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Posted

I noticed some visual glitches with the near-erect custom template and took a look at setup. I noticed that the near-erect custom template moves the gen1 shape up to the plane of genbase when the gen1 bone should remain in the same position. The non-custom templates are good, gen1 is able to rotate around and does not move.

 

I worked on learning how Havok works and tried to do something, but after dicking around for hours, I am clear that I don't know what I am doing.. maybe later. The closest thing I can find is that, in the constraint between genbase and gen01, the transformA/transformB and the target matrix given to the motor atoms is the cause.

   From observation, it might also be that the order of the transformation for motors is a problem.. if it moves first, then applies angle, the tx,ty,tz should be given as a position as if the basis were the model basis rather than the basis given in that matrix.. so, maybe something like  (0.0 -0.7660 0.6428)(1.0 0.0 0.0)(0.0 0.6428 0.7660)(0.0 2.4 -1.3) ... Like said, I don't really know, heh.

   ragdoll motor constraint says of this matrix: "The target relative rotation the motors will try to match. This is the target rotation from bodyA's constraint space into the bodyB's (non-constraint) space." --  Dunno what that precisely wording means. If from A-constraintSpace into B-modelSpace, should that be a matrix mult, by a matrix that transforms TranformA-matrix back to model space, and the matrix that gives the rotation and offset in TransformA basis?

 

You're right that gen01 behaves differently in custom modes, it is allowed to move whereas in non-custom modes it isn't. But this was done intentionally to achieve the desired effect.

What visual glitches are you seeing?

 

The mod changes the size of my characters schlong (it get's thinner but not shorter for example), is there a certain load order for this mod? Did I not install it properly? Also, where'd you get the dance animation in the preview gif?

 

Does this happen in custom mode, or the other modes (schlong, both)? In custom mode, I hope the shape matches the non-HDT shape very closely, though a small difference in length may be possible.

In non-custom modes, the difference may be bigger, because those HDT configs are predefined and do not consider your particular schlong type and SOS sliders.

That dance is one of the defaults in the FNIS Spells mod... don't remember which one, nr 23 or 24 maybe?

 

Hey Jopie. Often on hdt activation for the balls, they tend to droop down really far. Occasionally it doesn't happen, and other times it's in conjunction with the schlong being shrunk in length until they're reactivated again. Is a toggle a possibility for this? Sometimes the droop is desired. This has been around for a while, but might not have brought it up as I think I was able to control it more easily before.

 

 

eg. no droop http://gfycat.com/DependentDecentEquestrian

 

vs droop http://gfycat.com/FatalYearlyIndigobunting

 

 

@Devious: Can't remember which one I'm using, but 30 is really the only way I can get rid of the flicker completely. Tempted to try the light one you suggested.

 

Hm I'll have to look into that. Currently, the scrotum position is supposed to be fixed in all floppy modes (by fixed I mean not customizable). It is only affected by the NPC's size and the complete schlong size (the first SOS slider I believe).

A slider for 'ball droopiness' sounds like a solution :)

 

Marvelous mod!

Is it possible to call up menu for 3 "custom" options (halferrect, nearerrect and flacid)?

*EDIT*

Figured out how to use all the slots as a custom one, although would be nice to have them being editable ingame ^^

Here is my custom settings with different states for anyone who is interested =)

Dont forget to make backups.

 

Thanks!

Yes, one of the next items on the todo, is supporting multiple custom sets. I was thinking about saving/loading custom sets, but a dialog menu to switch between them, is actually a good idea :)

 

So I was fixing to try to personally tackle a little project related to this mod, but halted the idea when I determined that 1) it's a bit more involved than I'd been counting on, and 2) I cannot, for the life of me, detect any difference whatsoever between the default floppiness and the two half-erect modes.

 

The project I had in mind was what you might expect: SOS has 20 states of erectness.  SLA commits those states on a scale, based on character arousal.  Currently, of course, this means that the only time FloppySOS is allowed to function is when the character is completely unaroused.  There are no states of semi-floppiness.  It was my hope that the floppiness could be controlled, for the 21 total individual states, on a scale that would accurately represent the expected floppiness or lack thereof.  The existence of semi-erect options in the menu, coupled with the other control settings, gave me this hope.  Perhaps it was misguided, or perhaps it really could happen, finalizing this effect once and for all.

