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FUTA CONTENT THREAD - Futa News and More (1/26/17 Update)


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Posted (edited)

MOD UPDATE: 3BA Vaginaless Equippable Version 1.31

 

Fixed problem that made elf characters unable to equip the body

 

 

MOD UPDATE: ERF Futanari CBBE Uncut TRX Weight Tweak w 17(+17) New Pube Styles 1.12

 

Found issues with two pubic hairs in volume 2, these are now fixed. The mod should now be problem-free at last!

 

MOD UPDATE: [TRX] Futanari addon w 3BA Sliders 1.02

 

Conformed to TRX Futa Addon's 1.24 update

 

 

MOD UPDATE: Smoother Balls Normal Map for TRX Futa Addon 2.01

 

Conformed to TRX Futa Addon's 1.24 update

 

 

MOD RELEASE: TRX Futa Addon w 17(+17) New Pube styles, Wet Glans, 3BA (+Vaginaless) Sliders

 

34pyoobtrx.png.c5938b97851ceb106aaf749df4dd76cd.png

 

I've combined three mods into one:

 

A TRX Futa Addon port of my earlier 17(+17) Pube Styles mod for ERF CBBE Futanari Schlong, a slider that enchances seamlessness with my 3BA Vaginaless body, and finally a version of TRX Futa Addon where the glans is separated into its own separate mesh and made to look wet by giving it different specular values. Oh, and I included a bonus ball shape slider too.

 

Like with the ERF version, there are three Bodyslide projects with the 34 pube styles divided between them (plus a ball hair option included with each). There are alternate three projects that use the wet glans mesh. 3BA Vaginaless users can use the new "3BA_Vaginaless" slider to make the schlong better with that body. There's also a new slider called SOS DW Slider Test you can try out for an alternate scrotum shape.

 

For previews for each of the pube styles, see the page for the ERF version.

 

DOWNLOAD

 

You might be asking "But donnerwetter, why is there a slider for 3BA Vaginaless when there are no vaginaless texture patches for the TRX schlong yet?" Well, I'm going to work on making vaginaless TRX Patches for Fair Skin, Diamond, Bijin and The Pure and release them next.

 

Really not looking forward to the inevitable reports of all the bugs, oversights and fuckups I made on the TRX conversion of the pube mod. There's so many moving parts that working on the meshes is kind of a nightmare ?

 

Yo, @DJOTO, can I incorporate your smooth foreskin edit as an option in my texture patches?

 

Thinking of a prototype schlong edit where some areas of the mesh are separated, duplicated, given different textures and made into BodySlide zaps so users could choose options such as my smooth balls edit in BodySlide ? Can someone more knowledgeable see any potential problems with this sort of setup?

Edited by donnerwetter
Posted
On 2/10/2022 at 2:49 PM, pema123 said:

Don't know if someone beat me to this but: Ball Collisions!

 

How? 

  1. In OutfitStudio copy SMP object from SOS SMP to futa object (I assume you already have SMP enabled schlong)
  2. Rename like "scrotumcollision"
  3. reposition to cover the area of the balls, then use grow/shrink mesh brushes to make it fit the shape of scrotum
  4. Copy Bone Weights
  5. Sliders -> Conform Selected
  6. Save as new Outfit with name, don't forget to click "To Project"


Hey Pema, what part in the xml do you have to edit to not allow the balls to have a big gravity, I've adjusted in bodyslide and in racemenu the gravity but it still makes the balls drop far from what i've built in bodyslide or edited in racemenu?

Posted
35 minutes ago, Ghost5 said:


Hey Pema, what part in the xml do you have to edit to not allow the balls to have a big gravity, I've adjusted in bodyslide and in racemenu the gravity but it still makes the balls drop far from what i've built in bodyslide or edited in racemenu?

