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Telekinesis (Bluetooth Toy Integration for Skyrim)


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Posted
1 hour ago, stel89 said:

Yes i tryed different scenes. I found a problem or so. Looks like mod broked in current save and dont work. In new game all work fine. I dont know how i did this.....

 

Papyrus log would be helpful, I've had cases where the issue was caused by too many scripts during mcm setup causing deadlocks, which is not necessarily related to a particular mod.

  • 5 weeks later...
Posted

Lovense Gush 2 doesnt seem to want to connect to telekinesis. Is it supported by this version? AFAIK gush 2 came out relatively recently, but it does have support already on BP.io 

Posted (edited)
16 hours ago, rgbjackal said:

Lovense Gush 2 doesnt seem to want to connect to telekinesis. Is it supported by this version? AFAIK gush 2 came out relatively recently, but it does have support already on BP.io 

 

If the device works with intiface and not on Telekinesis you can always set up websocket connection to use newest features, there is no downside in doing that expect one additional setup step.

 

Edit: Yeah its a new device it won't work with in-process yet . https://github.com/buttplugio/buttplug/blob/d3247fb1a619703d7ef1e7bce8f1ba0d00d82e1e/buttplug/CHANGELOG.md?plain=1#L67

 

 

Edited by gerroth
Posted (edited)
5 hours ago, gerroth said:

 

If the device works with intiface and not on Telekinesis you can always set up websocket connection to use newest features, there is no downside in doing that expect one additional setup step.

 

Edit: Yeah its a new device it won't work with in-process yet . https://github.com/buttplugio/buttplug/blob/d3247fb1a619703d7ef1e7bce8f1ba0d00d82e1e/buttplug/CHANGELOG.md?plain=1#L67

 

 

Is there a way I can update the mod myself to accept the new devices? Or are you working on an update already?

 

Is there a guide for doing the websocket thing?

Edited by rgbjackal
Posted (edited)
4 hours ago, rgbjackal said:

Is there a way I can update the mod myself to accept the new devices? Or are you working on an update already?

 

Is there a guide for doing the websocket thing?

 

Its in the manual https://github.com/garryrot/telekinesis/blob/main/doc/1-Setup.md#Device_Setup

 

 

Is there a way I can update the mod myself to accept the new devices?

 

Yes but only if you build the dll from source, update the buttplug.io rust crate, I would not suggest you to do that, unless you know a lot about building c++ and rust projects. I was going to do it myself but I got stuck on some new dependency of bp.io so I postponed it until I find the time to troubleshoot

Edited by gerroth
Posted

Hey, this seems incredibly immersive and well thought-out. Does anyone know how this currently works with the Lovense Edge 2? I know it’s twin motor, but I’m unsure of the type. I think it may be both an oscillator and linear. Any insight would be appreciated!

Posted
On 5/14/2025 at 8:14 PM, Splunchy said:

Hey, this seems incredibly immersive and well thought-out. Does anyone know how this currently works with the Lovense Edge 2? I know it’s twin motor, but I’m unsure of the type. I think it may be both an oscillator and linear. Any insight would be appreciated!

 

Both motors work and can be separately assigned.

 

LovenseEdge2.png

Posted

Ok so I think this causes CTDs for me when I use it as the other form (not in-process). Suddenly when I changed it, I made a save, and now all of my saves stopped working, and I can't even make a new game without it crashing. Might be my modlist, but might be worth looking into, Gerroth. I removed the mod from my loadorder and my saves all work now. So I'm gonna go out on a limb and say that something related to the other connection method is causing it maybe?

Posted
16 hours ago, rgbjackal said:

Ok so I think this causes CTDs for me when I use it as the other form (not in-process). Suddenly when I changed it, I made a save, and now all of my saves stopped working, and I can't even make a new game without it crashing. Might be my modlist, but might be worth looking into, Gerroth. I removed the mod from my loadorder and my saves all work now. So I'm gonna go out on a limb and say that something related to the other connection method is causing it maybe?

 

 

Sounds like you changed connection method to "test", and for some reason that is crashing.

 

1. Open steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\Telekinesis.v2.json,

2. Reset the connection method to "connection": "InProcess". Alternatively, rename or delete the file, that will cause the mod to create a new default one.