 

I suspect this will be a dead end, but felt I had to ask.  There are certain armors in the game which depend on schlong nodes.  The FloppySOS system appears to essentially ignore node positions, leaving them at whatever SOS dictates.  The effect, then, is that anything equipped on the schlong is not attached to the visible schlong but rather to the phantom schlong.  I'm basically just checking whether this is an unavoidable sacrifice or if it might be something that could be addressed at some point.

 

 

Just to double check I activated SL Cumshot with floppy moving around and it follows: https://gfycat.com/WickedDeepAruanas

 

Confirmed on my end as well.  It's dumbfounding.  Not only does the data between the PMS mesh and the Cumshot mesh agree 100%, but I have even worn both meshes at the same time, and still get the same result, which means that the game is somehow presenting two completely different values for the same exact node, at the same time, to two different armor addons.  Extremely frustrating.

 

Edit: I have combined the PMS stream with a simple mesh (an apple) on the same .nif to see how the game handles it.  Sure enough, the apple is attached to the FloppySOS schlong while the stream is attached to the (invisible) regular SOS schlong which reacts to erection anim events.. despite both being associated with the same exact node.  I never would have thought this possible.

 

 

Thanks for sharing your ideas, Fredas. The floppy-arousal integration thing is very interesting. I agree that this is possible, and it would resolve the annoyance of 'all-or-nothing' floppiness that we have now.

 

I'm afraid I can't comment on schlong node positions, as FloppySOS itself doesn't affect that directly. I know HDT-PE does the following:

- It hooks into Skyrim's main render loop

- It recalculates the "NPC *" node transforms on each render interval (which depends on your framerate)

- It writes the node transforms back to Skyrim using a reference to SKSE's NiTransform class

Posted

 

 

 

 

We're all gonna try to do the helicopter right, right???

 

I think I manage a ball-helicopter somewhere in here.

 

 

-snip

 

 

 

 

What people should do is just make floppy an alternate equipable schlong. Examples: SOS UNP/SOS UNP Floppy - No Balls/No Balls Floppy - Small Schlong/Small Schlong Floppy. I feel that making alternate versions, instead of replacers, would make it work with sexlab. Take my setup, for instance. My Character uses SOS UNP Schlong as her default, (which isn't floppy) and I made the equipable schlong floppy so that she can flop when not having sex. If floppy was an alternate version, instead of a replacer, then one could simply switch between floppy/non-floppy penises for aesthetic appeal, or uh... 'functionality' whenever one so desires.

 

That could be a possible solution, though personally, I'd like it if the stiff version also had some physics. This could be pretty niche though, but then again...

 

What is that outfit you are using? If you don't mind me asking.

 

 

 

its a custom made set with a recolored hot panzer/hot pants bikini jacket and an edited version of a chapi set for the bottom and straps that gives enough room for the naughty bits to hang out ;D

 

i forgot the name of shoes but they are unp Converse unp i think and the gloves are hot bikini

 

Thanks. So not downloadable then I take it.

 

 

is there a chance you can provide it? :)  I really love the outfit

Posted

 

 

 

   The "schlong changes size" problem is this thing I was describing, for some cases. In the regular SoS, the rotation pivot point is at Gen1, not at Genbase. When Gen1 moves up to the plane of genbase, it pulls the mesh up and forward along with it, making the schlong "longer and skinnier" and also not bending quite right.

   The actual problem I was looking into was greater mesh deviations as the genital bones are scaled, but got hung up on the above, heh. I will look at it again eventually, but doing other things for now.

Posted

Thanks for sharing your ideas, Fredas. The floppy-arousal integration thing is very interesting. I agree that this is possible, and it would resolve the annoyance of 'all-or-nothing' floppiness that we have now.

