the new. 2 hours ago, love2nino said: best mod ever Doon't expect it to be perfect for gangbangs yet. It's just using your specified collision cylinder detection for that atm. I'll improve it in time. Edited January 2 by asdt123123 2
VersuchDrei Posted January 2 Posted January 2 4 hours ago, asdt123123 said: Yup that's exactly what I need. All those functions seem native too so it'll be able to hook their actual C++ memory rather then some nasty papyrus hacks I can add all that to the C++ API so that you can use the plugin messaging interface instead of having to look up memory addresses for every new version I release. 3
asdt123123 Posted January 2 Author Posted January 2 (edited) 58 minutes ago, VersuchDrei said: I can add all that to the C++ API so that you can use the plugin messaging interface instead of having to look up memory addresses for every new version I release. It's not a big deal tbh, I just resolve the stub from the VM registry. It's only ~1ish lines of code since I've already written the utility for SexlabP+ and you guys don't use stackIds. The only thing that'll take a bit of time with OStim is I'll have to install it and test. But the mod looks great, so I'll probably use it beyond just testing lol. No clue how I haven't heard of it until now. Edited January 2 by asdt123123 1
NCK30 Posted January 2 Posted January 2 2 hours ago, asdt123123 said: Check with the debugger enabled. If you're using Sexlab instead of P+, the states can be a little chaotic due to papyrus lag. So I may have to give you a build with a ton of additional debug logging to figure out the issue. It's possible you've got a stale animation that has it's active state set to "animating". Not sure if Sexlab clears stale states automatically. Could probably debug that by starting 15 scenes, letting them all finish. Saving, reloading - and seeing if the problem is gone. Edit: If the debugger detects the scene (You'll see tons of spam with tags, invovled actors etc) then it's for sure a stale animation state issue. It's basically using an old animation that never got properly cleaned up rather than the new. Doon't expect it to be perfect for gangbangs yet. It's just using your specified collision cylinder detection for that atm. I'll improve it in time. I am using Sexlab 1.63 for SE 1.5.97.
GusCrow Posted January 2 Posted January 2 51 minutes ago, asdt123123 said: It's not a big deal tbh, I just resolve the stub from the VM registry. It's only ~1ish lines of code since I've already written the utility for SexlabP+ and you guys don't use stackIds. The only thing that'll take a bit of time with OStim is I'll have to install it and test. But the mod looks great, so I'll probably use it beyond just testing lol. No clue how I haven't heard of it until now. You will love it 💗 You can use both frameworks. Just be careful not to go over the limit of 65534 animations.
ItsDamon Posted January 2 Posted January 2 (edited) Just came in here to say that this mod is a immersion gamechanger and to give props to the dev for making it work like it already does. It has some quirks, like it seems to kinda make the sexlab sounds mod have a epileptic seizure from time to time with playing sounds, but that is fixable with applying the markers in sexlab sounds with this mod disabled and then just turning it back on (at least for me), and animations that are a hybrid of dick licking and handjob...yeah I disabled that because that didn't look enjoyable for the guy. Edited January 2 by ItsDamon
NCK30 Posted January 2 Posted January 2 What about hand support? Plenty of blowjob animations have the females touch the schlong. Billyy and Anub have used it a lot. I am certainly more open for making Blowjob animations now. 1
asdt123123 Posted January 3 Author Posted January 3 (edited) 49 minutes ago, NCK30 said: What about hand support? Plenty of blowjob animations have the females touch the schlong. Billyy and Anub have used it a lot. I am certainly more open for making Blowjob animations now. If they're tagged a handjob I suppose it wouldn't be hard? Assuming there's a solid bone on the hands that is to anchor off of... Thinking about implementing sound effects now.. SexLab Sex Sound already does a pretty damn good job with it. So maybe I let that mod handle the "clap" sounds, and I handle the slimy sounds. Could complement each-other well I believe? Edited January 3 by asdt123123 5
imacarl Posted January 3 Posted January 3 watching the modding community in the past decade, it never ceases to amaze me with all the advancements in goon technology that has progressed. great mod.
