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Realistic Foreskin & Erection Simulation

Plugins + Scripts Realistic Foreskin & Erection Simulation

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That fixes it when I don't use the feature at all, yep.

Researching the other issue some more, I think I finally understand what's happening. The timer is incrementing when "inside" any target at all. Which includes the male's targets as well, his hand counts when holding his penis / masturbating. And there is only one timer. Correct solution would be to have separate timer for the male (incrementing on any "inside" state), and then for each female (incrementing only when penetrated). Although more detailed stimulation logic would be better than a simple timer of course.
View attachment 576889
Thanks again for digging into this for me! This sounds very probable to be the issue here - I will fix this.
Regarding the simulation logic, I think that @hazmhox is working on a separate stimulation / intensity simulation plugin (as a replacement for vammoan's system), so I would rather link to this once its out (and hopefully a male voice in the new vammoan)!
 
That fixes it when I don't use the feature at all, yep.

Researching the other issue some more, I think I finally understand what's happening. The timer is incrementing when "inside" any target at all. Which includes the male's targets as well, his hand counts when holding his penis / masturbating. And there is only one timer. Correct solution would be to have separate timer for the male (incrementing on any "inside" state), and then for each female (incrementing only when penetrated). Although more detailed stimulation logic would be better than a simple timer of course.
View attachment 576889
Would you like to test this version? This includes a separate trigger counter for squirt and wet pussy, only counting if inside vagina or anus. This should prevent that an already built-up counter would lead to an immediate release of squirt when getting closer.
 

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  • RunRudolf.RealisticForeskinSim.119.txt
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RunRudolf updated Realistic Foreskin & Erection Simulation with a new update entry:

Squirt Bugfix, SexyFluid Update

View attachment 578435
Credits (automatically composed by Credit & License Scanner): [Morphs / Appearances]: ascorad.asco_HandMorphs.3 (FC), Skynet.BetterBends.14 (CC BY), HotlineVam.GinaVogelFFA.1 (CC BY-NC-SA), V2.___UniversalMorphCollection___.103 (FC), Clownmug.SubtleDetails.2 (FC), Azur.Body_Morphs_details.1 (CC BY), Azur.Spine_Folds.1 (CC BY), HotlineVam.NadjiaHansenFFA.1 (CC BY-NC-SA)...

Read the rest of this update entry...
 
Would you like to test this version? This includes a separate trigger counter for squirt and wet pussy, only counting if inside vagina or anus. This should prevent that an already built-up counter would lead to an immediate release of squirt when getting closer.
Sorry I did not have time to test it, especially since I don't use the feature in any of my scenes. Looking at the code it should work fine with one female in the scene. With multiple, I guess all of them would get excited if any is penetrated :D But that's ok, as you wrote detailed stimulation and behavior logic of females should probably not be a part of this plugin anyway. (I might do something directly built into SexyFluids one day, since I already have a very detailed information about penetration available there, but I am not spending that much time on VAM these days)
 
Thanks again for digging into this for me! This sounds very probable to be the issue here - I will fix this.
Regarding the simulation logic, I think that @hazmhox is working on a separate stimulation / intensity simulation plugin (as a replacement for vammoan's system), so I would rather link to this once its out (and hopefully a male voice in the new vammoan)!

I'm not sure what the problem is. VAMM is a per character instanciated plugin. Every timer and logic is tied TO the character, so unless you're tying them yourself, there's no reason a VAMM instance is influenced by another.
 
I'm not sure what the problem is. VAMM is a per character instanciated plugin. Every timer and logic is tied TO the character, so unless you're tying them yourself, there's no reason a VAMM instance is influenced by another.
There is no problem with Vammoan, the discussion was about SexyFluids in conjunction wirh RealisticErection. I just mentioned (two posts earlier) that you seem to be (?) working on a separate plugin to manage arousal / intensity, probably to team up with the new Vammoan.
 
Ho right! I was confused with the quote, sorry mate! : ')

Yeap I am! vamexcite, I have several things in parallel atm so it's taking time... but soon I hope ;)
 
With multiple, I guess all of them would get excited if any is penetrated
I don't think this should happen, since only one person atom's SexyFluid instance and cum cloth system is triggered (by the variable '
personData1'):

C#:
Atom person1 = SuperController.singleton.GetAtomByUid(personData1);
pluginID2 = FindPluginID(person1, "Foost.SexyFluids");

If you find any such behaviour by chance, let me know!
 
