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Facial Expressions During Sex?

face animations help sexlab

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50 replies to this topic

#1
Auguised

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I decided to try out SexLab for the first time the other day and was very impressed by the level of customization and the detail in all of the animations. However, I was a bit disappointed that the facial expressions for the characters involved in the sex didn't change in relation to the voices or the actions they were doing at the time. It seems like at least opening the mouth a bit while having sex would add a huge boost to realism, since staring blankly out into space in the middle of intercourse seems a bit off.

 

While this might already be in the list of future features of SexLab, I was also wondering if there was a way to already manually do this during sex through FNIS. I haven't done anything with FNIS before, so I'm not sure how likely this is. Any response would be greatly appreciated.


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#2
Mailamea

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Whats sad is bethesda won't patch it since patch 1.9.32 is the final patch and they said they will be leaving it for people to be fixed. Sad actually and they are milking money for the upcomming dragon born edition pack.


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#3
Ark of Truth

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1.9.32 is not the final patch. The statement said that there was not going to be any new content as they were focusing on fixing bugs instead for the GOTY version.


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#4
Junko

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Take into account that they still haven't fixed the Esbern quest as of update 1.9.32 a quest that has been broken since release. It had to be fixed by the modding community so I wouldn't expect the mfg commands to be fixed anytime soon. <_<


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#5
Mailamea

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Im pretty sure they won't fixed it, You can clearly read their statement that the Dragonborn Edition Pack will contain the qoute "FINAL(1.9.32)" update and all dlcs. As mention from bethesda its the final update content.


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#6
Cynder

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That sucks.


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#7
Auguised

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Yeah, I've noticed the lip sync issues and was told they were caused by one of the recent patches. However, I didn't realize that also knocked out the usage of facial expressions. I wouldn't write it off as being unfixable. The unofficial patches have fixed countless bugs that Bethesda ignored, and I'm sure this will eventually be one of them. Thanks for the responses.


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#8
ToJKa

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1.9.32 is not the final patch.

Yeah, i'll believe it when i see it. Given their recent PR, the update they mentioned will be twitter post saying there won't be an update :P
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#9
Asylianna

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The current version of Sanguine's Debauchery does a pretty good job of working around this.  It looks like it's just the combat shouts triggered through FusRohDoh, but for what they're using it for it does quite nicely.


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#10
Expired6978

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If they don't fix it within the next 3 months I'll load up the previous runtime and find out which thread decided to stop giving a crap about FaceGen changes. The MFG function is not broken, the thread that catches the BSFaceGenAnimationData flag changes stopped caring. It's technically fix-able, but will take a lot of debugging to find out which thread function is the problem, and then compare with the current version. Then runtime patch it, I haven't done this yet in hopes of Bethesda themselves fixing it, but if it comes down to it I may end up fixing it anyway.


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#11
Stormsone

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Well if the community bugged bethesda about something enough they would fix it. Nagging works on companies if enough people do it.


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#12
Bukkake Waffles

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Puppeteer Master - http://skyrim.nexusm...om/mods/10870/?

 

I've been using this to get facial expressions to work with the 1.9 patch


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#13
lordofthedread

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Puppeteer Master - http://skyrim.nexusm...om/mods/10870/?

 

I've been using this to get facial expressions to work with the 1.9 patch

 

It is good for screenshots but not so much for facial expressions during gameplay


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#14
Geist

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If they don't fix it within the next 3 months I'll load up the previous runtime and find out which thread decided to stop giving a crap about FaceGen changes. The MFG function is not broken, the thread that catches the BSFaceGenAnimationData flag changes stopped caring. It's technically fix-able, but will take a lot of debugging to find out which thread function is the problem, and then compare with the current version. Then runtime patch it, I haven't done this yet in hopes of Bethesda themselves fixing it, but if it comes down to it I may end up fixing it anyway.

You'll be doing the screenshot taking and comic making gamers (I'm one of them) an eternal act of heroism if you fullfill that promise.

 

But hopefully Bethesda will fix it and if not, the modders will take it in their own hands.


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#15
Expired6978

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Doesn't seem like the USKP team are much into this problem as a potential fix in their never-ending and thankless job. Don't even see it listed anywhere in their MBT, either people aren't reporting it to them or they're deleting it as unfixable by them.

Or perhaps there just isn't enough feedback on this issue being an issue being directed to Bethesda in the correct manner. Have to keep in mind that only the long term modding community is really concerned about this. Most average gamers are like "Skyrim? That game is old."

 

I'd like to think that Bethesda would actually address this so modders will have the tools necessary to create immersive content that will extend the shelf life of Skyrim just like mods did for Morrowind and Oblivion and FO3 and FONV...but I dunno. Bethesda has quite often shown that it really doesn't give a crap once they feel all the money that can be made, has been made.

 

That's because it's an engine problem. Nothing USKP can do about it without knowing assembly and reverse engineering concepts. If I do end up fixing it, or Bethesda ends up fixing it I'll expose it to Papyrus, I already know the functions used.

MEMBER_FN_PREFIX(BSFaceGenAnimationData);
DEFINE_MEMBER_FN(SetExpression, void, 0x0059DB90, UInt32 type, float value);
DEFINE_MEMBER_FN(SetPhonome, void, 0x005352D0, UInt32 type, float value);
DEFINE_MEMBER_FN(SetModifier, void, 0x005352A0, UInt32 type, float value);
DEFINE_MEMBER_FN(SetCustom, void, 0x00535300, UInt32 type, float value);
DEFINE_MEMBER_FN(Reset, void, 0x0059E320, float value, UInt8 unk1, UInt8 unk2, UInt8 unk3, UInt8 unk4);
The functions themselves are relatively threadsafe since all they do is flag some numbers. These exact functions are used by the MFG console function. Like I said, the functions themselves are not broken. The thread that catches the changes stopping doing whatever it needs to do. SetExpression and Reset still work in 1.9. Modifier appears to be broken, I never tested the others.
 
How I would go about fixing it would be to place a Read/Write trace on the related flags in 1.8 runtime, then set the modifier to find out what reads the flag and probably replicate the process in 1.9 to see the difference.

 


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