Jump to content

Improved blowjob mouth for SL SE (fixed!")


Recommended Posts

Posted

Seems to work well for me— great job, OP. 
 

The only thing I’ve noticed is that at the very end of at least one animation, the mouth is completely closed and the penis just clips through her closed lips. However I’m guessing this is a problem with the animation, not this mod. 
 

Posted
15 hours ago, nexu55555 said:

Looks promising... but doesn't seem to work for me. Installed it via MO2, rebuilt SL but my girl just won't open her mouth. Did I miss something?

make sure it's overwriting SL framework

Posted
12 hours ago, ftlum said:

Seems to work well for me— great job, OP. 
 

The only thing I’ve noticed is that at the very end of at least one animation, the mouth is completely closed and the penis just clips through her closed lips. However I’m guessing this is a problem with the animation, not this mod. 
 

yeah that's down to the animation not calling the openmouth function

Posted

I managed to fix it. My port of citrus head was the problem. Works like a charm with High Poly Head and looks brilliant :) 

Is it possible to tweak your settings to my own setup?

Posted
9 hours ago, nexu55555 said:

I managed to fix it. My port of citrus head was the problem. Works like a charm with High Poly Head and looks brilliant :) 

Is it possible to tweak your settings to my own setup?

yeah but you have to know how to compile the papyrus script and that wasn't the most straightforward thing in the world lol, if u want to send me the the MFG values I can compile one for you now that I've set it up it's a few clicks

Posted
18 hours ago, Illana said:

yeah but you have to know how to compile the papyrus script and that wasn't the most straightforward thing in the world lol, if u want to send me the the MFG values I can compile one for you now that I've set it up it's a few clicks

Thx for your offer! How can i find these values? After a brief look, i would say the mouth should open around 1.3 times wider for my setup.

 

27 minutes ago, Unfrog12 said:

Over-wrote the SL framework, started a fresh game...females still stubbornly refuse to open their mouths.

 

Suggestions?

Do you have mfg console installed? You could try "mfg info"  and look for "combat shout" (or something similar, don't know if that's the real name). This value should be 100 or at least not zero.

Do you have a head replacer like citrus or charmers of the reach installed? If so, switching the face part slider in rm (to the vanilla head model) might do the trick.

Posted
59 minutes ago, nexu55555 said:

Thx for your offer! How can i find these values? After a brief look, i would say the mouth should open around 1.3 times wider for my setup.

 

Do you have mfg console installed? You could try "mfg info"  and look for "combat shout" (or something similar, don't know if that's the real name). This value should be 100 or at least not zero.

Do you have a head replacer like citrus or charmers of the reach installed? If so, switching the face part slider in rm (to the vanilla head model) might do the trick.

They are in the sslBaseExpression.pex papyrus script, the source the just the same name but called .psc in the source folder. The values you're looking for are under the "openmouth" function where you can add mfg values and also expressions like happy/sad etc.


 

function OpenMouth(Actor ActorRef) global
    ; ClearPhoneme(ActorRef)
    ActorRef.SetExpressionOverride(16, 80)  ; Skyrim SE
    ; MfgConsoleFunc.SetPhonemeModifier(ActorRef, 0, 1, 60) ;
	; MfgConsoleFunc.SetPhonemeModifier(ActorRef, 0, 1, 70)	;
	; MfgConsoleFunc.SetPhonemeModifier(ActorRef, 0, 5, 50)	;
	; MfgConsoleFunc.SetPhonemeModifier(ActorRef, 0, 7, 90)	;
	; MfgConsoleFunc.SetPhonemeModifier(ActorRef, 0, 10, 80); Oldrim
    Utility.WaitMenuMode(0.1)
endFunction

 

So the main factors here that open the mouth are the mfgconsolefunc modifiers, you can find the mfg codes here: https://steamcommunity.com/sharedfiles/filedetails/?id=187155077

 

Not sure what the first 0 means but the second number is the phoneme code and the third is the strength of it.

 

Make sure to write the corresponding phonemes as 0 in the "closemouth section" also or idk what will happen:

 

function CloseMouth(Actor ActorRef) global
    ActorRef.SetExpressionOverride(7, 50) ; Skyrim SE
    ; MfgConsoleFunc.SetPhonemeModifier(ActorRef, 0, 0, 0)    ;
    ; MfgConsoleFunc.SetPhonemeModifier(ActorRef, 0, 1, 0)    ;
    ; MfgConsoleFunc.SetPhonemeModifier(ActorRef, 0, 5, 0)    ;
    ; MfgConsoleFunc.SetPhonemeModifier(ActorRef, 0, 7, 0)    ;
    ; MfgConsoleFunc.SetPhonemeModifier(ActorRef, 0, 10, 0)    ; Oldrim
    Utility.WaitMenuMode(0.1)
endFunction

 

Just add a line every time you want to apply another phoneme. So go ingame and use mfg fix: https://www.nexusmods.com/skyrimspecialedition/mods/11669

to create the face you want and save the values and enter them into the script and compile it. I won't go into how to compile a papyrus script here though, just know that the only way I got it working was in the CK and loading the sexlab.esm to compile it from the source in there. I guess it has some dependencies required to compile.

Posted

Hi, I'm still having the issue where the mouth doesnt open enough during oral scenes. I used the 'mfg info' command and it showed combat shout at 100, but the mouth is only slightly open. Any help/suggestions would be greatly appreciated!

