gerroth Posted October 19, 2023 Author Posted October 19, 2023 (edited) On 10/18/2023 at 8:09 PM, 83ilotzent said: Is it possible for this to be integrated with something like the Auto Blower 2? I just wanna blowjob from Yuriana in VR, please Make it happen man please If its a stroker, you can check the iost index to see if that device works with buttplug.io (I didn't find Auto Blower 2 on that list) https://iostindex.com/?&noFilter Note: Stroker aren't supported yet but once I implement it, you can check support on that page Edited October 19, 2023 by gerroth
ute0074 Posted November 9, 2023 Posted November 9, 2023 I've got a Problem: I tested the 1.0.0 Beta, it worked fine. Then i tried 1.1.0, my hush got detected but the MCM does not show up. Both versions didn't correctly worked with my lush 3.
Amatum Posted November 10, 2023 Posted November 10, 2023 14 hours ago, ute0074 said: I've got a Problem: I tested the 1.0.0 Beta, it worked fine. Then i tried 1.1.0, my hush got detected but the MCM does not show up. Both versions didn't correctly worked with my lush 3. Did you follow the upgrade instructions on the GitHub page? I disabled in Vortex, then uninstalled, installed new version - and I had no problem with the MCM showing up. Here is a quote from the GitHub: " Migrating from old versions If you come from 1.0.0 (Beta), your settings will be dropped Uninstall TelekinesisTest.esp and delete it forever (it won't be needed again) Migrating from the early alpha versions while staying on the same save is unsupported, start a new game, or try to fix on your own. "
akssi Posted November 11, 2023 Posted November 11, 2023 Hello Mr. Gerroth, can this MOD take effect on NPCs?
gerroth Posted November 12, 2023 Author Posted November 12, 2023 (edited) 12 hours ago, akssi said: Hello Mr. Gerroth, can this MOD take effect on NPCs? If I understand your question correctly, then no. It should only act based on things involving the player character. Unleass of course the NPC is doing something with the player character On 11/9/2023 at 7:52 PM, ute0074 said: I've got a Problem: I tested the 1.0.0 Beta, it worked fine. Then i tried 1.1.0, my hush got detected but the MCM does not show up. For the MCM Issue: 1. Check if Telekinesis.esp is actually loaded 2. Upload the papyrus log from the session in which it happened (its in Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log) otherwise its hard to tell anything. 3. Start a new game `coc Riverwood` in Main menu and test if the MCM shows up then Please verify that you have correctly followed all migration steps from the beta, as described by Amatum On 11/9/2023 at 7:52 PM, ute0074 said: Both versions didn't correctly worked with my lush 3. Unfortunately that is not really helpful to understand your problem. Can you be more specific about what it is that is not working? In General: 1. Test if the device is working with Intiface Central. 2. If the device doesn't work with Intiface Central its probably not supported by Buttplug.io or there is a problem with your bluetooth connection, or your battery is low. 3. After you have confirmed that the device actually works, use the device from within the game: In the MCM go to Patterns and click on any pattern, or use one of the vibration spells. If it did not vibrate, upload Documents\My Games\Skyrim Special Edition\SKSE\Telekinesis.log (this is a different log from above) It should contain errors with the bluetooth device. 4. Also make sure that the device was enabled in the settings Please note that if the MCM does not load, it is likely that essential parts of the plugin do not load, and device control will not work in any way. Edited November 12, 2023 by gerroth
gerroth Posted November 12, 2023 Author Posted November 12, 2023 By the way, I just finished adding OStim support, and it works really well, so this will be up and running in Telekinesis 1.2.0. 1
foot0s Posted December 13, 2023 Posted December 13, 2023 I only just discovered this mod and I so desperately want to thank you so much for all your work in creating and sharing this incredible mod gerroth. There is nothing more immersion breaking than having to stop and struggle to manually operate your devices beneath a locked belt before the vibration event is over in game. The experience when it's all automated however, is simply ineffable! Reading through this thread, I found myself in vehement agreement with Amatum regarding the implementation of discreet vaginal, clitoral, anal and nipple control and I see that this is actually happening which is very exciting! I had a lot of trouble getting it all working though, and in the event that it helps anyone else, the mod itself was perfect and so easy to install and set up. My issues were connectivity, especially with my belt acting like some sort of chastity Faraday cage! ? Unlike Amatum using Lovense, I am using We-Vibe Moxie, Jive and Ditto and found that purchasing a tp-link Bluetooth 4.0 Nano USB adapter, and installing (taping) it on the end of a USB extension cable to the front, underside of my desk solved all my issues. Once again, thank you so much for making such a flawless, and thoroughly enjoyable mod. I will be following any future development with much enthusiasm. It also looks like my Christmas holidays will now have to consist of a fresh Skyrim playthrough! 1