 

I think it would be fantastic.  I resolved my earlier issue with the semi-hard floppy equips largely by accident, and the effect they provide is quite satisfying, though I might submit that reduced schlong base flexibility specifically on the horizontal axis (so that the vertical axis has proportionally greater flexibility) would be an improvement.  True-to-life and all.

 

Best-case scenario for the 21 total states of arousal would be if it could be achieved through realtime alterations to the equip, as opposed to 21 separate equips.  Two reasons.  First, each new equip sort of visibly resets the schlong.  Second, a bug in Papyrus prevents one from disabling the equip sound (very annoying).  But if it's not possible then it's not possible.

 

I'm afraid I can't comment on schlong node positions, as FloppySOS itself doesn't affect that directly. I know HDT-PE does the following:

- It hooks into Skyrim's main render loop

- It recalculates the "NPC *" node transforms on each render interval (which depends on your framerate)

- It writes the node transforms back to Skyrim using a reference to SKSE's NiTransform class

 

Okay, so in the end it comes down to HDT-PE, and presumably NifSkope's emitter-related functions are simply not capable, at least by default, of transparently adhering to HDT-PE's overrides, while basic meshes are.  I've shot a PM off to ZaZ.  If anyone knows what to do, they ought to.

Posted

Love this mod, especially the new "near-erect" mode.

But sometimes I need to disable floppy and re-enable custom floppy for it to work properly.

Could you please add a hotkey for changing the overall default setting, just as you have a hotkey for changing the PC or one NPC, in your next update?  Thanks and good work!

Posted

 

 

I think SOS cumshot worked with floppy just fine. Does the stream from puppet master work with scaling? I know Zaz was prettymuch a static position and never worked correctly for even default female futa.

 

I haven't bothered to go in-game to check but I did investigate the SOS cumshot mesh, and it uses nodes, same as the PMS streams, so it would have the same issues.  The difference, of course, is that you do not, under normal circumstances, encounter a scenario where the cumshot mesh needs to be used and the schlong is not fully erect, ie FloppySOS isn't even equipped.

 

 

I downloaded PMS (which is great btw, thank you! didn't know about it) just to try it out and see what happens.

 

Just to double check I activated SL Cumshot with floppy moving around and it follows: https://gfycat.com/WickedDeepAruanas

 

 

Always wondered which armor was that exactly? I noticed some from the witch doctor outfit, but not the hat.

Posted

hmmm somehow the half erect mode is not working for me. any clues why?

 

I have the latest version of floppy installed. also the latest version of xp32 skelleton and hdt 

 

Have you tried turning it off and on again?

 

... I mean disabling and enabling the custom preset.

Posted

 

hmmm somehow the half erect mode is not working for me. any clues why?

 

I have the latest version of floppy installed. also the latest version of xp32 skelleton and hdt 

 

Have you tried turning it off and on again?

 

... I mean disabling and enabling the custom preset.

 

 

ok... uhm ...  I'm dumb ... I actually never clicked on the "custom" thing when I used the spell

 

I feel so dumb...

 

it's working now .. xD

 

thx

Posted

Anyone know the correct way of getting FloppySOS to work with SAM and Clams of Skyrim? I got the latest of all three mods installed but there's no collision unless I use the HDTHavok item that I was using before which messes up with the collisions of FloppySOS.

Posted

Anyone know the correct way of getting FloppySOS to work with SAM and Clams of Skyrim? I got the latest of all three mods installed but there's no collision unless I use the HDTHavok item that I was using before which messes up with the collisions of FloppySOS.

 

Can you give this a try?

http://www.loverslab.com/topic/59646-how-to-get-floppysos-to-work-with-clams-of-skyrim/?p=1508857

 

Posted

 

Anyone know the correct way of getting FloppySOS to work with SAM and Clams of Skyrim? I got the latest of all three mods installed but there's no collision unless I use the HDTHavok item that I was using before which messes up with the collisions of FloppySOS.

 

Can you give this a try?

http://www.loverslab.com/topic/59646-how-to-get-floppysos-to-work-with-clams-of-skyrim/?p=1508857

 

 

Doesn't seem to be working on my end unfortunately, thank you though.