3. If it still doesn't work, post C:\Users\matj\Documents\My Games\Skyrim Special Edition\SKSE\Telekinesis.log

 

This mod does not have the ability to "break" any saves, worst that can happen is a CDT when its trying to load it, but that should stop once you remove it

 

Posted (edited)
5 hours ago, gerroth said:

 

 

Sounds like you changed connection method to "test", and for some reason that is crashing.

 

1. Open steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\Telekinesis.v2.json,

2. Reset the connection method to "connection": "InProcess". Alternatively, rename or delete the file, that will cause the mod to create a new default one.

3. If it still doesn't work, post C:\Users\matj\Documents\My Games\Skyrim Special Edition\SKSE\Telekinesis.log

 

This mod does not have the ability to "break" any saves, worst that can happen is a CDT when its trying to load it, but that should stop once you remove it 

 

Just checked, its set to "Websocket". I'll try setting to InProcess in the ini and try again.

 

Edit: Ok so I changed it to InProcess, and my saves load now, but crash after a few seconds. The crash logs are pointing towards Papyrus Tweaks being at fault, but I'm not convinced that's the culprit. I'll upload my Telekinesis log, but I opened it and it seems to be very old, I probably didn't have logging enabled (if thats even an option). I'll also attach my logs from Trainwreck, if by some odd chance it will help you or someone else reading this.

Telekinesis.log 2025-05-17-22-54-08.log

Edited by rgbjackal
Posted (edited)
5 hours ago, rgbjackal said:

Just checked, its set to "Websocket". I'll try setting to InProcess in the ini and try again.

 

Edit: Ok so I changed it to InProcess, and my saves load now, but crash after a few seconds. The crash logs are pointing towards Papyrus Tweaks being at fault, but I'm not convinced that's the culprit. I'll upload my Telekinesis log, but I opened it and it seems to be very old, I probably didn't have logging enabled (if thats even an option). I'll also attach my logs from Trainwreck, if by some odd chance it will help you or someone else reading this.

Telekinesis.log 108.57 kB · 0 downloads 2025-05-17-22-54-08.log 202.4 kB · 0 downloads

 

The Telekinesis.log is indeed very old from March 2024.

 

- Its not really possible to disable logging (you can set it to warning or error, did you do that?)

- Iogging should happen whenever you start the plugin

-> Is the dll even loading? Check or send me \SKSE\skse64.log...

 

The error does seem to occur in Papyrus Tweaks, trainwreck seems helpful. It appears to happen some function that tampers with papyrus errors. The only chain I can think of is that one of the papyrus scripts causes some log message that then causes papyrus tweaks to crash.

-> Papyrus logs would be helpful

 

Edit: If the Trainwreck log is correct, its caused in the invalid signature validation, so check if PapyrusTweaks.ini has this enabled:

 

   bImproveValidateArgsLogs = true

 

and set it to

 

   bImproveValidateArgsLogs = false

 

and check if that changes anything.

Edited by gerroth
Posted
11 hours ago, gerroth said:

 

The Telekinesis.log is indeed very old from March 2024.

 

- Its not really possible to disable logging (you can set it to warning or error, did you do that?)

- Iogging should happen whenever you start the plugin

-> Is the dll even loading? Check or send me \SKSE\skse64.log...

 

The error does seem to occur in Papyrus Tweaks, trainwreck seems helpful. It appears to happen some function that tampers with papyrus errors. The only chain I can think of is that one of the papyrus scripts causes some log message that then causes papyrus tweaks to crash.

-> Papyrus logs would be helpful

 

Edit: If the Trainwreck log is correct, its caused in the invalid signature validation, so check if PapyrusTweaks.ini has this enabled:

 

   bImproveValidateArgsLogs = true

 

and set it to

 

   bImproveValidateArgsLogs = false

 

and check if that changes anything.

"plugin Telekinesis.dll (00000001 Telekinesis 01020010) loaded correctly (handle 39)" , taken from Skse64.log

 

bImprove.... was set to true, so I set it to false just now, as per your suggestion. 

 

PapyrusTweaks has been implicated in the previous 4 crashes that I've had, even prior to the Telekinesis crashes (which was about 7 or 8, but again, those didn't generate crash logs). 

 

I didn't have papyrus logs enabled, so I'll enable it and play the game for a bit, and if I get another crash I'll post it here. 

Posted
On 5/18/2025 at 10:15 PM, rgbjackal said:

"plugin Telekinesis.dll (00000001 Telekinesis 01020010) loaded correctly (handle 39)" , taken from Skse64.log

 

bImprove.... was set to true, so I set it to false just now, as per your suggestion. 