I do have an issue. My erection level is wether 99% or after clicking on test it sets back to 0% without any possibility to arouse the male and increase the intensity. Is it a known bug? Is there a possibility to clean install or may it be an issue with another mod? Best regards,
 
I do have an issue. My erection level is wether 99% or after clicking on test it sets back to 0% without any possibility to arouse the male and increase the intensity. Is it a known bug? Is there a possibility to clean install or may it be an issue with another mod? Best regards,
Hi, I do not know of any such issue. However, lets find out what it is. You could send a video of installing the plugin, also briefly showing scene/session/other person plugins, so that I can try to reproduce your situation.
 
I have a problem with altfutas whenever I save a scene and load it the next day, the plugin restarts, and all my settings are gone unless I save a preset in the plugin itself, but this is quite annoying when I forget to do that. Is there any way to prevent the plugin from restarting when loading a scene save with an altfuta?

Edit: I edited the "RunRudolf_ControlCenter.cs" file and under "//Gender Switch Detection" changed "protected bool noRestart" from false to true. Now I don't have to save a preset in the plugin anymore everytime I make a scene save to keep my settings.
 

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  • Screenshot 2026-04-20 013111.png
    Screenshot 2026-04-20 013111.png
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I have a problem with altfutas whenever I save a scene and load it the next day, the plugin restarts, and all my settings are gone unless I save a preset in the plugin itself, but this is quite annoying when I forget to do that. Is there any way to prevent the plugin from restarting when loading a scene save with an altfuta?

Edit: I edited the "RunRudolf_ControlCenter.cs" file and under "//Gender Switch Detection" changed "protected bool noRestart" from false to true. Now I don't have to save a preset in the plugin anymore everytime I make a scene save to keep my settings.
Hey TheGamer0069, thanks for reporting this and the specific check and suggestion! I will have to do a bit of testimg on this, because the auto restarz is needed in case of switching from femae to male by using the Alt Futa configurator. Its always quite a hassle to get these things right in VaM since there are only very limited events to detect significant changes such as reloading, restoring, saving etc. I will report back later what I found.
 
RunRudolf updated Realistic Foreskin & Erection Simulation with a new update entry:

AltFuta Save File Loading Bugfix

View attachment 584628
Credits: [Morphs / Appearances]: HotlineVam.DorisBaumschlagFFA.1 (CC BY-NC-SA), HotlineVam.GinaVogelFFA.1 (CC BY-NC-SA) | [Hair]: Theuf.Nakirahairstyle.1 (CC BY), AT5.[Hair]AT5H08.3 (CC BY), Theuf.Karryhairstyle2blonde.1 (CC BY), Theuf.Karryextra1blonde.1 (CC BY) | [Clothing]: YameteOuji.Neck_ChokerLaceA.2 (CC BY), Skynet.toenails_HD.3 (CC BY), Bamair1984.EyeBall_Shadow_V2.1 (CC BY), vamBear.futaPikeLightfoot.2 (CC BY), maru01.YH_gym_clothes.1 (CC...

Read the rest of this update entry...
 
Would you consider adding sliders for penis joint drive max force to the plugin itself? Or even just a toggle to set them back to 10 would work, it being forced to 6 causes some slightly annoying behavior with larger cocks in my experience
 
Would you consider adding sliders for penis joint drive max force to the plugin itself? Or even just a toggle to set them back to 10 would work, it being forced to 6 causes some slightly annoying behavior with larger cocks in my experience
Hi there, and thank you for asking. Sorry for the delay of my response.
What exactly is the problem ("annoying")? In flaccid or erect state? REALLY HUGE penises? I tested it with Length 6 and Girth 1.5 and this looked fine at first glance.
I could imagine to couple the existing "Floppiness" slider value to also influence the max force value. There is no space for another slider on this page.
Let me know what you think!
 
