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Reviving Puppet Master?


Analbutter

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Posted

Hey all. I'm not sure how many of you still use/have tried to use Puppet Master, but this goes out to those who do. It was succumbing to some vital errors, so to start with, I've animated a new position for it. I'm seeking help with script to fix other key aspects and make the animations work at least semi properly. If you're aware of Puppet Master, or at least have a strong stomach, read below

 

 


As you may know, Puppet Master is a mod containing piss, scat, and necro. Not really interested in the latter, but I've been working on fixing issues with the piss and defecation functions.

 

As it is, I've made a custom ass worship position in Blender -- fine adjusted for accurate shit-eating. It was particularly made for M/M pairings, but the skeletons are there and can probably be used for any gender. 

 

Preview coming soon

 

Now here are still key problems with the mod I've found --

 

1. The feeding animation won't go past 15 seconds. I'm unsure what files specifically to edit, using Puppet Master Swallow SE and Puppet Master SE Patch.

1. The object for feces still spawn from the feeder's back pelvis and clips through the skin -- it doesn't leave the hole, and it doesn't go into the mouth before it disappears. I'd like to fix it so the object spawns from the anus, pushes out, and enters the mouth.

3. Speaking of, the mouth used is pretty rough. It'd be nice to work on a mouth, teeth, and tongue. 

4. Simultaneous defecation and urination doesn't work

5. Asking NPC to piss in my PC's mouth teleports him to the first giant camp.

 

There's a bunch of other issues at large, but based on having made some other fixes, I estimate it can be done. If anyone with scripting/animating know-how wants to aid, reply, or just keep tabs on this thread!

 

  • 3 weeks later...
Posted

I'd like to throw my support behind reviving the mod, although I have no modding experience to help you unfortunately.

 

For all its weird fetish inclusions, I honestly mostly used it as a utility - its capacity to easily manage and modify NPCs and followers ingame was far above any other mod I've found.

 

As for your specific question, seems like you may just want to spawn the object and despawn it before it falls - most of the motion of the... object,,, wouldn't be visible during the act you described I think, so minimizing interaction with the game's physics engine might be best.

  • 2 months later...
Posted
On 8/4/2021 at 9:15 PM, Analbutter said:

Hey all. I'm not sure how many of you still use/have tried to use Puppet Master, but this goes out to those who do. It was succumbing to some vital errors, so to start with, I've animated a new position for it. I'm seeking help with script to fix other key aspects and make the animations work at least semi properly. If you're aware of Puppet Master, or at least have a strong stomach, read below

 

  Hide contents


As you may know, Puppet Master is a mod containing piss, scat, and necro. Not really interested in the latter, but I've been working on fixing issues with the piss and defecation functions.

 

As it is, I've made a custom ass worship position in Blender -- fine adjusted for accurate shit-eating. It was particularly made for M/M pairings, but the skeletons are there and can probably be used for any gender. 

 

Preview coming soon

 

Now here are still key problems with the mod I've found --

 

1. The feeding animation won't go past 15 seconds. I'm unsure what files specifically to edit, using Puppet Master Swallow SE and Puppet Master SE Patch.

1. The object for feces still spawn from the feeder's back pelvis and clips through the skin -- it doesn't leave the hole, and it doesn't go into the mouth before it disappears. I'd like to fix it so the object spawns from the anus, pushes out, and enters the mouth.

3. Speaking of, the mouth used is pretty rough. It'd be nice to work on a mouth, teeth, and tongue. 

4. Simultaneous defecation and urination doesn't work

5. Asking NPC to piss in my PC's mouth teleports him to the first giant camp.

 

There's a bunch of other issues at large, but based on having made some other fixes, I estimate it can be done. If anyone with scripting/animating know-how wants to aid, reply, or just keep tabs on this thread!

 

 

When you say "work on the mouth" What's rough about it? I can do textures for the most part fairly well.

I have piss all animating and modelling knowledge (I mean, it took me 6 hours and near incoherent rage to make a damn rectangle with 3 holes in it...Aka a literal brick) , but scripting, I've delved into NiOverride and nearly lost my mind (here: https://github.com/FoxinTale/Matera-Reborn/tree/Multiple-Tails )
So I can at least give this a crack, and see what I can contribute. I use this mod as well, also for its follower management. 

