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Posted

Yep. Everything that should be there is there... it's just that toys don't respond to the game.

 

I've had to reinstall it so I'll try again :)

Posted

So even after removing the mod, deleting the entry and cleaning out vortex it still does it.

 

I'm going to bin vortex and switch back to Mod Organiser.

 

I've loved Fallout since day 1  but between this and the constant battle with game updates breaking mods .... I might just sell what's left of my soul and slum it in 3dxchat.

Posted (edited)
On 1/3/2025 at 11:09 AM, SrDanny said:

 

Hey mate, First
Happy New Year,
Second, I'm having a bit of trouble here. I'm not really familiar with Python whatsoever, and while we are trying to follow the instructions on the GIFT Github entry, I'm still at a loss.
I followed the instructions per this quote above, and the ones from the Github however I am very much stuck at this part. ...

 

 

Hello! I'm sorry to hear that you're having difficulties.

 

First off, in almost all use cases, you would download the program as a compiled executable instead of cloning the source code from GitHub. The latter is for developers and dedicated bug testing/reporting.

 

I know that it's not intuitive if you're not familiar with GitHub, but the project page has a releases section, where you can download the latest version as an ordinary windows executable. This fact should probably feature more prominently in the readme!

 

As of writing, the latest version is "1.4.7".  Just download GIFT-1.4.7.zip, and unzip it to a folder on your desktop. Inside the folder, you should see a single executable as well as two folders, "data" and "games":

 

example.png.9ed94503531ce41669a3eaeb88a67311.png

 

The "data" folder is used internally by the program.

 

As you correctly surmised, the "games" folder has the scripts etc. required for Fallout 4 (and other games) to output the proper log lines for the program to parse. The contents of the fallout4 folder, for instance, needs to be properly copied into the right folders of your modded Fallout 4 installation, be it a NMM/Vortex virtual install or the actual game folder:

 

example2.png.65fc721b4b263712fe4caf132829f9c6.png

 

 

The executable is self-contained and portable. It should just work when you execute it. You'll have to find and enter the path of the papyrus log for Fallout 4.

 

example3.png.cd3d936a9ed686fb115bb57697d1564e.png

 

 

 

example4.png.da64ad2696764f91fbae32049de2f4a4.png

 

 

 

 

Let me know if it works out for you!

 

Cheers.

Edited by MongooseFront
Posted (edited)
On 1/12/2025 at 11:24 PM, UBBF said:

image.png.3ec0c771a2b691bbb5f29f0d0f3e2a81.png

 

That's what i get now - that's a full reinstall of the game and of Vortex ....

 

 

Hello! We can troubleshoot the first issue of toys not responding in-game, but for that we'd need the full Fallout 4 papyrus log file containing the parts when in-game events should activate the out-of-game toys. That means that you'll have to play the game a bit and encounter those events before you can copy and upload the log file.

 

As a first guess, if GIFT works fine with your toys, then it sounds like the Fallout 4 script is not outputting the correct lines to the papyrus log file for GIFT to parse.

 

As for the unhandled exception, it seems as if the program suddenly can't find its own data. Maybe try re-downloading GIFT from the releases page, https://github.com/MinLL/GameInterfaceForToys/releases, extracting the .zip file to a folder somewhere, and double-clicking on the GameInterfaceForToys.exe executable? Only the script files in the games/fallout4 folder need to be installed with Vortex/NMM. The rest of the program works completely independently of Vortex/NMM and should not be included or installed with a mod manager to the Fallout 4 game folder!

 

Let me know if it works out.

 

Thanks.

Edited by MongooseFront
Posted

Don't worry about it - ended up buying a new BT adapter, doing a little arguing with Windows and Steam and then by the powers of magic .... worked out how to step the game back to the pre NG update. 1.10.163 and ALL the issues have evaporated. I'd only gone to  GIFT  because i'd tried all the ways of doing it.  Honestly for all of the larking around, it would have been quicker ( and better from a mod availability point of view) to just do this from the get go.

 

Spent a very lovely afternoon playing with a whole range of mods - no CTD, no blue screens, nothing. 