w9369 Posted January 3 Posted January 3 (edited) Which body preset for this mod did you install? All you'd really have to do to fix this is change the "tunnel" position in the config so it goes towards the center of your characters stomach rather than out their spine lol. View the configuration section on the front page.. "AnusPosition": { "_comment": "Pelvis is a great anchor point", "Anchor": "NPC Pelvis [Pelv]", "Offset": [0.0, -7.0, -3.0], "DepthOffset": [0.0, 1.0, 4.0], "CollisionCylinderRadius": 1.0, "CollisionCylinderHeightModifier": 0.5 Could you please specify which value? I'm using 3BA. Edited January 3 by w9369
friendlygaint Posted January 3 Posted January 3 8 minutes ago, w9369 said: Which body preset for this mod did you install? All you'd really have to do to fix this is change the "tunnel" position in the config so it goes towards the center of your characters stomach rather than out their spine lol. View the configuration section on the front page.. "AnusPosition": { "_comment": "Pelvis is a great anchor point", "Anchor": "NPC Pelvis [Pelv]", "Offset": [0.0, -7.0, -3.0], "DepthOffset": [0.0, 1.0, 4.0], "CollisionCylinderRadius": 1.0, "CollisionCylinderHeightModifier": 0.5 Could you please specify which value? I'm using 3BA. offset is the starting point and depth offset is the endpoint, the great part about this mod is that you can turn on bonedebug and it'll mark out these points then when in console pressing f5 reloads the file (after you save) so that you can quickly test multiple cords that work for your body
samirloon Posted January 3 Posted January 3 You seem to have hard-coded the positions of vaginal bones and anal bones, so that the hole remains open during the animation? Why not let cbpc or smp handle the opening or closing? I feel that your mod can run without installing cbpc at present. Although SMP uses virtual grids and skeletons to calculate collisions, softbody are used to control those invisible collision objects, while PPA is employed to manage penis visual appearance. If they are cleverly overlapped, I believe it could also be a good way to collaborate. About the two-pronged situation. It is usually easy to check who is closer to the tail bone of the female character, To determine which man is in the front and which is in the back. The above are merely the views from a quick test; please don’t take offence if I have misunderstood anything.
asdt123123 Posted January 3 Author Posted January 3 39 minutes ago, samirloon said: You seem to have hard-coded the positions of vaginal bones and anal bones, so that the hole remains open during the animation? No, they move depending on your config settings. Default is pretty static. Read the config section 39 minutes ago, samirloon said: Why not let cbpc or smp handle the opening or closing? I feel that your mod can run without installing cbpc at present. Although SMP uses virtual grids and skeletons to calculate collisions, softbody are used to control those invisible collision objects, while PPA is employed to manage penis visual appearance. If they are cleverly overlapped, I believe it could also be a good way to collaborate. Allow this mod to handle oriface openings is entirely up to you. Again, read the config section. Change the hook position to 2 to have this mod hook into FSMP 39 minutes ago, samirloon said: About the two-pronged situation. It is usually easy to check who is closer to the tail bone of the female character, To determine which man is in the front and which is in the back. The above are merely the views from a quick test; please don’t take offence if I have misunderstood anything. There is no tail bone, only a spine bone. "NPC Pelvis [Pelv]" is the parent of all genital bones making it the best bone to use for calculating relative transforms for sex animations. So just need to classify locations using coordinate space transformations. Pretty straight forward, but who knows there's probably some crazy ass animations on here for gangbangs that I haven't thought of. 39 minutes ago, Pervy DB said: How does this compare to CBPC anus collisions? I prefer this mod, but it's not like you really see the anus 99% of the time in action. Just use CBPC or SMP if you prefer by editing the config. 1
billypnats Posted January 3 Posted January 3 there's this one animation that i tested that would switch before anal and vaginal with each thrust I'm on UBE body Also would like to ask other people if they'er also have performance issues when free cam is on ? I'm now certain that turning on free cam causes occasional stuttering.
