MrNicoras Posted Wednesday at 06:15 PM Author Posted Wednesday at 06:15 PM 1 hour ago, Anamariesa said: With this new version I am finally able to play this, there is no lag for me, so congrats for the great improvement and it's totally playable. But I believe this introduced a new CTD, I am almost certain it happens on equip/unequip clothes or weapons, I had two CTDs when being shoot and stripped with Combat Strip Lite mod. and I had two more CTDs when trying to equip the enslavement baton from Human Resources mod from the inventory. I also confirm there is apparently no mayor conflict with Master Tailor mod, thanks for that great solution! I will provide mayor information about the CTD issue if I find something else in hopes that it could be resolved, I am very much interested in this mod to stay in my modlist, so I will share the patches of clothing mods that I would make. I've never once used Combat Strip Lite, so I can't say what would be conflicting if anything. IIRC, that mod had crash problems anyway, but i might be mistaken. As for Master Tailor, I'm going to be releasing some compatibility patches for the VTAW patches make VTAW compatible with Master Tailor. Keep an eye out for those in the next day or so. Otherwise, just load Muff Fluff after Master Tailor and you're good to go. 1
nefer385 Posted Wednesday at 08:48 PM Posted Wednesday at 08:48 PM 16 hours ago, MrNicoras said: I just hope it works. It's largely untested, so please report any problems. I am loving life MrNicoras! Not having any issues from my new gameplay so far. As others have stated not getting any lag, so I can really play the game. I have some pretty crazy sexualized mods (no duh, right) in my load order so I will have a pretty good idea of anything odd occurring as a result of your mod. I am in the process of dealing with MSMA and the Milking Human Kindness mods right now. I haven't encountered anything negative. I do not use Combat Lite any longer so I cannot confirm or deny any CTD issues in conjunction with that mod. By the time I get into Commonwealth Slavers that is when things could potentially become interesting as it is a lot of moving parts. But I thankfully have been rolling pretty well with your mod. I am just so happy to see Wastelanders actually look like desperate Wastelanders and not look like they just stepped out of a spa. LOL. 1
2147483647 Posted Thursday at 01:32 PM Posted Thursday at 01:32 PM On 8/11/2026 at 12:59 PM, MrNicoras said: Check to see if you still have the same problems with the new version I just uploaded. It just works😄 1
HintHelmetxX Posted Friday at 04:13 AM Posted Friday at 04:13 AM I am having trouble downloading it from Mega. It just hovers there after completing download. Can it not be hosted at LL here? I don't know the rules so maybe it cant. I really want to give this mod a try.
MrNicoras Posted Friday at 04:26 AM Author Posted Friday at 04:26 AM 12 minutes ago, HintHelmetxX said: I am having trouble downloading it from Mega. It just hovers there after completing download. Can it not be hosted at LL here? I don't know the rules so maybe it cant. I really want to give this mod a try. I'm not sure what you mean by "it just hovers there." Which file are you trying to download?
HintHelmetxX Posted Friday at 04:53 AM Posted Friday at 04:53 AM 13 minutes ago, MrNicoras said: I'm not sure what you mean by "it just hovers there." Which file are you trying to download? Sorry...I was just impatient. I didnt realize how long it took Mega to generate the .zip file to actually get the download. It eventually went. Will let you know how it goes! One thing I didnt see mentioned in your notes.. You talk about downloaded outfits needing the xedit keyword insert.... Does the base mod include these edits to all the default outfits? My assumtion would be yes and then grab the files for any of the clothing packs you have already done that I might have and then any other stuff would need the editng process you outlined correct?
MrNicoras Posted Friday at 05:08 AM Author Posted Friday at 05:08 AM 13 minutes ago, HintHelmetxX said: Sorry...I was just impatient. I didnt realize how long it took Mega to generate the .zip file to actually get the download. It eventually went. Will let you know how it goes! One thing I didnt see mentioned in your notes.. You talk about downloaded outfits needing the xedit keyword insert.... Does the base mod include these edits to all the default outfits? My assumtion would be yes and then grab the files for any of the clothing packs you have already done that I might have and then any other stuff would need the editng process you outlined correct? The base mod edits all of the Vanilla outfits from the base game and DLC. Plus the one creation kit outfit if you have CC content. The main page has a bunch of patches for popular clothing mods. That section is a work in progress. If you have an outfit mod you like and you want to share a patch you made for it, just post it in the support thread and I'll add it to the list on the main page. Hope you like the mod.