 

"As for the unhandled exception, it seems as if the program suddenly can't find its own data. Maybe try re-downloading GIFT from the releases page, https://github.com/MinLL/GameInterfaceForToys/releases, extracting the .zip file to a folder somewhere, and double-clicking on the GameInterfaceForToys.exe executable? Only the script files in the games/fallout4 folder need to be installed with Vortex/NMM. The rest of the program works completely independently of Vortex/NMM and should not be included or installed with a mod manager to the Fallout 4 game folder!"

 

Was exactly the problem but weirdly it had been sort of working  fine before that even though i'd not done this. I did fix the problem with the file opening  by doing exactly what you said above ( i went away and read some more instructions) but I never did get GIFT to talk to my toys.

 

Quite honestly anyone having major headaches with the .984 NG version would be better investing in the time getting rid of it.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=3232095313 - that's the guide i used.

 

TTFN x

 

 

  • 2 weeks later...
Posted (edited)

I can't get this working for me and not sure why. Papyrus and all mods are logging correct, GIFT plugin working and logging correct, Intiface is running with connected toys correctly, and they all work when i test them in intiface. GIFT is correctly connected to Intiface. GIFT has my IRL toy enabled for all events.

Gift was just never sending signals to Intiface even with all the correct inputs.

 

Finally I clicked Reload Toys and it says my toy is Disabled... why?? how to enable it?? it is enabled for all events!
None of the Test buttons cause the RL toy to vibrate

edit: Okay i have manually enabled the toy in toys.yaml, not sure why sometimes gift is setting it to disabled. Now it responds to test vibration. But it still doesn't respond to papyrus.log...

edit2: test vibration button seomtimes works, but test shock button never works

edit3: okay for a moment, after writing a custom regex event and trying all manner of random button presses, this actually worked. Toy actually vibrated while sexlab was animating. I had to make sure NOT to press Reload Toys because doing so disables my toys.
Then after about 20 seconds GIFT just disconnects itself from Intiface anyway, while sexlab was still animating.

edit4: a few more tests, can confirm that GIFT disconnects itself shortly after i get it working every single time. Can't see it generating any error log... not sure how to troubleshoot any further

Edited by eicosa
Posted

Hi, I got it work and it's fine, but the motion loop is always the same no matter what the sexlab animation speed is.

Is it normal?
basically it's fast at the beginning then slows down. Then repeats in a loop. Isn't there a way to sync to sexlab animation speed/scene speed?

 

Here is my config (and the way i got it to work)

- lovense solace pro

- but connected via phone app - desktop didnt work -> game mode

- lovense host port as in the settings

- Player name is correct and all events are ticked (though I don't have all mods but I only care about sexlab for now)

Posted
On 1/28/2025 at 8:09 PM, eicosa said:

I can't get this working for me and not sure why. Papyrus and all mods are logging correct, GIFT plugin working and logging correct, Intiface is running with connected toys correctly, and they all work when i test them in intiface. GIFT is correctly connected to Intiface. GIFT has my IRL toy enabled for all events.

Gift was just never sending signals to Intiface even with all the correct inputs.

 

Finally I clicked Reload Toys and it says my toy is Disabled... why?? how to enable it?? it is enabled for all events!
None of the Test buttons cause the RL toy to vibrate

edit: Okay i have manually enabled the toy in toys.yaml, not sure why sometimes gift is setting it to disabled. Now it responds to test vibration. But it still doesn't respond to papyrus.log...

edit2: test vibration button seomtimes works, but test shock button never works

edit3: okay for a moment, after writing a custom regex event and trying all manner of random button presses, this actually worked. Toy actually vibrated while sexlab was animating. I had to make sure NOT to press Reload Toys because doing so disables my toys.
Then after about 20 seconds GIFT just disconnects itself from Intiface anyway, while sexlab was still animating.

edit4: a few more tests, can confirm that GIFT disconnects itself shortly after i get it working every single time. Can't see it generating any error log... not sure how to troubleshoot any further

Sounds like you're having some sort of a stability issue between you + initface. Nothing with that code has change in like a year, so it's probably something on your end. I don't use initface myself, so can't really comment.