Posted

I'm attempting to add a little something to this mod.  But in order to successfully troubleshoot it, I am hoping to garner some understanding of the unpredictability of the "half erect" / "near erect" modes.  The buttons in the config don't appear to do anything at all; choosing "Schlong" from the spell menu activates the "near erect" mode, going by its description.  I cannot actually get the "half erect" mode to function under any permutation, although I distinctly recall it working at some point in the past.  "Custom" seems to be the same as "both" - ie, both balls and schlong are unrestricted HDT - with the difference that the schlong is a great deal longer.

 

Hoping for some clarity. ;p

 

Edit: Never mind.  I've more or less sorted out what's going on.

Posted

Great mod. Thank you for your efforts Jopie.

 

I seem to have inconsistent hdt collisions with this mod however. My collisions were working perfectly before I installed this mod, it's not that they have completely stopped working when I have my custom balls only during sex enabled, but sometimes the collisions stop responding during a scene. It seems to work initially then I get nothing after a few scene changes. I've tried trouble shooting this problem to figure out exactly what is causing it but it seems really random. If anyone knows a simple fix to reload the collision data during gameplay I would be appreciate it very much.

Posted

I put together a tweak of the mod.  Here is the main thing it accomplishes:

  • Puts the schlong in the "half-erect" state during any SexLab animation / stage that doesn't strictly require a solid erection.

More specifically:

  • Redefines the custom mode as "half-erect" during the above-specified moments.
  • Swaps to standard SOS when erection is required - a permanent change until the entire animation is finished.
  • Redefines the custom mode as flaccid when not engaged with SexLab.
  • Does not override other erection events, such as from SexLab Aroused Redux or the manual controls.

Notes:

  • Assumes "Disable floppiness during erection events" is enabled.
  • Assumes the use of the "custom" configuration.
  • Assumes neither "half-erect" nor "near-erect" is selected in the menu.
  • If the schlong has floppiness disabled at the start of a SexLab thread (meaning it is SOS erect), this will not be overridden; only a flaccid state will change to half-erect.

Other things to mention: I slapped this together for myself, and only took it as far as was needed to make things work the way I personally wanted.  It is not as neat and tidy as the mod proper.  There are probably bugs.  For example, I'm pretty sure the "current version" variable goes out of whack due to the way I implemented this.  I do not vouch for this mod-of-a-mod.  Better to wait until FloppySOS has real, official multi-stage erection support.

 

In FloppySOS' current iteration, there is only one custom schlong mode, affecting every character in the game, which means if you start up a SexLab thread and there's an uninvolved bystander with a floppy schlong, they're going to be affected.

 

The process of changing the schlong's mode is quite involved and pretty slow (up to a full second of processing).  A better approach would have been to make new armors which themselves are the half-erect / flaccid versions, and swap those, but I got lazy.  Anyway, that's the approach I recommend to the author, and I also suggest a move away from StorageUtil, since it is both considerably faster and less prone to tricky issues just to maintain the variable arrays as properties.  (Assuming this is even an option, of course.  I never did quite ascertain the wizardry behind changing the schlong's physical responses.)

 

Why did I do this?  Because the effect provided by the half-erect setting is remarkably good, and this becomes vividly evident when allowing a futanari character to assume the female role in an animation.  Not taking advantage of this - just letting SOS make the schlong rock-hard as usual - is a complete waste, and having to do it manually from a menu really takes away from the experience.  So here's my answer.

 

I'll toss in a version that should provide, instead, the "near-erect" version of the effect, for those who prefer that.  Too lazy to make an all-in-one with a menu option, plus this mod is after all not my creation.

 

FloppySOS_v1.7_FredasCustomPatch_HalfErect.7z

FloppySOS_v1.7_FredasCustomPatch_NearErect.7z

Posted

Call me stupid because I deserve it. Turns out I forgot to update Bodyslide. Collisions work after updating.

 

However now the guys are suffering from erectile dysfunction disorder (floppyness doesn't disable itself when the action is initiated even though it's selected in the menu to disable it).

