Alternative Futa

Plugins + Scripts Alternative Futa

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Hello, will support for the ClothingPluginManager be added in the future? That way, I could load the futa as an outfit.
Hi there, I have no idea what you mean exactly. Could you please be very specific? I do not use the ClothingPluginManager. What exactly could be loaded "as an outfit"?
 
Hi there, I have no idea what you mean exactly. Could you please be very specific? I do not use the ClothingPluginManager. What exactly could be loaded "as an outfit"?
For example, I would bundle the character morphs with the character's clothing so that equipping the corresponding outfit loads the associated morphs.
 
This way, only the character preset needs to be saved, so users won't have to load additional plugin presets.
 
What I mean is, could your plugin load male genitals as an item of clothing in the future?
 
What I mean is, could your plugin load male genitals as an item of clothing in the future?
No, definitely not unfortunately. The system behind adding the male genital to a female person atom is completely different to clothing in VaM.
 
RunRudolf updated Alternative Futa with a new update entry:

Media Path Dialog Preset Trigger, Disable Testes RigidBody, Morph Changes, Bugfix

  • Introduced an additional trigger with a media path dialog to load altfuta plugin presets. The trigger 'Load Preset From Path' still requires a correctly formatted path input (as before, see here: https://hub.virtamate.com/resources/alternative-futa.67410/) and allows fully automated preset loading. The new trigger 'Load Preset With Path' opens a media path dialog for the user to choose the desired preset file. Thanks @Virtamales for the...

Read the rest of this update entry...
 
hmmm it might just be me but personally i prefer the Y/Z morphs over 1 bundled morph, its give more flexibility and since every body morphs are different from each other those slight adjustment sometime matter more than expected
 
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Thanks for continuing to update this plugin (y) . I have a crazy idea: since the plugin can give female characters a penis, could it be possible to equip two at the same time? You know, some furry characters just have that kind of special anatomy.🧞‍♂️
 
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would be great to have unlimited values on the V/H offset.
it is possible to change in morphs tab but when save and load the preset it always overwrite to (+/-) .3
 
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Thanks for continuing to update this plugin (y) . I have a crazy idea: since the plugin can give female characters a penis, could it be possible to equip two at the same time? You know, some furry characters just have that kind of special anatomy.🧞‍♂️
Sorry, unfortunately not with my modelling cababilities. I tried to modify the male genital mesh recently, in order to create a version without testicles, which worked in principle, but looked still terrible in the end. So two genitals is definitely out of my range. Just out of curiosity: Where should the second genital be attached to? :-o
 
View attachment 623678
would be great to have unlimited values on the V/H offset.
it is possible to change in morphs tab but when save and load the preset it always overwrite to (+/-) .3
Yeah, I also noticed that. Not sure if this type of slider is different that the one with the + range / - range. I will check...
 
is interactive vammoan for alt futa a thing yet?
Hi, the VAMMoan plugin currently identifies altfuta person atoms as female, and thus does not react on interactive stimulation of the male genital. This would have to be addressed within the VAMMoan plugin by @hazmhox.
In my plugins, I use a slightly expanded routine to detect altfuta characters:

public void checkfemale()
{
//Check if atom is female or male
isFemale = geometry.gender == DAZCharacterSelector.Gender.Female;
isMale = geometry.gender == DAZCharacterSelector.Gender.Male;

//Detecting altfuta based on altfuta plugin
pluginID = FindPluginID(containingAtom,"Stopper.AlternativeFutaPenisMaterials");

//Set isFuta if female and has penis
isFuta = isFemale && pluginID != null;
}

private string FindPluginID(Atom atom, string suffix)
{
for (int i = 0; i < 20; i++)
{
var storable = atom.GetStorableByID($"plugin#{i}_{suffix}");
if (storable != null)
{
//SuperController.LogMessage($"FindPlugin: {suffix} - Found: {storable.storeId}");
return storable.storeId;
}
}

return null;
}

Since there are altfuta atoms with both male and female genitals, it's not clear which gender assumption would be most suitable in VAMMoan though!
 
Hi RunRudolf,

Thanks for keeping AlternativeFuta going. I ran into a bug with custom hair on AltFuta characters and wrote a fix against your v14. I'd like to offer it for your consideration.

The problem: hair saved from Hair Creator with the DirectSkinFemale/DirectSkinMale scalp breaks on an AltFuta character in two ways:
- Hair made on the futa anatomy (e.g. ball or pubic hair) saves fine but fails to load. First it logs Binary hair data not compatible with chosen scalp mesh, then an IndexOutOfRangeException in RuntimeHairGeometryCreator.LoadFromBinaryReader on every later load.
- Hair made on a stock female, including published DirectSkin fur and tails, always fails with "not compatible".