HintHelmetxX Posted Friday at 09:52 PM Posted Friday at 09:52 PM Ok well I have done some initial testing and here is my feedback. I have always thought the 3D model pubic hair in Skyrim SE looks better than the 2D overlay method. The 3D method certainly introduces several difficulties that the 2D ones dont have but as far as looks they are far superior. Its no different with this mod. In my opinion, the 3D models in this mod look far better than the 2Ds in something like PorcPubes. Sadly though this mod is not quite ready for prime time at the moment. Here are some of the issues I found: I tested Muff Fluff 2.0 No-CC FG on Fallout 4 Old Gen 1.10.163 with Fusion Girl 1.89 and the Fusion-SeveNBase preset. The file I downloaded and installed from MEGA was MuffFluff 3D Pubic Air No CC - FG_v2.zip. I am using the Fusion Girl default preset SeveNBase. The required frameworks installed correctly, the game loaded normally, the MCM worked, and the player hair color appeared to transfer correctly. I also saw successful distribution to some named NPCs, and several outfits concealed the hair correctly. However, BodySlide initially showed all 18 pubic-hair and five armpit-hair projects under the `VXPubes` group, but the preset dropdown was empty. `Fusion-SeveNBase` appeared in brackets when carried over from another project, and the Muff Fluff sliders remained at zero. To make it work, I had to: 1. Select `FusionGirl-Nude` and the normal `Fusion-SeveNBase` preset. 2. Use **Save As** to create a copy. 3. Add the `VXPubes` group to that copied preset. 4. Select the copied preset for the Muff Fluff projects and rebuild them with morphs. After doing this, `Seven Base Bombshell = 100%` was correctly applied, and the original large forward offset was substantially reduced. However, the remaining fit varies considerably between the 18 styles. A few require only small corrections, while others still float far in front of the body. Because the offset and placement differ by style, this does not appear fixable with one universal transform. Some examples: Here are some of the ones that are most badly aligned for me at the moment: This is Muff Option 7 after building with SeveNBase body Muff number 8 is the worst for me. This is Muff 3 for me. Again... already been built for my body preset. So as you can see, some are better aligned than others but all need to be closer to the skin at least with my preset on Fusion Girl. A possible author-side fix would be to add the projects to a standard Fusion Girl group recognized by existing presets, or supply properly group-assigned compatible presets. The Fusion Girl slider data—particularly the `Seven Base Bombshell` morph—also appears to need reconforming or manual correction for each project against the FG reference body. I did not test any of the other default Fusion Girl presets such as "Athletic" or "Curvy". Two other issues appeared: * The vanilla Vault 111 jumpsuit did not conceal the pubic hair, although other clothing did. The equipped armor record was `Armor_Vault111_Underwear` (`0001EED7`). * Distribution worked on some named NPCs, but not on the console-spawned generic settlers in a test area and then went to check out raiders and Gunners in the game at their spawns. Named Raiders got a random Muff but generic raiders and gunners did not. Generic "Settler" spawned in for the occasion. This may involve leveled/template NPC filtering or the way console-spawned actors are processed, so clarification on the intended distribution behavior would be helpful. So anyways... thats what I have seen in my testing so far. I really like the way these meshes look but there are too many issues at the moment for me to use them over 2D overlays at the moment. If you can resolve the alignment and distribution issues I will be switching to this one in an instant. Now as far as suggestions here are a few I have: - A bindable key that we could use to cycle through muffs in the crosshairs would be nice as opposed to having to open the MCM to do it. - Some of the longer Muffs are just too long and straight... I do want some full bushes but some are a bit too much. If they were just a little shorter they would be fine. - Option to leave pits out of random distribution (maybe setting slider default to 0 for the pits would work...not sure) - Maybe some ability to remove some muffs from distribution and/or some way to make certain muffs only for certain factions... that skull muff is perfect for a raider but not sure about a settler. Thats all I can think of at the moment. Thanks you for all your hard work...as I said before I really dig your work here and I hope I can use it in the future!