Posted

I put together a tweak of the mod.  Here is the main thing it accomplishes:

  • Puts the schlong in the "half-erect" state during any SexLab animation / stage that doesn't strictly require a solid erection.

More specifically:

  • Redefines the custom mode as "half-erect" during the above-specified moments.
  • Swaps to standard SOS when erection is required - a permanent change until the entire animation is finished.
  • Redefines the custom mode as flaccid when not engaged with SexLab.
  • Does not override other erection events, such as from SexLab Aroused Redux or the manual controls.

Notes:

  • Assumes "Disable floppiness during erection events" is enabled.
  • Assumes the use of the "custom" configuration.
  • Assumes neither "half-erect" nor "near-erect" is selected in the menu.
  • If the schlong has floppiness disabled at the start of a SexLab thread (meaning it is SOS erect), this will not be overridden; only a flaccid state will change to half-erect.

Other things to mention: I slapped this together for myself, and only took it as far as was needed to make things work the way I personally wanted.  It is not as neat and tidy as the mod proper.  There are probably bugs.  For example, I'm pretty sure the "current version" variable goes out of whack due to the way I implemented this.  I do not vouch for this mod-of-a-mod.  Better to wait until FloppySOS has real, official multi-stage erection support.

 

In FloppySOS' current iteration, there is only one custom schlong mode, affecting every character in the game, which means if you start up a SexLab thread and there's an uninvolved bystander with a floppy schlong, they're going to be affected.

 

The process of changing the schlong's mode is quite involved and pretty slow (up to a full second of processing).  A better approach would have been to make new armors which themselves are the half-erect / flaccid versions, and swap those, but I got lazy.  Anyway, that's the approach I recommend to the author, and I also suggest a move away from StorageUtil, since it is both considerably faster and less prone to tricky issues just to maintain the variable arrays as properties.  (Assuming this is even an option, of course.  I never did quite ascertain the wizardry behind changing the schlong's physical responses.)

 

Why did I do this?  Because the effect provided by the half-erect setting is remarkably good, and this becomes vividly evident when allowing a futanari character to assume the female role in an animation.  Not taking advantage of this - just letting SOS make the schlong rock-hard as usual - is a complete waste, and having to do it manually from a menu really takes away from the experience.  So here's my answer.

 

I'll toss in a version that should provide, instead, the "near-erect" version of the effect, for those who prefer that.  Too lazy to make an all-in-one with a menu option, plus this mod is after all not my creation.

 

Thanks a lot for sharing this, Fredas, and for your suggestions also!

I used StorageUtil mainly because of my inexperience with papyrus; I wan't sure how variables and properties behaved exactly. Sounds like switching to properties is worth trying.

A new update is still some ways off (busy with work), but I really want to take the custom mode and make it the basis for the whole mod. I was thinking along these lines:

  • A registry of custom sets, including full floppy, half-erect, near-erect, various arousal states, plus player-made sets.
  • A few blank armors to which modes can be assigned at runtime, and which can be distributed among player and npcs.
  • Improved logic to assign the right mode to the right circumstances. Those sexlab tags seem like a good place to start...
Posted

I used StorageUtil mainly because of my inexperience with papyrus; I wan't sure how variables and properties behaved exactly. Sounds like switching to properties is worth trying.

 

Depending on your approach in future revisions, it could be unnecessary.  It was a concern for me for two reasons, the first being the fact that it takes a good long time to do all those variable definitions when changing modes.  Fine for when exiting the menu, less great if it needs to be done during gameplay.  Second concern is the fact that StorageUtil doesn't seem to care what game save you load; it's only going to use whatever data it was last fed.  At least that was my experience.

 

  • A registry of custom sets, including full floppy, half-erect, near-erect, various arousal states, plus player-made sets.
  • A few blank armors to which modes can be assigned at runtime, and which can be distributed among player and npcs.