The cause, in short: DirectSkin hair stores one slot per skin vertex: 23,008 on the stock female skin and 24,333 on the futa skin. AddMaleGenitalia() selects the new character before the male graft is merged, so hair that connects in that window sizes itself for the stock skin. VaM never resizes it once the skin grows. Also, the futa skin's vertices are the stock female ones in the same order, with the male graft added at the end, so stock hair only needs its slot list padded for the graft to work.

The fix: once the skin is ready, AltFuta checks the atom's DirectSkin hair once a second and does one of two things:
- Hair made on the futa skin is reloaded, so VaM rebuilds its slot list from the finished skin.
- Hair made on the stock skin is loaded from a padded copy written under Custom/PluginData/RunRudolf/AlternativeFuta/DirectSkinHair/.

Per-scene hair settings are kept, the change only adds code (381 lines, nothing removed), and I've tested it in VaM. The attached README covers the details, verification, test steps and known limitations.

Attachments (renamed to .txt for the board):
- AlternativeFuta-DirectSkinHair.patch.txt: rename it to .patch, then from the VaM root run
git apply AlternativeFuta-DirectSkinHair.patch
or patch -p1 --binary < AlternativeFuta-DirectSkinHair.patch
- README.txt: the write-up, in Markdown.

One gotcha: AlternativeFuta.cs uses Windows (CRLF) line endings and the patch keeps them. If the download or an editor strips the carriage returns, the patch won't apply. If that happens, let me know and I'll send the complete patched AlternativeFuta.cs another way.

Full disclosure: I used Claude for most of this work. You're welcome to use any or all of it however you like. I've been running the fix for about a week with both DirectSkinFemale and DirectSkinMale scalps, and it's worked well.

Thanks!
 

Attachments

  • AlternativeFuta-DirectSkinHair.patch.txt
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  • README.txt
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Is there a way to add decals and move them like in decal maker mod?
You can use Decal Maker on Alternative Futa for torso, face and limbs and move them, but since DecalMaker detects alternative futa person atoms as females it thus does not recognize the male genital.
 
Hi RunRudolf,

Thanks for keeping AlternativeFuta going. I ran into a bug with custom hair on AltFuta characters and wrote a fix against your v14. I'd like to offer it for your consideration.

The problem: hair saved from Hair Creator with the DirectSkinFemale/DirectSkinMale scalp breaks on an AltFuta character in two ways:
- Hair made on the futa anatomy (e.g. ball or pubic hair) saves fine but fails to load. First it logs Binary hair data not compatible with chosen scalp mesh, then an IndexOutOfRangeException in RuntimeHairGeometryCreator.LoadFromBinaryReader on every later load.
- Hair made on a stock female, including published DirectSkin fur and tails, always fails with "not compatible".

The cause, in short: DirectSkin hair stores one slot per skin vertex: 23,008 on the stock female skin and 24,333 on the futa skin. AddMaleGenitalia() selects the new character before the male graft is merged, so hair that connects in that window sizes itself for the stock skin. VaM never resizes it once the skin grows. Also, the futa skin's vertices are the stock female ones in the same order, with the male graft added at the end, so stock hair only needs its slot list padded for the graft to work.

The fix: once the skin is ready, AltFuta checks the atom's DirectSkin hair once a second and does one of two things:
- Hair made on the futa skin is reloaded, so VaM rebuilds its slot list from the finished skin.
- Hair made on the stock skin is loaded from a padded copy written under Custom/PluginData/RunRudolf/AlternativeFuta/DirectSkinHair/.

Per-scene hair settings are kept, the change only adds code (381 lines, nothing removed), and I've tested it in VaM. The attached README covers the details, verification, test steps and known limitations.

Attachments (renamed to .txt for the board):
- AlternativeFuta-DirectSkinHair.patch.txt: rename it to .patch, then from the VaM root run
git apply AlternativeFuta-DirectSkinHair.patch
or patch -p1 --binary < AlternativeFuta-DirectSkinHair.patch
- README.txt: the write-up, in Markdown.

One gotcha: AlternativeFuta.cs uses Windows (CRLF) line endings and the patch keeps them. If the download or an editor strips the carriage returns, the patch won't apply. If that happens, let me know and I'll send the complete patched AlternativeFuta.cs another way.

Full disclosure: I used Claude for most of this work. You're welcome to use any or all of it however you like. I've been running the fix for about a week with both DirectSkinFemale and DirectSkinMale scalps, and it's worked well.

Thanks!
Hi Priapus

many thanks for your contribution and willingness to share this with the community. Thats awesome!

I think I see the point, but would like to ask you to send me the full modified .cs via Discord, if possible also including an example futa hair item to test. You can find me at runrudolf_09234. Is this possible?

Thanks a lot!
 
In native alt futa plugin there were many penis offsets to move and roatate xyz axis to put mesh where it needed to be. now there is only one that realy moves whole penis mesh. why is that>
 
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