Posted
On 8/19/2021 at 11:16 PM, 2561642 said:

I'd like to throw my support behind reviving the mod, although I have no modding experience to help you unfortunately.

 

For all its weird fetish inclusions, I honestly mostly used it as a utility - its capacity to easily manage and modify NPCs and followers ingame was far above any other mod I've found.

 

As for your specific question, seems like you may just want to spawn the object and despawn it before it falls - most of the motion of the... object,,, wouldn't be visible during the act you described I think, so minimizing interaction with the game's physics engine might be best.

I think that might be the best idea, although creating another asset for a mouth catching the... object... might be another challenge

Posted
On 10/27/2021 at 11:03 AM, Hpl55 said:

Def up for a Revisit! Love the base of it but also couldnt use it much

I think it can still be salvaged!

Posted
On 10/28/2021 at 7:13 PM, FoxinTale said:

 

When you say "work on the mouth" What's rough about it? I can do textures for the most part fairly well.

I have piss all animating and modelling knowledge (I mean, it took me 6 hours and near incoherent rage to make a damn rectangle with 3 holes in it...Aka a literal brick) , but scripting, I've delved into NiOverride and nearly lost my mind (here: https://github.com/FoxinTale/Matera-Reborn/tree/Multiple-Tails )
So I can at least give this a crack, and see what I can contribute. I use this mod as well, also for its follower management. 

That's so awesome!! I'd really appreciate it! So what I mean is, when an eater is in the act, their mouth is just a wide-open black hole. I think for the sake of immersion for the mod, it'd benefit from a mouth texture that's full of urine, and one full of feces. Full immersion gets complicated, as I have no idea how complex chewing or swallowing animations are available, but I could probably just fudge the motion using the animation editor. I think the first goal should be mouths that *reflect* being filled with those substances

Posted
9 hours ago, Analbutter said:

That's so awesome!! I'd really appreciate it! So what I mean is, when an eater is in the act, their mouth is just a wide-open black hole. I think for the sake of immersion for the mod, it'd benefit from a mouth texture that's full of urine, and one full of feces. Full immersion gets complicated, as I have no idea how complex chewing or swallowing animations are available, but I could probably just fudge the motion using the animation editor. I think the first goal should be mouths that *reflect* being filled with those substances

 

In theory, you could create multiple texturesets for the mouth (I've already made my own retexture in 4K because *reasons*, am just too lazy to test it...) with edits, according to what is "consumed" then dynamically swap them out, based off what is then consumed. Animations, I have zero clue myself. No experience there whatsoever. I know ball gags are possible to do, so there is a biped slot for the mouth/face. So, an object/item could be created, then once all that mess is done, the item is "quietly" added and equipped to the player/NPC. Now, all of this is in theory only.  If there are existing mods that have chewing/eating animations (depending on permissions!) you could use the content from there as well. But because this game is odd in how it works, something that seems straightforward ends up turning into janky, convoluted mess...or maybe that's programming in general.

Posted
2 hours ago, FoxinTale said:

 

In theory, you could create multiple texturesets for the mouth (I've already made my own retexture in 4K because *reasons*, am just too lazy to test it...) with edits, according to what is "consumed" then dynamically swap them out, based off what is then consumed. Animations, I have zero clue myself. No experience there whatsoever. I know ball gags are possible to do, so there is a biped slot for the mouth/face. So, an object/item could be created, then once all that mess is done, the item is "quietly" added and equipped to the player/NPC. Now, all of this is in theory only.  If there are existing mods that have chewing/eating animations (depending on permissions!) you could use the content from there as well. But because this game is odd in how it works, something that seems straightforward ends up turning into janky, convoluted mess...or maybe that's programming in general.

I think at the very least I can handle a general body motion animation. I've got no experience with textures myself, but you have your own you say? If you do, I could probably look into how to implement such a thing, to at least see if the mod itself is compatible with using/spawning said texture

Posted
2 hours ago, Analbutter said:

I think at the very least I can handle a general body motion animation. I've got no experience with textures myself, but you have your own you say? If you do, I could probably look into how to implement such a thing, to at least see if the mod itself is compatible with using/spawning said texture

Textures, once they're made already, are trivial to do. You can create texture sets in the CK, and assign a p[articular model (in this case, the mouth) to have a particular, base texture set. Then, later on, this texture set can be dynamically swapped out/replaced for another one of the same, say a different color via Papyrus scripting. I do it with skin textures in my mod quite easily. , it does require NIOverride or RaceMenu to do so though.