Kind of depends on the XML you're using, so I can narrow my answer a bit with that info. In general you can do a couple things:

  1. On the bone lower "gravity-factor" to <0.5
    1. If you have the 3 collision schlong, then you should try all three. Try changing the whole scrot bone before trying the R/L bones
    2. If you don't know already, SMP reloads the xml in game when you equip/unequip the item or by running "smp reset" in the console
      Spoiler
       
        <bone name="NPC GenitalsScrotum [GenScrot]">
          <mass>1</mass>
          <inertia x="10" y="10" z="10"/>
          <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
          </centerOfMassTransform>
          <gravity-factor>1</gravity-factor> <!-- Change this value -->
          <linearDamping>0.8</linearDamping>
          <angularDamping>0.8</angularDamping>
          <friction>0</friction>
          <rollingFriction>0</rollingFriction>
          <restitution>0.1</restitution>
          <margin-multiplier>0</margin-multiplier>
        </bone>

       

  2. If that doesn't work, you can try editing the constraints. 
    1. For the XML I provided, the reference frame for each constraint is on the constraining bone, this means it will move at most wrt to the frame's origin by the limits provided
    2. These limits also affect how collisions behave, but can and will move past their limits when colliding
    3. The Z-axis is usually the up/down axis for bones, so if you lower this number it won't have a natural "sagging" resting place
      1. X is side to side, Y is forward/back, X-rot is pitch, Y-rot is roll, Z-rot is yaw
Spoiler
 <generic-constraint bodyA="NPC GenitalsScrotum [GenScrot]" bodyB="NPC GenitalsBase [GenBase]">
    <frameInB>
      <basis x="0" y="0" z="0" w="1"/>
      <origin x="0" y="0" z="0"/>
    </frameInB>
    <useLinearReferenceFrameB>false</useLinearReferenceFrameB>
    <linearLowerLimit x="-2" y="-1.5" z="-2"/> <!-- Change this value -->
    <linearUpperLimit x="2" y="1.5" z="0"/>
    <angularLowerLimit x="-0.7" y="-0.2" z="-0.2"/>
    <angularUpperLimit x="0.7" y="0.2" z="-0.2"/>
    <linearStiffness x="1000" y="1000" z="1000"/>
    <angularStiffness x="1000" y="1000" z="1000"/>
    <linearDamping x="2" y="2" z="2"/>
    <angularDamping x="2" y="2" z="2"/>
    <linearEquilibrium x="0" y="0" z="0"/>
    <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0" y="0" z="0"/>
    <angularBounce x="0" y="0" z="0"/>
  </generic-constraint>
Posted
4 minutes ago, pema123 said:

Kind of depends on the XML you're using, so I can narrow my answer a bit with that info. In general you can do a couple things:

  1. On the bone lower "gravity-factor" to <0.5
    1. If you have the 3 collision schlong, then you should try all three. Try changing the whole scrot bone before trying the R/L bones
    2. If you don't know already, SMP reloads the xml in game when you equip/unequip the item or by running "smp reset" in the console
        Reveal hidden contents
       
        <bone name="NPC GenitalsScrotum [GenScrot]">
          <mass>1</mass>
          <inertia x="10" y="10" z="10"/>
          <centerOfMassTransform>
            <basis x="0" y="0" z="0" w="1"/>
            <origin x="0" y="0" z="0"/>
          </centerOfMassTransform>
          <gravity-factor>1</gravity-factor> <!-- Change this value -->
          <linearDamping>0.8</linearDamping>
          <angularDamping>0.8</angularDamping>
          <friction>0</friction>
          <rollingFriction>0</rollingFriction>
          <restitution>0.1</restitution>
          <margin-multiplier>0</margin-multiplier>
        </bone>

       