Hi there, and thank you for asking. Sorry for the delay of my response.
What exactly is the problem ("annoying")? In flaccid or erect state? REALLY HUGE penises? I tested it with Length 6 and Girth 1.5 and this looked fine at first glance.
I could imagine to couple the existing "Floppiness" slider value to also influence the max force value. There is no space for another slider on this page.
Let me know what you think!
hopefully this makes sense, basically the cock seems to struggle to stand up, compared to the vanilla values. I understand this is probably more realistic, and in the first clip you can see a difference but it isn't really an issue, but once you get on the larger side in clip 2 it can occasionally even get stuck due to not having enough torque

of course I don't expect the plugin to accommodate every niche situation or size, but I figured I would mention this as being able to change (or at least disable locking of) the max force would be a helpful workaround for some of these cases

as for floppiness, I personally dont tend to change it as it removes the "weighty" feel on larger cocks, making them seem light and rigid, which, while technically fixing the issue, makes it kind of boring lol

thanks for your response, i hope this clears things up a little bit
 

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  • 2026-04-29 19-49-43.mp4
    1.6 MB
  • 2026-04-29 19-55-40.mp4
    3.9 MB
RunRudolf updated Realistic Foreskin & Erection Simulation with a new update entry:

Minor Bugfixes & Tunings

  • Foreskin: Fixed the way how loading the plugin deals with already existing cum cloth items. Existing cum cloth will now not be removed any more when loading a fresh instance of the plugin (or reloading it) while the “Add cum cloth” parameter is unchecked. This means you can use your own cum cloth system and this plugin does not remove your items. Thanks @ispinox for the bug report.
  • Erection: Penis Base Control MaxForce is now also modified by the “Floppiness”...

Read the rest of this update entry...
 
hopefully this makes sense, basically the cock seems to struggle to stand up, compared to the vanilla values. I understand this is probably more realistic, and in the first clip you can see a difference but it isn't really an issue, but once you get on the larger side in clip 2 it can occasionally even get stuck due to not having enough torque

of course I don't expect the plugin to accommodate every niche situation or size, but I figured I would mention this as being able to change (or at least disable locking of) the max force would be a helpful workaround for some of these cases

as for floppiness, I personally dont tend to change it as it removes the "weighty" feel on larger cocks, making them seem light and rigid, which, while technically fixing the issue, makes it kind of boring lol

thanks for your response, i hope this clears things up a little bit
i believe its just Vam default collision, if u were to load a default male then use the built in penis length slider to around 6 or above it will behave somewhat similar from the video u uploaded
 
i believe its just Vam default collision, if u were to load a default male then use the built in penis length slider to around 6 or above it will behave somewhat similar from the video u uploaded
Might be, but its tunable with the the expanded sloppiness and base/mid/tip sliders!
 
i believe its just Vam default collision, if u were to load a default male then use the built in penis length slider to around 6 or above it will behave somewhat similar from the video u uploaded
Nope, I'm familiar with that issue but that's not whats happening here, it happens with the colliders fixed as well

I may make a video directly explaining the issue since I don't think I'm explaining it well through text lol

Might be, but its tunable with the the expanded sloppiness and base/mid/tip sliders!
By the way, the quick update was greatly appreciated, although sadly didn't exactly help in my case, my fault for not being clear enough
 
I did a search through the discussion and couldn't find any mention of it, so maybe I'm stupid but...
Is there any way, in a scene that already uses this plugin, to change the Male appearance and set the erect morphs to said appearance preset?

I'm guessing you're storing original morphs on loading the plugin, but can you also store them on loading an appearance preset?
The only way I can make it work right now is by deactivating the plugin, loading my appearance preset, reloading the plugin, loading pre-reload settings (using everlaster.UXPlus), re-enabling the plugins, and then restoring previous morph config with your plugin. If I don't use UXPlus, I lose the scene specific settings.

Thanks.
 
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I did a search through the discussion and couldn't find any mention of it, so maybe I'm stupid but...
Is there any way, in a scene that already uses this plugin, to change the Male appearance and set the erect morphs to said appearance preset?

I'm guessing you're storing original morphs on loading the plugin, but can you also store them on loading an appearance preset?
The only way I can make it work right now is by deactivating the plugin, loading my appearance preset, reloading the plugin, loading pre-reload settings (using everlaster.UXPlus), re-enabling the plugins, and then restoring previous morph config with your plugin. If I don't use UXPlus, I lose the scene specific settings.