 

PapyrusTweaks has been implicated in the previous 4 crashes that I've had, even prior to the Telekinesis crashes (which was about 7 or 8, but again, those didn't generate crash logs). 

 

I didn't have papyrus logs enabled, so I'll enable it and play the game for a bit, and if I get another crash I'll post it here. 

 

So, it does work after setting bImproveValidateArgsLogs = false?

Posted
On 5/22/2025 at 2:39 PM, NastyTaste said:

Can you add individual funscripts for each animation with this mod?

 

Short answer no (at least now)

 

You can do it in the version for fallout4, but I didn't find the time to port it back.

Posted
19 hours ago, gerroth said:

 

Short answer no (at least now)

 

You can do it in the version for fallout4, but I didn't find the time to port it back.

Aww, I was gonna use that as a cope while we wait for stroker sync to come to skyrim. But at the same time it was gonna be a lot of work scripting all the individual animations. Thank you the reply and for your hard work.

  • 2 months later...
Posted (edited)

telekinesis.dll loads correctly (in skse64.log), but i get no mcm, no log (telekinesis.log hasnt been updated since i tried the plugin last year), and no mcm notifications of it loading at all, i tried setstage SKI_ConfigManagerInstance 1  options, coc to whiterun and riverwood back and fourth for a bit, let the game run for an hour or so, still no mcm. (new game and on the save ive been trying to get it to work on)

im using N.Y.A modlist, and it has all the dependencies for telekinesis, i also uninstalled some of its own mods to make esp/esm space, and save on active plugin count (because its basically a requirement to add your own mods, the modlist comes almost maxed out on all of the above). 

 

 

Edited by snorkens
adding detail
Posted
17 hours ago, snorkens said:

telekinesis.dll loads correctly (in skse64.log), but i get no mcm, no log (telekinesis.log hasnt been updated since i tried the plugin last year), and no mcm notifications of it loading at all, i tried setstage SKI_ConfigManagerInstance 1  options, coc to whiterun and riverwood back and fourth for a bit, let the game run for an hour or so, still no mcm. (new game and on the save ive been trying to get it to work on)

im using N.Y.A modlist, and it has all the dependencies for telekinesis, i also uninstalled some of its own mods to make esp/esm space, and save on active plugin count (because its basically a requirement to add your own mods, the modlist comes almost maxed out on all of the above). 

 

There's sometimes an issue with deadlocking if you init too many MCMs at once, you could try fiddling around script execution amount in papyrus tweaks and see if that changes anything.

 

Posted
45 minutes ago, gerroth said:

 

There's sometimes an issue with deadlocking if you init too many MCMs at once, you could try fiddling around script execution amount in papyrus tweaks and see if that changes anything.

 

you are right, disabled a bunch of script heavy mods and the mcm option shows up, thanks. 

  • 2 weeks later...
Posted

Is there a way to get Random Funscript to work with stroker scripts? I removed all the vibe scripts from the folder and added a bunch of short funscripts from Eroscripts. I can test them and they work on the toy, but in sexlab scenes there's nothing

Posted
On 8/3/2025 at 6:04 AM, villcorndog said:

Is there a way to get Random Funscript to work with stroker scripts? I removed all the vibe scripts from the folder and added a bunch of short funscripts from Eroscripts. I can test them and they work on the toy, but in sexlab scenes there's nothing

 

Does the Random Funscript setting not work for you?

settingt.jpg

Posted

hey,  not sure if im being an idiot or not but this mod worked for me for a long time untill i installed the fallout 4 version of the mod recently, Now my toys wont connnect in game but when i goto the devices page on the MCM it shows the devices i had connected in the past with all of there settings still what i had set them too, not sure what to try to fix this but any help would be appricated:)

Posted
On 8/8/2025 at 6:50 PM, gerroth said:

 

Does the Random Funscript setting not work for you?

settingt.jpg

Yes, this wasn't working for me w/ Sexlab events via intiface.

 

Also, does this support DG Labs Coyote bluetooth?

Posted (edited)
On 8/16/2025 at 7:47 PM, villcorndog said:

Yes, this wasn't working for me w/ Sexlab events via intiface.

 

Also, does this support DG Labs Coyote bluetooth?

 

Everything that works with intiface works with Telekinesis, but I think DG Labs Coyote is E-Stim which isn't supported by Intiface/Buttplug.io

Edited by gerroth

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