Posted
3 hours ago, Korkyra said:

Hi, I'm still having the issue where the mouth doesnt open enough during oral scenes. I used the 'mfg info' command and it showed combat shout at 100, but the mouth is only slightly open. Any help/suggestions would be greatly appreciated!

were they scenes that opened the mouth before? The animation itself has to call the "open_mouth" function in sexlab for it to open. This patch just changes the way it looks with the mouth open, if it didn't open before it won't with this patch either.

 

To fix that you have to dig into the .json files of the animation itself

Posted
On 4/15/2020 at 9:27 PM, Illana said:

They are in the sslBaseExpression.pex papyrus script, the source the just the same name but called .psc in the source folder. The values you're looking for are under the "openmouth" function where you can add mfg values and also expressions like happy/sad etc.

 

So the main factors here that open the mouth are the mfgconsolefunc modifiers, you can find the mfg codes here: https://steamcommunity.com/sharedfiles/filedetails/?id=187155077

MfgConsoleFunc is not used in SSE. ";" is how you define a comment in Papyrus; All those lines are comments that are not compiled into bytecode.

You can decompile the bytecode (.pex) you've provided, and you will see that the actual function is just:

function OpenMouth(Actor ActorRef) global
	ActorRef.SetExpressionOverride(16, 100)
	utility.WaitMenuMode(0.100000)
endFunction

All you did was change the strength of the combat shout expression from 80% to 100%.

Posted
3 hours ago, Hawk9969 said:

MfgConsoleFunc is not used in SSE. ";" is how you define a comment in Papyrus; All those lines are comments that are not compiled into bytecode.

You can decompile the bytecode (.pex) you've provided, and you will see that the actual function is just:


function OpenMouth(Actor ActorRef) global
	ActorRef.SetExpressionOverride(16, 100)
	utility.WaitMenuMode(0.100000)
endFunction

All you did was change the strength of the combat shout expression from 80% to 100%.

Pretty sure with mfg fix mod it does apply

Posted
28 minutes ago, Illana said:

Pretty sure with mfg fix mod it does apply

No, it doesn't. Like I've said, you can decompile your own pex (the post above was from your own decompiled pex).

https://en.wikipedia.org/wiki/Comment_(computer_programming)

 

If you want to use mfg, you will have to make them actual code, not comments (remove the ";").

Posted
44 minutes ago, Hawk9969 said:

No, it doesn't. Like I've said, you can decompile your own pex (the post above was from your own decompiled pex).

https://en.wikipedia.org/wiki/Comment_(computer_programming)

 

If you want to use mfg, you will have to make them actual code, not comments (remove the ";").

thanks, i will give this a go! I did have a sneaking suspicion this was the case but I put it down to the expressions being applied in SL changing it up and the decompile process being whack. I did notice the changes weren't made when I decompiled myself to check.

Posted
On 4/23/2020 at 9:39 PM, Illana said:

were they scenes that opened the mouth before? The animation itself has to call the "open_mouth" function in sexlab for it to open. This patch just changes the way it looks with the mouth open, if it didn't open before it won't with this patch either.

 

To fix that you have to dig into the .json files of the animation itself

I honestly don't know, sometimes it works, sometimes it doesn't. I guess it isn't an issue with your mod since it just increases the expression.

 

Would you be able to point me in the right direction in case you've heard about my problem or maybe experienced it yourself? Sometimes my character will have 0 facial expressions and sometimes it will work fine. I have the 'mfg fix' and 'female facial animation' mods installed, but often it is still hit or miss :(

 

According to the 'mfg info' command, the expression should be there, but it sometimes just doesn't show up.

 

Posted
20 minutes ago, Korkyra said:

I honestly don't know, sometimes it works, sometimes it doesn't. I guess it isn't an issue with your mod since it just increases the expression.

 

Would you be able to point me in the right direction in case you've heard about my problem or maybe experienced it yourself? Sometimes my character will have 0 facial expressions and sometimes it will work fine. I have the 'mfg fix' and 'female facial animation' mods installed, but often it is still hit or miss :(

 

According to the 'mfg info' command, the expression should be there, but it sometimes just doesn't show up.

 

could just be bugged, press the re-align actor button (default is [ ) and it should apply the facial expression if one is assigned

  • 1 month later...
Posted

Hi - your mod's a wonder!  Works exactly as advertised.

 

I didn't even realize the mouth could open until I tried your mod.   Previously absolutely no changes to the mouth during oral sex.  I would be interested in your insight into why that would be the case.

 

 

  • 4 months later...
Posted
On 4/14/2020 at 3:07 PM, nexu55555 said:

I managed to fix it. My port of citrus head was the problem. Works like a charm with High Poly Head and looks brilliant :) 

Is it possible to tweak your settings to my own setup?

 

After switching to High Poly Head, the mouth is more of a figure 8 shape. Did you need to modify anything to make it work correctly?

Posted

I tried it out and i got a small problem, the mouth doesnt stay open constantly, it closes every 2 seconds for a duration of 1 second then it opens again all the way. This only happens during the animation and its so weird its like the npc is heavily chewing lol. 

 

only happens with this file. Dont know if its related but i use Expressive Facial Animation - Female edition. With the original mouth file it works fine even tho i agree it does look like the mouth should open more but this bug doesn't happen with the original file.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...