Thanks.
Hi, that sounds complicated, but I tried to understand what you want to achieve.

- You are right, the plugin stores the morph values present when it is initially loaded. That's just to ensure everything is set back to the state before adding the plugin in case the user removes the plugin.
- There is currently no 'awareness' of appearance preset loading in the plugin. The problem with detecting appearance changes by preset loading in VaM is that there is no method to systematically detect this. In one of my other plugins I used a 'morph value sum change' detection to check whether a morph has been changed. But if this was applied here, the above 'restore original morphs when plugin removed' routine would be rendered ineffective, since each morph change would be overriding the stored original morph values, unless we are able to differentiate between manual morph changes in the UI and loading an appearance preset.
- Other fact is that not many genital appearances will work with the foreskin morphs used in this plugin. So it makes more sense in most cases to keep the configured genital appearance while loading a character appearance preset.

The best solution in the current context seems to be
- 1. Remove the plugin 2. Load your new appearance preset 3. Load the plugin again 4. In the Erection plugin, go to 'Morphs' and 'Reset & Restore' and click on 'Restore Previous Morph Config'. This will keep the erect morphs of the appearance preset file.

Does that work for you?
 
The best solution in the current context seems to be
- 1. Remove the plugin 2. Load your new appearance preset 3. Load the plugin again 4. In the Erection plugin, go to 'Morphs' and 'Reset & Restore' and click on 'Restore Previous Morph Config'. This will keep the erect morphs of the appearance preset file.

Does that work for you?
That is what I meant with the second part of my message. It's the same as disabling the plugin, loading the preset, reloading the plugin and "Restore Previous Morph Config".
I do it this way, on top of using UXPlus, in order to keep the scene's plugin customizations. UXPlus has a feature to restore plugin settings to their state before reloading.

If you can't detect preset loading, maybe another way to do it could be to capture those morph values every time the plugin is enabled.
This way, you could just disable the plugin before loading a preset, re-enable and restore morph values.

But anyway, I do have a method, so if it's too much of a hassle and if I'm the only one requesting this, it might not be worth it.
 
That is what I meant with the second part of my message. It's the same as disabling the plugin, loading the preset, reloading the plugin and "Restore Previous Morph Config".
I do it this way, on top of using UXPlus, in order to keep the scene's plugin customizations. UXPlus has a feature to restore plugin settings to their state before reloading.

If you can't detect preset loading, maybe another way to do it could be to capture those morph values every time the plugin is enabled.
This way, you could just disable the plugin before loading a preset, re-enable and restore morph values.

But anyway, I do have a method, so if it's too much of a hassle and if I'm the only one requesting this, it might not be worth it.
Thanks for your input!

I fear that trying to detect appearance preset loadings will be a mess, because it's not that easy. Other plugins, or even my own routines, regularly influence several of the morphs simultaneously. How would you tell its an appearance preset change rather that normal morph changes? This could lead to a lot of troubels (believe me, I know what I talk about).

I have however implemented the method you suggested. Its not fully automatic, but it should do the trick. Please try the attached beta version. In this version, you can now disable the plugin, load your appearance preset, re-enable the plugin and click 'Restore Previous Morph Config'. This will keep the values loaded from the appearance preset. I have integrated the restore values saving routine into the 'OnEnable' routine.

You have to rename the file from .txt to .var.

Let me know if this works for you please!
 

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  • RunRudolf.RealisticForeskinSim.121.txt
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Thanks for your input!

I fear that trying to detect appearance preset loadings will be a mess, because it's not that easy. Other plugins, or even my own routines, regularly influence several of the morphs simultaneously. How would you tell its an appearance preset change rather that normal morph changes? This could lead to a lot of troubels (believe me, I know what I talk about).

I have however implemented the method you suggested. Its not fully automatic, but it should do the trick. Please try the attached beta version. In this version, you can now disable the plugin, load your appearance preset, re-enable the plugin and click 'Restore Previous Morph Config'. This will keep the values loaded from the appearance preset. I have integrated the restore values saving routine into the 'OnEnable' routine.

You have to rename the file from .txt to .var.

Let me know if this works for you please!
Tested it.
Works exactly as you said.
Thanks a lot!
 
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