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About This File

This is a modder resource (very simple dependency ) I made.

 

The video shows how the "Being A Doggy (Doggy Auto Fuck)" mod cooperate with this mod.

 

 

There are supposed to be two group of modders: the ones who run the animations and the ones who want to trigger some sex scenes.

If they are not the same person, this might help. It bridges them.

 

Every time the player try to pose a certain ( masturbation in test animations ) animation, the mod will emit a ModEvent.

 

When you try to jump ( space on keyboard or Y on gamepad ), the msg may show up ( if toggled on in mcm ) to tell you the animations event name which are registered for the actor under crosshair.

 

After registering an animevent for the player, Try "player.sae animationEvent" to let the player pose the animation, and after a second , a notification in the topleft will shown indicates that the ModEvent is emitted.

 

It is in "SexLab Framework" zone because the mod uses all the female solo animations (tag "F") in SexLab ( to add test animations, see mcm ) .

 

It requires "SKSE - Register Custom Animation Events v02.7z"

 

It is very simple, I just made this and thought that maybe useful to others. And if a mod register some animations, another mod may catch this and run a certain sex scene.

 

Feel free to use the source code because it is very easy.

 

I think this is useful to add some trigger to  many "none-SexLab" animations . Such as "Crawl animation" that I use in Being A Doggy (Doggy Auto Fuck)

Such crawl "non-sexlab" animations like "DefeatAllFour" in SexLabDefeat can be registered by this mod ( I put it in the code ).

And lots of Poser idle animations.

 

 

Use registerActor(Actor a,string anim,string position) to register a new pose.

 

Position is a SexLab tag indicates the about to happen sex prefers which position, like "Doggy", "Missionary".

For example, "crawl animation" should trigger Doggy sex.

 

Technically the Position can be anything you want , for example you can do this : registerActor(a,"myanimevent1", "aCustomString"). As long as you can recognize this string in your callback function.

 

Anim is the animation event specified in the FNIS text file, like these shown in the screen shot.

 

As the sex scene requires a second actor, the selection method is unknown to this mod, so this mod do not trigger sex itself but emit a sex event by these lines:


        ModEvent.PushForm(handle,actor)
        ModEvent.PushString(handle,anim)
        ModEvent.PushString(handle,theposition)
        ModEvent.Send(handle)
    

 

So you just need these:

 

RegisterForModEvent("huan_poseSex", "OnMyCustomEvent")

 

Event OnMyCustomEvent(Form actorForm,string anim,string pos)

   ;trigger your sex according to the position, like "Doggy", "Missionary"

endevent

 

 

Use the function registerActor(Actor a,string anim,string position) in huan_ps_q1 to register new animationEvent and the triggered sex position.

 

use function unregister to unregister one

 

use function clean to unregister all


What's New in Version 0.0.8

Released

0.05

improve code. Adds a mcm menu to toggle the msgbox. Now the msg is not shown by default.

0.06

add persistence support. adds an option to add testAnimations in mcm.

0.061

adds an option to unregister All Anims in mcm

0.062

adds options to register manually in mcm

 

0.0.7 (need a clean save)

Adds NPC feature! Now you can use your crosshair to point at an NPC, and use MCM to register Anims for NPC!

Note that if there is nothing under your crosshair the MCM will not show the "Crosshair Actor" option which means that you will register Anims for the Player ( PC ).

 

0.08

Improve Code. In this version the msg box will only show the registered anims for the actor under crosshair.



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