MrNicoras Posted yesterday at 02:24 AM Author Posted yesterday at 02:24 AM (edited) 4 hours ago, HintHelmetxX said: Ok well I have done some initial testing and here is my feedback. I have always thought the 3D model pubic hair in Skyrim SE looks better than the 2D overlay method. The 3D method certainly introduces several difficulties that the 2D ones dont have but as far as looks they are far superior. Its no different with this mod. In my opinion, the 3D models in this mod look far better than the 2Ds in something like PorcPubes. Sadly though this mod is not quite ready for prime time at the moment. Here are some of the issues I found: I tested Muff Fluff 2.0 No-CC FG on Fallout 4 Old Gen 1.10.163 with Fusion Girl 1.89 and the Fusion-SeveNBase preset. The file I downloaded and installed from MEGA was MuffFluff 3D Pubic Air No CC - FG_v2.zip. I am using the Fusion Girl default preset SeveNBase. The required frameworks installed correctly, the game loaded normally, the MCM worked, and the player hair color appeared to transfer correctly. I also saw successful distribution to some named NPCs, and several outfits concealed the hair correctly. However, BodySlide initially showed all 18 pubic-hair and five armpit-hair projects under the `VXPubes` group, but the preset dropdown was empty. `Fusion-SeveNBase` appeared in brackets when carried over from another project, and the Muff Fluff sliders remained at zero. To make it work, I had to: 1. Select `FusionGirl-Nude` and the normal `Fusion-SeveNBase` preset. 2. Use **Save As** to create a copy. 3. Add the `VXPubes` group to that copied preset. 4. Select the copied preset for the Muff Fluff projects and rebuild them with morphs. After doing this, `Seven Base Bombshell = 100%` was correctly applied, and the original large forward offset was substantially reduced. However, the remaining fit varies considerably between the 18 styles. A few require only small corrections, while others still float far in front of the body. Because the offset and placement differ by style, this does not appear fixable with one universal transform. Some examples: Here are some of the ones that are most badly aligned for me at the moment: This is Muff Option 7 after building with SeveNBase body Muff number 8 is the worst for me. This is Muff 3 for me. Again... already been built for my body preset. So as you can see, some are better aligned than others but all need to be closer to the skin at least with my preset on Fusion Girl. A possible author-side fix would be to add the projects to a standard Fusion Girl group recognized by existing presets, or supply properly group-assigned compatible presets. The Fusion Girl slider data—particularly the `Seven Base Bombshell` morph—also appears to need reconforming or manual correction for each project against the FG reference body. I did not test any of the other default Fusion Girl presets such as "Athletic" or "Curvy". Two other issues appeared: * The vanilla Vault 111 jumpsuit did not conceal the pubic hair, although other clothing did. The equipped armor record was `Armor_Vault111_Underwear` (`0001EED7`). * Distribution worked on some named NPCs, but not on the console-spawned generic settlers in a test area and then went to check out raiders and Gunners in the game at their spawns. Named Raiders got a random Muff but generic raiders and gunners did not. Generic "Settler" spawned in for the occasion. This may involve leveled/template NPC filtering or the way console-spawned actors are processed, so clarification on the intended distribution behavior would be helpful. So anyways... thats what I have seen in my testing so far. I really like the way these meshes look but there are too many issues at the moment for me to use them over 2D overlays at the moment. If you can resolve the alignment and distribution issues I will be switching to this one in an instant. Now as far as suggestions here are a few I have: - A bindable key that we could use to cycle through muffs in the crosshairs would be nice as opposed to having to open the MCM to do it. - Some of the longer Muffs are just too long and straight... I do want some full bushes but some are a bit too much. If they were just a little shorter they would be fine. - Option to leave pits out of random distribution (maybe setting slider default to 0 for the pits would work...not sure) - Maybe some ability to remove some muffs from distribution and/or some way to make certain muffs only for certain factions... that skull muff is perfect for a raider but not sure about a settler. Thats all I can think of at the moment. Thanks you for all your hard work...as I said before I really dig your work here and I hope I can use it in the future! Did you build the meshes to the body style in Bodyslide with "Build Morphs" ticked? Edited yesterday at 02:25 AM by MrNicoras
HintHelmetxX Posted yesterday at 03:39 AM Posted yesterday at 03:39 AM 1 hour ago, MrNicoras said: Did you build the meshes to the body style in Bodyslide with "Build Morphs" ticked? I did.
MrNicoras Posted 19 hours ago Author Posted 19 hours ago 15 hours ago, HintHelmetxX said: I did. Fair enough. Then that's weird. I haven't see that in any of my testing. It sounds like a BodySliide problem rather than something from this mod. Anyone else having a similar problem? I had a different question: When you said: "then went to check out raiders and Gunners in the game at their spawns. Named Raiders got a random Muff but generic raiders and gunners did not." I'm curious about something. Can you run that test again, on a vanilla raider or gunner who doesn't have a muff distributed and check in the console HasSpell xx001804 (you need to confirm what the proper record ID for the spell is based on your load order, which I'm confident you know how to do.) If they have the spell, it should return a 1. Conversely, try changing their pubic hair style with the MCM and see if that refreshes the actor. If they have the spell, but no pubes, then check the MCM to see if changing the pubic hair style adds/reveals pubes on them. If they don't have the spell, then for some reason SPID isn't picking them up. I need to know which it is you're seeing. As for NPC armpit hair distribution, I'd have to make script edits for what is, in essence, a custom request from you and you alone. If you want to turn off Randomization, it's an easy edit to the Plugin. Just go to the PH_NPCPubicHairManagerQuest [QUST:xx001007], scroll to the VMAD section, find PH_NPCPubicHairManager, set RandomizeArmpitStyle = False and set DefaultArmpitStyleIndex = 1 (or 2–5, whichever style you want) I just dropped a new update that includes a hotkey option to change pubic hair style and armpit hair style. The more I thought about that idea, the more I liked it. So now you have it! I also fixed some vanilla outfits that I managed to miss the first go around. So that should fix the Vault Suit problem. Thanks for pointing that out.