 

 

2 hours ago, Fraying9981 said:

Hi, I got it work and it's fine, but the motion loop is always the same no matter what the sexlab animation speed is.

Is it normal?
basically it's fast at the beginning then slows down. Then repeats in a loop. Isn't there a way to sync to sexlab animation speed/scene speed?

 

Here is my config (and the way i got it to work)

- lovense solace pro

- but connected via phone app - desktop didnt work -> game mode

- lovense host port as in the settings

- Player name is correct and all events are ticked (though I don't have all mods but I only care about sexlab for now)

There are a number of configurable patterns that are picked at random depending on the animation - it's not syncing to the animations in game unfortunately. That would be cool, but not something I've spent time on. :)

Posted
6 hours ago, Min said:

Sounds like you're having some sort of a stability issue between you + initface. Nothing with that code has change in like a year, so it's probably something on your end. I don't use initface myself, so can't really comment.

 

 

Yeah i know. But Intiface is stable for me with other games/apps that I've tried. Come to think of it, I haven't tried GIFT with Lovense app yet, or with games other than Skyrim, so i might try those soon and report back

  • 1 month later...
Posted (edited)

Hello, for those using Fallout 4.

A few things to note:

1) Make sure to copy the DD Scripts for Fallout 4 into your Data Folder. DD doesnt send anything to Papayrus that this can hook into really, so you need this addtiional script.
 - If you are using Mod Organiser, make a 'New Blank Mod', then open the mod in explorer and copy the SCRIPTS folder for Fallout 4 into it. (This is inside Games/fallout4/dd/)
- Active the mod on mod organiser ensuring its overwriting the scripts from Devious Devices
 

2) It appears latest copies of AAF dont write to Papyrus but instead its own file, so AAF configs for this wont work out the box, to enable, i suggest using a mod that does regular debug posts to papyrus like AAF SEU (Sex Em Up). This has two functions that check every time a AAF animation is ran (Animation Start and AnimationStop)

You can go to data/events/games/fallout4 and edit the Aaf.yml to the followng: (Simple setup...)
- Sex Start:
    regex: ".+AAF SEU Debug: AnimationStart.*"
    function: sex_start_simple
    toy_class: vibrator
- Sex End:
    regex: ".+AAF SEU Debug: AnimationStop.*"
    function: sex_end
    toy_class: vibrator

SEU seems to trigger on every AAF Event so that makes it easy to setup and trigger no matter what mod is triggering the scene.

If you want to keep it clean you can make a new YAML for SEU, and then add that to the events.yaml...

Not much documentation on patterns / setting this up on certain keywords but hoping it will be there soon.

Edited by Archemist
Posted

On testing it does appear that the additional DD scripts causes issues with DD RC9. 

When interacting with the DD menu on a device from the pipboy, it spams the interaction non-stop.

On removal of the scripts the issue is gone.

  • 1 month later...
Posted
I'm desperately trying to get this mod working. I use X-Toys; all devices are connected via Bluetooth and work manually. 
I have the GameInterfaceForToys script active in X-Toys on my Android tablet (with registered toys) and the XToys Webhook ID entered in the config menu.
I'm using program version 1.4.7 with Skyrim (Papyrus enabled and path entered in the menu). 
'm not getting a response in the test options or during gameplay (nothing vibrates ;).
It seems as if the tablet isn't receiving any commands via the web.
Does anyone have any other ideas?
Posted

Hello, I really like your idea, I just download this mod, but when I try to connect this app with the  lovense app on phone I got the following error:

 

The above exception was the direct cause of the following exception:

Traceback (most recent call last):
  File "requests\adapters.py", line 667, in send
  File "urllib3\connectionpool.py", line 843, in urlopen
  File "urllib3\util\retry.py", line 519, in increment
urllib3.exceptions.MaxRetryError: HTTPConnectionPool(host='172.16.33.179', port=20010): Max retries exceeded with url: /command (Caused by ConnectTimeoutError(<urllib3.connection.HTTPConnection object at 0x000001B9E75FE480>, 'Connection to 172.16.33.179 timed out. (connect timeout=5)'))