 

My personal take on this remains that a viable approach would be to put together 20 separate armors which serve as floppy approximations of the normal SOS states (which themselves are essentially just angle changes), and swap them on the fly.  This assumes, of course, that the individual angles themselves can be accomplished via floppiness - something I can't be certain about.  The base angle is only a third of the formula, of course.  The other two thirds are the aspects you tackled with your half- and near-erect modes: Shaft flexibility and base flexibility.  Those would decrease with angle, along different curves.

 

Now that I've seen for myself that the floppy item has to be swapped in order for the new settings to manifest (unless some magic could be accomplished to prevent that, such as how anim events control schlong angle), this feels like the best solution.  On an NPC, this would be quite transparent.  On the player, it would mean hearing the equip sound at intervals.  That's really the only concern I have.  Well, that and the way the schlong visibly resets with a new equip, rather than smoothly transitioning.

 

  • Improved logic to assign the right mode to the right circumstances. Those sexlab tags seem like a good place to start...

 

If you mean like what my patch does, I need to underscore that SexLab's tags are hit and miss, as you can probably tell from the modified script.  They are accurate descriptions, but altogether they do not tell one whether a given actor needs an erection; SexLab has always simply given one to every actor right away.  Hence my approach.  It took basically a whole day to work out how to deal with that shortcoming.

Posted

 

Anyone know the correct way of getting FloppySOS to work with SAM and Clams of Skyrim? I got the latest of all three mods installed but there's no collision unless I use the HDTHavok item that I was using before which messes up with the collisions of FloppySOS.

 

Can you give this a try?

http://www.loverslab.com/topic/59646-how-to-get-floppysos-to-work-with-clams-of-skyrim/?p=1508857

 

That actually works excellent with females with schlongs too. Thanks for the link. :D:cool::):P

Posted

Hey Fredas. Did you have any luck in finding if the emitter + floppy had possible compatability?

 

Nope.  And it's not even really a question of hunkering down and reading up on how to make it work (even if even that possibility was already one of the most daunting I could imagine).  The info is just not out there to be had.  I'm sure I've shared this sentiment before, but really the only avenue available to me is to directly ask for help.  That said, I think the odds are better than average that someone who knows how to make NifSkope obey would be able to figure out a way.  (Well.. let's call it an even 50%.  The emitter function apparently does not work with HDT breasts, even though one would imagine that an attempt would have been made to ensure that they would.  But at the same time, meshes do work, as made evident by the cumshot effect.)

 

Off topic but related: Puppet Master Swallow has evolved a bit recently, since I've been using it myself.  Works well with the latest Private Needs, for example.  Considering doing an update.

Posted

 

Hey Fredas. Did you have any luck in finding if the emitter + floppy had possible compatability?

 

Nope.  And it's not even really a question of hunkering down and reading up on how to make it work (even if even that possibility was already one of the most daunting I could imagine).  The info is just not out there to be had.  I'm sure I've shared this sentiment before, but really the only avenue available to me is to directly ask for help.  That said, I think the odds are better than average that someone who knows how to make NifSkope obey would be able to figure out a way.  (Well.. let's call it an even 50%.  The emitter function apparently does not work with HDT breasts, even though one would imagine that an attempt would have been made to ensure that they would.  But at the same time, meshes do work, as made evident by the cumshot effect.)

 

Off topic but related: Puppet Master Swallow has evolved a bit recently, since I've been using it myself.  Works well with the latest Private Needs, for example.  Considering doing an update.

 

 

That would be great. I like the animations used in that.

Posted

Any plans about floppy bulge and underwear erection?

Posted

This is a great mod!

 

There's one issue I have with it, and it's that sometimes the floppify cloak for NPCs doesn't work sometimes, and they have stiff genitals. Has anyone else had this issue in the past and fixed it?

 

What's really weird about the bug, is that it does apply to some of the NPCs, but not all of them.

Posted

the mod worked great until I had to reinstall my skyrim...now even though floppyness is enabled, and i see it on npcs, my character isn't showing any form of floppyness at all even though i configured them to have it. i added fredas little add-on too since I play sub-male and found it weird constantly having an erection during sex...the add-on appears to work for other submissives, but not my character. (no floppyness, not even when out of sex!)

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