Posted
3 hours ago, FoxinTale said:

Textures, once they're made already, are trivial to do. You can create texture sets in the CK, and assign a p[articular model (in this case, the mouth) to have a particular, base texture set. Then, later on, this texture set can be dynamically swapped out/replaced for another one of the same, say a different color via Papyrus scripting. I do it with skin textures in my mod quite easily. , it does require NIOverride or RaceMenu to do so though.

I see, I see. So if I have textures on hand, and RaceMenu as well, does RM factor into making the texture automatically appear when the animation initiates?

 

Posted
17 hours ago, Hpl55 said:

I suggest overlays with puddles instead. Wilo be easier. I personaly would love a pile up,on face

I think it might be nice to take a SlaveTats approach to have a soiled/pissed on face

Posted
1 hour ago, Analbutter said:

I see, I see. So if I have textures on hand, and RaceMenu as well, does RM factor into making the texture automatically appear when the animation initiates?

 

It's more the NIOverride that matters. But since RaceMenu had NiOverride bundled in it... Now, it uses NiOverride.AddOverrideTextureSet().  Which, after the new textureset has been applied,  you'll need to do a "P<Whatever you named your player reference>.QueueNiNodeUpdate()". Oh, and if you use this, please look at my code. It'll save your sanity trying to figure out the poorly documented, arcane mess that is NiOverride. (you can see my, and another person's journey here: https://www.loverslab.com/topic/144329-changing-body-normal-maps-using-nioverride/?

 

The hardest part is getting the mouth head part. You'll need to cycle through the headparts and figure out how to change the headpart's texture set. I won't leave that up to you however, as it's something I wish to figure out for my mod. Now, as for texturesets on the face, I would strongly suggest looking at how Slave Tats does it, or hooking *into* it to see if it can be fired automatically. I would not suggest swapping the face texturesets via NiOverride, as you run the risk of a neck seam. 

Posted
43 minutes ago, FoxinTale said:

It's more the NIOverride that matters. But since RaceMenu had NiOverride bundled in it... Now, it uses NiOverride.AddOverrideTextureSet().  Which, after the new textureset has been applied,  you'll need to do a "P<Whatever you named your player reference>.QueueNiNodeUpdate()". Oh, and if you use this, please look at my code. It'll save your sanity trying to figure out the poorly documented, arcane mess that is NiOverride. (you can see my, and another person's journey here: https://www.loverslab.com/topic/144329-changing-body-normal-maps-using-nioverride/?

 

The hardest part is getting the mouth head part. You'll need to cycle through the headparts and figure out how to change the headpart's texture set. I won't leave that up to you however, as it's something I wish to figure out for my mod. Now, as for texturesets on the face, I would strongly suggest looking at how Slave Tats does it, or hooking *into* it to see if it can be fired automatically. I would not suggest swapping the face texturesets via NiOverride, as you run the risk of a neck seam. 

Whatever relies on the mouth head part, I think is already present within Puppet Master. It either uses an open mouth mesh, or morphs the mouth with RaceMenu. If it does this method, it might just be about placing the texture *on top* of the morph

Posted

Addendum: I'm not sure if any mod thus far has pulled off farting with visible clouds, but down the line that might also be a worthy appendage for this mod. Farts thus far have been based on sound randomization I think, and not specific functional timing

Posted
5 hours ago, Hpl55 said:

If possible please make it also LE compatible. Just saw its in SE.

i think the mod would benefit from a few animobjects.

Keep in mind it's not even halfway functional in SE, so we gotta make it work in SE first before thinking about a backwards port, or someone's gotta move directly forward from the base game's version. I'd love to make it LE compatible, but first is gonna be figuring out how to stop it from breaking the game

Posted
2 hours ago, Hpl55 said:

Sure. Btw have a look at the LE mod pee and fart, maybe its open for modding.

I've used the SE version of PaF myself. I don't think it's maintained actively anymore? It has some major issues going on that were kinda reducing quality of life, but it had some good resources inside. I frankly just couldn't really do it anymore with the passive girl moaning and farting, lol

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