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "GameInterfaceForToys.py", line 162, in main
  File "common\util.py", line 58, in run_task
  File "interfaces\toy_interface.py", line 157, in get_toys
  File "toys\vibrators\lovense\lovense.py", line 107, in get_toys
  File "requests\api.py", line 115, in post
  File "requests\api.py", line 59, in request
  File "requests\sessions.py", line 589, in request
  File "requests\sessions.py", line 703, in send
  File "requests\adapters.py", line 688, in send
requests.exceptions.ConnectTimeout: HTTPConnectionPool(host='172.16.33.179', port=20010): Max retries exceeded with url: /command (Caused by ConnectTimeoutError(<urllib3.connection.HTTPConnection object at 0x000001B9E75FE480>, 'Connection to 172.16.33.179 timed out. (connect timeout=5)'))
[GameInterfaceForToys] [-] Setup failed - please fix the above error and reload the window.

 

 

I tried to use the dasktop app with the bluetooth dungle but I can't find where to setting for the pc lovense remote app. Do you have any suggestion?

  • 1 month later...
Posted

Is there a step by step tutorial for coyotelab? I don't seem to understand how to make it work

 

Thank you

  • 3 months later...
Posted (edited)

Is the xtoys support out of date?

I added my pishock to xtoys and confirmed it can trigger from the xtoys dashboard.

Then, I added and ran the GIFT xtoys script, ran it, connected it to the pishock block, and added the webhook to GIFT 1.4.7.

When clicking Test Shock 10% I see:

 

[GameInterfaceForToys] Invoking webhook: https://webhook.xtoys.app?id=<ommitted>&action=shock_a&time=2&intensity=10&pattern=animation_jumping
[GameInterfaceForToys] [+] Webhook invocation complete. Status code=200, response=OK

 

But, no shock happens. I do briefly see the shock value change on the xtoys dashboard, so I can see it's doing something.

 

However, in the xtoys docs, it says the URL should be:

 

https://webhook.xtoys.app/<webhookid>

 

This doesn't match the URL that GIFT is invoking.

This is my first time using xtoys so totally possible I'm making some mistake or missing some setup step.

Edited by gamer098
  • 1 month later...
Posted (edited)
On 10/1/2025 at 6:06 PM, gamer098 said:

Is the xtoys support out of date?

I added my pishock to xtoys and confirmed it can trigger from the xtoys dashboard.

Then, I added and ran the GIFT xtoys script, ran it, connected it to the pishock block, and added the webhook to GIFT 1.4.7.

When clicking Test Shock 10% I see:

 

[GameInterfaceForToys] Invoking webhook: https://webhook.xtoys.app?id=<ommitted>&action=shock_a&time=2&intensity=10&pattern=animation_jumping
[GameInterfaceForToys] [+] Webhook invocation complete. Status code=200, response=OK

 

But, no shock happens. I do briefly see the shock value change on the xtoys dashboard, so I can see it's doing something.

 

However, in the xtoys docs, it says the URL should be:

 

https://webhook.xtoys.app/<webhookid>

 

This doesn't match the URL that GIFT is invoking.

This is my first time using xtoys so totally possible I'm making some mistake or missing some setup step.

 

The Xtoys integration works with normal shockers like DG-Lab. The Problem with Xtoys is when you have toys like PI-Shock or Openshock. Where there is a button to shock and not the intensity control.

You can built a workaround if you make a little skript:
Add a Block "ShockCollar".
Go to jobs and add 3 Actions to the START Job.
1. Block -> ShockCollar -> Shock -> Time 15s -> SendShock Yes (Dont input any intensity)
2 Skript -> Timer 15s
3 Job -> Main -> Go to step -> START

Then just connect the shockcollar with your script and press start. Then it will be activated constantly. With a very little interruption.
I let it run for a couple of minutes and it worked fine. But i dont know if there is a mechanism in xtoys that it stops the script if it runs to long.

Edited by axel1115

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