Popular Post Illana Posted April 12, 2020 Popular Post Posted April 12, 2020 Spoiler TornWanBaleenwhale.webm YearlyNiftyBluebird.webm YearlyNiftyBluebird.webm Spoiler YearlyNiftyBluebird.webm Ever thought the mouth didn't open near enough during oral scenes? Or even completely the wrong shape for a phallus? Well after 2 hours of learning how to compile a papyrus script and some playing around in MFG, i've come up with this. Simply add this to your mod organiser or you can manually replace sslBaseExpression.pex with this one inside the archive. Please tell me if I'm violating any rules here by modifying the SL framework script and distributing. Also I'm not very experienced with MFG so if anyone can come up with a better preset for this, feel free to send me the numbers used or an export. EDIT: fixed the file thanks to @Hawk9969 betterblowjob.7z 29
nexu55555 Posted April 13, 2020 Posted April 13, 2020 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?
ftlum Posted April 13, 2020 Posted April 13, 2020 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.
Illana Posted April 14, 2020 Author Posted April 14, 2020 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
Illana Posted April 14, 2020 Author Posted April 14, 2020 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
nexu55555 Posted April 14, 2020 Posted April 14, 2020 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?
Illana Posted April 15, 2020 Author Posted April 15, 2020 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
Unfrog12 Posted April 15, 2020 Posted April 15, 2020 Over-wrote the SL framework, started a fresh game...females still stubbornly refuse to open their mouths. Suggestions?
nexu55555 Posted April 15, 2020 Posted April 15, 2020 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.
Illana Posted April 16, 2020 Author Posted April 16, 2020 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.
nexu55555 Posted April 16, 2020 Posted April 16, 2020 Nice and detailed description, much apreciated!
Korkyra Posted April 23, 2020 Posted April 23, 2020 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!
Illana Posted April 23, 2020 Author Posted April 23, 2020 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
Guest Posted April 24, 2020 Posted April 24, 2020 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%.
Illana Posted April 24, 2020 Author Posted April 24, 2020 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
Guest Posted April 24, 2020 Posted April 24, 2020 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 ";").
Illana Posted April 24, 2020 Author Posted April 24, 2020 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.
Korkyra Posted April 25, 2020 Posted April 25, 2020 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.
Illana Posted April 25, 2020 Author Posted April 25, 2020 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
sos_tabasco Posted April 26, 2020 Posted April 26, 2020 Hi, I just wanted to say that everything seems to be working alright, after the fix. Thank you very much
Dez65 Posted June 21, 2020 Posted June 21, 2020 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.
Randomdantz Posted October 30, 2020 Posted October 30, 2020 It def. opens the ncp's mouth had to check reset animations on sex lab I think to get it to work but I see teeth and more open mouth like a square. Any way to change it?
Kristus Kringle Posted October 31, 2020 Posted October 31, 2020 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?
sobradinho Posted November 1, 2020 Posted November 1, 2020 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.
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