lee3310 Posted 19 hours ago Posted 19 hours ago On 6/17/2026 at 11:59 AM, VideNoir said: we are so fucking back wait... there is no 1.11.192 headpart extended... fuc there is headpart enhanced but that thing or this makes my game lose it's shit and lag to death apparently, its so fucking over again guys. HeadpartExtended_AE_OG.rar Try this. Not public yet.
HintHelmetxX Posted 16 hours ago Posted 16 hours ago (edited) 3 hours ago, MrNicoras said: Fair enough. Then that's weird. I haven't see that in any of my testing. It sounds like a BodySliide problem rather than something from this mod. Anyone else having a similar problem? I had a different question: When you said: "then went to check out raiders and Gunners in the game at their spawns. Named Raiders got a random Muff but generic raiders and gunners did not." I'm curious about something. Can you run that test again, on a vanilla raider or gunner who doesn't have a muff distributed and check in the console HasSpell xx001804 (you need to confirm what the proper record ID for the spell is based on your load order, which I'm confident you know how to do.) If they have the spell, it should return a 1. Conversely, try changing their pubic hair style with the MCM and see if that refreshes the actor. If they have the spell, but no pubes, then check the MCM to see if changing the pubic hair style adds/reveals pubes on them. If they don't have the spell, then for some reason SPID isn't picking them up. I need to know which it is you're seeing. As for NPC armpit hair distribution, I'd have to make script edits for what is, in essence, a custom request from you and you alone. If you want to turn off Randomization, it's an easy edit to the Plugin. Just go to the PH_NPCPubicHairManagerQuest [QUST:xx001007], scroll to the VMAD section, find PH_NPCPubicHairManager, set RandomizeArmpitStyle = False and set DefaultArmpitStyleIndex = 1 (or 2–5, whichever style you want) I just dropped a new update that includes a hotkey option to change pubic hair style and armpit hair style. The more I thought about that idea, the more I liked it. So now you have it! I also fixed some vanilla outfits that I managed to miss the first go around. So that should fix the Vault Suit problem. Thanks for pointing that out. Its almost certainly a record problem. Working with ChatGPT to configure a Robco config for PorcPube distribution and was running into similar issues at first. I am actually in a different phase of my testing and dont have your mod enabled at the moment. When i get an opportunity i will though. Although.... you can probably do so yourself. If you have Gender Ratios installed you can get a surplus of fem raiders and gunners. coc to BackstreetExt for raiders and GNNExt for gunners and check em for muffs... actually would be a useful test for me as well. If you do the same and get diff result then something is wrong on my end! And you can spawn random settlers via console command. Was doing all this stuff in the qasmoke test instance to fix my Robco/PorcPube issue. player.placeatme 00020593 5 will spawn em 5 at at time and you will get a female for testing in there for sure. If you get it to work on one of those settlers it should work in game for all settlers Edit: Oh... and does setting that slider to 0 disable arm pit hair? Edit 2:: Are you using Fusion Girl 1.89? If so SeveNBase, the bodyslide preset i am using is a preset that came with it. Maybe that preset is funky? Edited 16 hours ago by HintHelmetxX
MrNicoras Posted 11 hours ago Author Posted 11 hours ago 4 hours ago, HintHelmetxX said: Edit: Oh... and does setting that slider to 0 disable arm pit hair? Yes. Same with pubes. 4 hours ago, HintHelmetxX said: Edit 2:: Are you using Fusion Girl 1.89? If so SeveNBase, the bodyslide preset i am using is a preset that came with it. Maybe that preset is funky? Yes I am. But I use zero sliders preset for my base female body build because it's the preferred preset for body gen to randomize women's bodies. I wouldn't think switching presets should matter, since the meshes were built and conformed using the Outfit Studio preset for FG. Did you batch build all of the meshes from the VXPubes and build all the meshes to your preset? Because if you only built one, that would explain why some aren't conforming to your preset.
lee3310 Posted 1 hour ago Posted 1 hour ago On 8/11/2026 at 4:48 AM, MrNicoras said: It can run on any version that has a working version of Headparts Extended. To the best of my knowledge, that mod only exists for OG. If @lee3310 ever puts out an update for Headparts Extended, I'll update this mod however necessary to work with the updated version. Sorry. Headparts Extended AE uploaded on nexus (OG/NG/AE)
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