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[SEARCH] "Smarter" clearing of heel heights for Sexlab


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Posted

Sexlab has a feature that allows high heel heights to be cleared when starting an animation, to prevent misalignment.

 

In cases where an actor is wearing HDT footwear, the footwear is removed.

 

Does anyone know of a mod (or setting change) that will allow:

1) two actors who both have HDT footwear and are on their feet to retain their footwear during the animation (they should stay aligned because they're offset by the same amount); and

2) two actors who both have HDT footwear and are NOT on their feet to retain their footwear during the animation (they should stay aligned because they have have no offset); and

3) either actor to have their footwear removed if they either don't have HDT footwear or only one is on their feet

 

Thanks in advance!

Posted
1 hour ago, TJHinSkyrim said:

Sexlab has a feature that allows high heel heights to be cleared when starting an animation, to prevent misalignment.

 

In cases where an actor is wearing HDT footwear, the footwear is removed.

 

Does anyone know of a mod (or setting change) that will allow:

1) two actors who both have HDT footwear and are on their feet to retain their footwear during the animation (they should stay aligned because they're offset by the same amount); and

2) two actors who both have HDT footwear and are NOT on their feet to retain their footwear during the animation (they should stay aligned because they have have no offset); and

3) either actor to have their footwear removed if they either don't have HDT footwear or only one is on their feet

 

Thanks in advance!

 

Short answer:  No.  There's nothing that does that.

 

More detailed answers...

Respective to #1:  HDT heels don't necessarily have the same height and there is no way for Sexlab to reliably determine the height (magnitude) of the heel effect.  At best it would know both actors have them, but not whether one was height 15 and the other was height 3.

 

Respective to #2:  Animations don't have definitive standing/not standing states.  Sexlab is just playing an "idle" that happens to interact with another idle.  It has no way of knowing if the idle is a standing one or a laying one or a hovering one, etc.

 

Respective to #3:  Same issues a 2 in regards to standing.

 

Probably obvious, but the reason SL clears the heel heights is so that actors wearing them (or not) will still align correctly everywhere except the floor (where the shoes may clip through).  Using a simple standing kissing animation as an example, differing heel heights would misalign the animation, as would one character being lifted and the other not.  The only solution is to remove/resolve anything that might be artificially changing the height, which is how the system presently works.

 

In the future, the new Creation Engine is supposed to be using node-targeted animations, which will allow for a lot more flexibility and "realism" in these things (assuming it is assembled in a way that modders can use, which is not a guarantee by any stretch).

Posted
On 11/13/2021 at 7:31 AM, Seijin8 said:

there is no way for Sexlab to reliably determine the height (magnitude) of the heel effect

Sure? NiOverride.GetNodeTransformPosition(), GetFloatExtraData() ?

Posted
9 hours ago, Seijin8 said:

The OP specifically asked about HDT heel effect.

HDT Heel effect stores the offset into the Magnitude property of the effect if I remember correctly - ActiveMagicEffect.GetMagnitude()

Posted

Instead of simply removing the effect it might be a solution to rescale the opposite actor instead - or apply the same offset to the opposite actor - otherwise the shoes will looking strange when they collides with bed or ground...

Posted
7 hours ago, zaira said:

ActiveMagicEffect.GetMagnitude()

 

Does not return a value if there is no duration, and heels effect has no duration.

 

Rescaling the actors based on footwear?  That would make things grossly misaligned in the animation.

Posted
2 hours ago, Seijin8 said:

Does not return a value if there is no duration, and heels effect has no duration.

 

Sure? SKSE code =
 

namespace papyrusActiveMagicEffect
{
	...
	float GetMagnitude(ActiveEffect* effect)
	{
		return (effect) ? effect->magnitude : 0.0;
	}

 

Magnitude is not only relevant for effects with duration

Posted
16 minutes ago, zaira said:

 

Sure? SKSE code =
 

namespace papyrusActiveMagicEffect
{
	...
	float GetMagnitude(ActiveEffect* effect)
	{
		return (effect) ? effect->magnitude : 0.0;
	}

 

Magnitude is not only relevant for effects with duration

Capture.JPG.d25a4dac50650c11759141a4bc88fbd6.JPG

 

I'm done "discussing" this with you.

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