tonitrulupus Posted January 3 Posted January 3 @asdt123123, Yeah as a well as when you have a big difference between height in the PC and NPC. I did install your mod, and it looks very good, worked as designed, how ever due to my PC being around .89 to .90 and the NPC I believe is around 1.10 to 1.15 he was through the PCs back and up the out side of the back LOL. So aliment of the animated Characters plays a big part as well. That will just be me playing around with it until I can get it looking right, good thing is it looks like for every improvement, will reduce the amount I will have to adjust. Its looking better and better every time! I really need to install you futa mod. maybe in a few days
fish2333 Posted January 3 Posted January 3 11 hours ago, asdt123123 said: 说实话没什么大不了的,我只是从虚拟机注册表里解析存根。这只需要大约1~行代码,因为我已经写好了SexlabP+的工具,而你们不用stackId。 唯一需要点时间的是我得安装并测试 OSTIM。不过这个模组看起来很棒,所以我可能会用它,不只是测试,哈哈。不知道怎么之前没听说过。 Trust me, you'll fall in love with him. If you don't like living creatures, this is the best choice.:)
B3juc0 Posted January 3 Posted January 3 (edited) Amazing mod! I use UBE like you. But my NPCs are 3BA, will that work if the settings are meant for UBE? Especially the anus which is in a different location? Edit- It works, but the offset is a bit off (It will use UBE entrance causing a bit of clipping). It would be awesome if in the future there are a separate preset. That's the one downside of CBPC... it's tailored to 1 body shape (low and high weights). Maybe a similar system? X,Y,Z | X, Y, Z Edited January 3 by B3juc0
rsunmcoxuxypqwuvfr Posted January 3 Posted January 3 Here is my feedback using 0.0.8 as a user/modder : Very good snaping/immersion using 3BA/TRX/CBPC, a great addition to the sex scenes ! A manual Papyrus API to enable/disable features would be great to allow greater control for modders Currently, only tags on sexlab animation are considered and probably hardcoded on the code, but that poorly reflect the reality of interactions during stages. So two futa having vaginal sex on top of each other have their penis trying to insert into the other, no possibilities to precise which one is the penetrator/penetrated (cue the API suggestion). No possibility either to let or force the penis flaccid/floppy on a stage basis, by example if the actor is sandwiched between two body. The code assume that the actor in position 1 is the bottom, the position 2 the top, which may not be true for some femdom animation or gangbang/train/swapping Penis bending/Hitbox debugging seems to be temporary disabled/reenabled each a scene stage change occurs, which depending on your fps/skyrim loading performance can make the bending less seamless. When the thread state goes from advancing during stages, it seems the code wait for the animation event to start, which clear up the previous knowledge state of tags or ongoing scenes and thus disable the bending, but visually the previous animation is still going. Could we have documentation on how the integration is done (probably listening to sexlab mod events?) and how we can/could integrate further/enable it for using it in non-sexlab context such as scripted animation/interaction/display model context As mentionned by other, handjob/boobjob/buttjob/thighjob/etc would be nice as well (or let us precise the targetted cylinder and its position) The VaginaNodeDeep bone config seems to not do anything to extend the internal vagina mesh along the penis axis? (I checked that no smp/cbpc controlled it) No possibility yet to config offset/size of elements by a criteria/config name to accomodate different headmesh/bodyshape/skeleton size/creatures ,etc (could be done through template files, see CPBC template) To enable flexibity for the existing schlong models/bones and maybe support existing and future creatures, the bone chain/the bone for the tip of their penis could be precised/described in the configuration It's looking great already and I'm watching the development of this mod with anticipation!
深淵の神 Posted January 3 Posted January 3 On 1/1/2026 at 10:32 PM, 深淵の神 said: Hello my fellow coomers. I've tried the mod with old classic Sexlab v1.66 + OsmelMC Tweaks (yup, it's not broken like many believe, that's what happens to people who think pizza needs ketchup) and 3BA body with UBE anus (and I don't use that mod that separates anus and pussy collision either). Everything works perfectly without lag or any other weird crap. First, I recommend that to eliminate that L manny are complaining about, simply need to place the collision starting point a little deeper (just a little) into the pussy so that the bend occurs inside it and not outside. Duh! "VaginaPosition": { "Anchor": "NPC Pelvis [Pelv]", "Offset": [0.0, -1.3, -3.2], "DepthOffset": [0.0, 1.0, 7.0], "CollisionCylinderRadius": 1.0, "CollisionCylinderHeightModifier": 0.5 }, "AnusPosition": { "_comment": "Pelvis is a great anchor point", "Anchor": "NPC Pelvis [Pelv]", "Offset": [0.0, -6.5, -3.0], "DepthOffset": [0.0, 4.0, 7.0], "CollisionCylinderRadius": 1.0, "CollisionCylinderHeightModifier": 0.5 }, Of course, don't use these values because every body will be different, I'm just showing an example Reveal hidden contents Second, if you like big dongs like me (W Y Geh), I recommend that you leave the DepthOffset of the cylinder preferably centered so that the internal collision of the schlong points towards the center of the body and does not hit the walls of and cause clipping. Here are some examples of the collision; I loved this mod. The realism that little bend in the penetration adds is over 9000. Reveal hidden contents The magic bend must occur inside the body, not outside of it. Reveal hidden contents It's even revived my fondness for the old Leito Animations. Before, clipping was the norm, but now they mostly work thanks to this mod. For example, I was never a fan of Leito's Anal Missionary 1-2, but now with this mod, I've tag them (SLATE) like "vagina", and they look amazing now. Reveal hidden contents Anal animations work perfectly with this mod without the need for any other external mod, just TNG + CBPC + 3BA Ube Anus + this mod. Reveal hidden contents Animations like this now actually make sense: Reveal hidden contents This mod is a must-have 100/100 You're the MVP @asdt123123 By the way, I forgot an important point. Schlong's control is still fully active, and I beg you for Sithis' sake, leave it as is. Vagina and Anus collision are still working perfectly in real time, and I'll show you in this gif: Spoiler Please leave total control of the orientation on SL Framework. As you can see, you can play with penis control to make an animation vaginal or anal in real time according to your liking 👍 2
SIKguy Posted January 3 Posted January 3 (edited) I dunno why, but the last version not working in VR anymore The last working was 0.0.4 I guess Edit: will try to boot again and toggle mod by F1 (maybe It’s make toggle off by default) Edited January 3 by SIKguy
Byldozer Posted January 3 Posted January 3 I simply respect the author...almost everything works perfectly. 1
asdt123123 Posted January 3 Author Posted January 3 (edited) 54 minutes ago, SIKguy said: I dunno why, but the last version noit working in VR anymore The last woirking was 0.0.4 I guess Ur gonna have to elaborate on what isn't working. If it's crashing you'll need to give me a crash log. No crash = enable the debug logging and produce some logs 5 hours ago, B3juc0 said: Amazing mod! I use UBE like you. But my NPCs are 3BA, will that work if the settings are meant for UBE? Especially the anus which is in a different location? Edit- It works, but the offset is a bit off (It will use UBE entrance causing a bit of clipping). It would be awesome if in the future there are a separate preset. That's the one downside of CBPC... it's tailored to 1 body shape (low and high weights). Maybe a similar system? X,Y,Z | X, Y, Z There's going to be a registry system implemented soon that'll allow you to override most config options per race. Meaning you'll be able to add creatures support, specific UBE support (Since UBE uses it's own race), male support, etc. Pretty sure virtually everything related to bodies is bound to race on skyrim so that should be the perfect predicate. Other mods will be able to specify their own .json overrides too in their own files. I need to make some testing branch for people to test raw updates. The code it's self only takes like ~5-30 minutes but the testing is annoying af since I need to test every body and tons of different animations Edit: Forgot to mention, it's going to be based on race rather than predicates because race is just a FormID and can be O(1) for lookups. So we don't have to worry about gooners having 100000+ different configs hurting performance. I think CBPC is just a log(n) predicate loop, might have to check out their code for inspiration. Lmk if anyone thinks going by race is a bad idea and why. Ik you can have NPC's with normal heads, and others with highpoly - but the system *should* handle that properly already. 6 hours ago, billypnats said: there's this one animation that i tested that would switch before anal and vaginal with each thrust I'm on UBE body Also would like to ask other people if they'er also have performance issues when free cam is on ? I'm now certain that turning on free cam causes occasional stuttering. It's probably tagged as anal, but is so offset that each thrust redirects to vaginal. Increase "PenisActivationRange": 3.2 or something to increase the detection collision cylinder size. 4 hours ago, rsunmcoxuxypqwuvfr said: Here is my feedback using 0.0.8 as a user/modder : Very good snaping/immersion using 3BA/TRX/CBPC, a great addition to the sex scenes ! A manual Papyrus API to enable/disable features would be great to allow greater control for modders Currently, only tags on sexlab animation are considered and probably hardcoded on the code, but that poorly reflect the reality of interactions during stages. So two futa having vaginal sex on top of each other have their penis trying to insert into the other, no possibilities to precise which one is the penetrator/penetrated (cue the API suggestion). No possibility either to let or force the penis flaccid/floppy on a stage basis, by example if the actor is sandwiched between two body. The code assume that the actor in position 1 is the bottom, the position 2 the top, which may not be true for some femdom animation or