  2. If that doesn't work, you can try editing the constraints. 
    1. For the XML I provided, the reference frame for each constraint is on the constraining bone, this means it will move at most wrt to the frame's origin by the limits provided
    2. These limits also affect how collisions behave, but can and will move past their limits when colliding
    3. The Z-axis is usually the up/down axis for bones, so if you lower this number it won't have a natural "sagging" resting place
      1. X is side to side, Y is forward/back, X-rot is pitch, Y-rot is roll, Z-rot is yaw
  Reveal hidden contents
 <generic-constraint bodyA="NPC GenitalsScrotum [GenScrot]" bodyB="NPC GenitalsBase [GenBase]">
    <frameInB>
      <basis x="0" y="0" z="0" w="1"/>
      <origin x="0" y="0" z="0"/>
    </frameInB>
    <useLinearReferenceFrameB>false</useLinearReferenceFrameB>
    <linearLowerLimit x="-2" y="-1.5" z="-2"/> <!-- Change this value -->
    <linearUpperLimit x="2" y="1.5" z="0"/>
    <angularLowerLimit x="-0.7" y="-0.2" z="-0.2"/>
    <angularUpperLimit x="0.7" y="0.2" z="-0.2"/>
    <linearStiffness x="1000" y="1000" z="1000"/>
    <angularStiffness x="1000" y="1000" z="1000"/>
    <linearDamping x="2" y="2" z="2"/>
    <angularDamping x="2" y="2" z="2"/>
    <linearEquilibrium x="0" y="0" z="0"/>
    <angularEquilibrium x="0" y="0" z="0"/>
    <linearBounce x="0" y="0" z="0"/>
    <angularBounce x="0" y="0" z="0"/>
  </generic-constraint>


I'm using the one u provided in the tutorial one you posted back on page 371 here. I'll give it a shot and let you know.

Posted (edited)

Any interest in additional TRX Futa Wet Glans variants that have "hardcoded" foreskin but also have glans shape customization? On the base schlong you have to choose between customising the cock head and customising the foreskin, due to the way Skyrim's sliders work.

 

 

 

On 4/6/2022 at 6:37 AM, Spyro84 said:

You mean existing SOS texture patches? Here are SOS patches for Flawn's Argonian mods: Flawn's Redux CBBE Futa Patch 2K-4k and Flawn's Argonian Patch for SOS- Addon - Futanari CBBE

 

Should I look into beast race support for 3BA Vaginaless? I think this may have been a request (Sorry Spyro for not realising)

 

Another question: Is there any way to apply SOSmale.hkx on a schlong in Outfit Studio or Blender? If I could apply male schlong positioning to futa schlongs in Blender I could maybe try to make a schlong edit that looked better on female characters using male positioning.

 

Edit: No wonder male anims don't align for futa characters and no wonder SOSmale.hkx looks goofy on futa schlongs:

 

Spoiler

 

 

 

 

 

Edited by donnerwetter
Posted (edited)
12 hours ago, donnerwetter said:

Should I look into beast race support for 3BA Vaginaless? I think this may have been a request (Sorry Spyro for not realising)

 

 

3BA Vaginaless support for beast races would be great. About my previous post you quoted, that was a 3BA Vaginaless texture patch request for Flawn's Argonian mods. I'd be very pleased with beast race support for your mods when you have the time.

Edited by Spyro84
Posted
40 minutes ago, FutaNemesislol said:

 

 

oh nice, will there be different colors like pink for example?

These are initial releases and later will be colors and other stuff. Now im on main materials experiments stage. But even now you can just change color of diffuse texture to what you want.

 

 

Nex toy :)

 

 

Posted
1 hour ago, TRX_Trixter said:

These are initial releases and later will be colors and other stuff. Now im on main materials experiments stage. But even now you can just change color of diffuse texture to what you want.

 

 

Nex toy :)

 

 

This one reminds me a mod I have for LE but in those the condoms dont look as good or as realistic as yours do. Or maybe that's just the impression they gave me on my pale character XD

Posted

I've looked all over but I can't seem to find an answer to this:

Does the regularSOS option for 3BA actually work (i.e. does it halt schlong physics during animations)? My schlong stays floppy during sexlab animations despite having the SOSPhysicsManager esp and the regularSOS config installed.

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