gangbang/train/swapping Penis bending/Hitbox debugging seems to be temporary disabled/reenabled each a scene stage change occurs, which depending on your fps/skyrim loading performance can make the bending less seamless. When the thread state goes from advancing during stages, it seems the code wait for the animation event to start, which clear up the previous knowledge state of tags or ongoing scenes and thus disable the bending, but visually the previous animation is still going. Could we have documentation on how the integration is done (probably listening to sexlab mod events?) and how we can/could integrate further/enable it for using it in non-sexlab context such as scripted animation/interaction/display model context As mentionned by other, handjob/boobjob/buttjob/thighjob/etc would be nice as well (or let us precise the targetted cylinder and its position) The VaginaNodeDeep bone config seems to not do anything to extend the internal vagina mesh along the penis axis? (I checked that no smp/cbpc controlled it) No possibility yet to config offset/size of elements by a criteria/config name to accomodate different headmesh/bodyshape/skeleton size/creatures ,etc (could be done through template files, see CPBC template) To enable flexibity for the existing schlong models/bones and maybe support existing and future creatures, the bone chain/the bone for the tip of their penis could be precised/described in the configuration It's looking great already and I'm watching the development of this mod with anticipation! 1: Make sure you use HookPosition 2 if you want to let CBPC/SMP truly have great collision. It'll hook this mod directly into FSMP. Disabled by default because it's a CALL hook on a preeetty breakable signature (Breakable as in, maybe not the same between FSMP updates). Having said that though, I tested all the FSMP forks I could find and all but 1 had the same sigs (I patched that 1 too). 2: Papyrus API will be one of the last features. This mod is early stage, so adding API that I'll have to basically refactor every update isn't ideal. 3: The penis wont be floppy regardless due to erection states. I fixed that in my Futa mod - but that requires P+. I've actually already written the code for what you're talking about (Only really supports P+ atm). You can see it in your logs if you enable debug. Actors are flagged as bottom or top. The only tag that is actually used in the code atm is "Anal" - purely for seeing if anal is enabled or not. SexLab API is extremely simple, and I don't believe there even is a stage-by-stage tagging system. So it'll never be perfect. I beleive P+ has support for this, but the tags for many animations likely wont be correct on a stage by stage basis (Since they are designed for legacy SL). 4: Since you're a modder, you could actually significantly help me here. The mod just checks if the state is "Animating" essentially. It's the same for P+ and Sexlab so I assumed it's good. However since Sexlab is so slow, it seems to have a transition phase state that my PC is too fast to capture lol. If the state isn't animating, the mod will assume the animation is stale, and destroy the memory. Just be careful with your info because Sexlab seems to have a lot of issues with stale memory (Gotta love papyrus!). I've even seen a thread get stuck on a stale "animating" tag. Like I said, I use P+ and I only know their specific code/system. So any extra info on the legacy Sexlab is VERY welcome. 5: Like I said, there's no API yet. In time you'll be able to activate "scenes" through papyrus. But that's far off. It'll be global papyrus functions. SKSE coders will get either stubs or a memory address to a static api interface. 6: Those are very far off. Will most likely implement a registry system where you can specify such things yourself in a json. Collision cylinders activated if X tag is in Y scene, etc 7: Deep nodes are not used, consider them a placeholder. 8: Registry system will allow overriding by race. 9: Again, registry stuff. Registry wasn't added during alpha because base features need to be laid out first. Last thing I need is someone vaguely complaining about clipping issues, and a 3 comment chain later I find out they expected the mod to make a dragon's penis not clip. The great news about creatures though is they seem to have really good rigs? Even the tip of the penis has a bone which is lovely. If SOS just had 1 extra bone on the tip it would of been 10000x easier to develop this mod.. Edited January 3 by asdt123123 4
sidfu1 Posted January 3 Posted January 3 found a bit of a issue. if you using something like say a apron/open dress that has smp on the area around the genitals and you your character a herm the dick will keep trying to collide with the armor. it probably gonna do this for alot of armors. here i one [immyneedscake] RyanReos MilkApron that you can look up to test it. just make it revealing in sos/tng then ingame the mod causes the physics for it to go nuts. remove the revealing and it goes back to fine. verifed that it was this mod cause it without mod armor fine with mod goes nutes remove the revealing from tng and armor fine with this mod installed.
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