greg136 Posted December 14, 2023 Posted December 14, 2023 On 11/11/2023 at 6:31 PM, gerroth said: If I understand your question correctly, then no. It should only act based on things involving the player character. Unleass of course the NPC is doing something with the player character For the MCM Issue: 1. Check if Telekinesis.esp is actually loaded 2. Upload the papyrus log from the session in which it happened (its in Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log) otherwise its hard to tell anything. 3. Start a new game `coc Riverwood` in Main menu and test if the MCM shows up then Please verify that you have correctly followed all migration steps from the beta, as described by Amatum Unfortunately that is not really helpful to understand your problem. Can you be more specific about what it is that is not working? In General: 1. Test if the device is working with Intiface Central. 2. If the device doesn't work with Intiface Central its probably not supported by Buttplug.io or there is a problem with your bluetooth connection, or your battery is low. 3. After you have confirmed that the device actually works, use the device from within the game: In the MCM go to Patterns and click on any pattern, or use one of the vibration spells. If it did not vibrate, upload Documents\My Games\Skyrim Special Edition\SKSE\Telekinesis.log (this is a different log from above) It should contain errors with the bluetooth device. 4. Also make sure that the device was enabled in the settings Please note that if the MCM does not load, it is likely that essential parts of the plugin do not load, and device control will not work in any way. Got the same issue here Device works in InitFace, turning the device off and on will give me in-game messages that it's successfully connected, but there's no MCM menu and nothing seems to be triggering. Fresh install of Telekinesis, and even on a new game I get the same results Papyrus.0.log
gerroth Posted December 14, 2023 Author Posted December 14, 2023 13 minutes ago, greg136 said: Got the same issue here Device works in InitFace, turning the device off and on will give me in-game messages that it's successfully connected, but there's no MCM menu and nothing seems to be triggering. Fresh install of Telekinesis, and even on a new game I get the same results Papyrus.0.log 277.3 kB · 0 downloads Interesting, the reference to the Scripts seems to be None for some reason, both in Tele_OnGameLoadObserver and the MCM Menu, that would definitely cause it to not work. I'm kind of confused why this would happen for some people only, maybe I messed something up when creating the esp in CreationKit.
gerroth Posted December 14, 2023 Author Posted December 14, 2023 (edited) 2 hours ago, greg136 said: Got the same issue here Device works in InitFace, turning the device off and on will give me in-game messages that it's successfully connected, but there's no MCM menu and nothing seems to be triggering. Fresh install of Telekinesis, and even on a new game I get the same results Papyrus.0.log 277.3 kB · 1 download I'm kind of clueless what could be the issue here, there's a lot of errors that make no sense in that log: [12/14/2023 - 11:55:25AM] warning: Property TeleDevices on script Tele_Integration attached to Tele_MainQuest (6D0012C2) cannot be initialized because the script no longer contains that property This should definitely not be true, cause the property TeleDevices still exists in that script. I also just tried run the mod on a clean game that has nothing but SkyUI, SKSE and Address Library, and it loads fine. What version of the game (skyrim version), and which other mods (load order) are you running? I'm assuming you use telekinesis 1.1.0? Edited December 14, 2023 by gerroth
greg136 Posted December 16, 2023 Posted December 16, 2023 On 12/14/2023 at 2:04 PM, gerroth said: I'm kind of clueless what could be the issue here, there's a lot of errors that make no sense in that log: [12/14/2023 - 11:55:25AM] warning: Property TeleDevices on script Tele_Integration attached to Tele_MainQuest (6D0012C2) cannot be initialized because the script no longer contains that property This should definitely not be true, cause the property TeleDevices still exists in that script. I also just tried run the mod on a clean game that has nothing but SkyUI, SKSE and Address Library, and it loads fine. What version of the game (skyrim version), and which other mods (load order) are you running? I'm assuming you use telekinesis 1.1.0? I did forget to mention one thing that might be important I'm running SkyrimVR, whatever the latest version is. Can poke around at other stuff later
greg136 Posted December 22, 2023 Posted December 22, 2023 I managed to get it to work on a new game. I'm not really sure what I did, but I think now I've just got the fight to get SL running on the new save
gerroth Posted December 22, 2023 Author Posted December 22, 2023 9 hours ago, greg136 said: I managed to get it to work on a new game. I'm not really sure what I did, but I think now I've just got the fight to get SL running on the new save Well thanks for reporting back. Unfortunately I'm still not sure what could have caused this, your log indicates that seems to fail to load the scripts for some reason. [12/14/2023 - 11:55:35AM] warning: Unable to get type Tele_Integration referenced by the save game. Objects of this type will not be loaded. It may be related to SkyrimVR, which i cannot test because I don't own that version (or VR gear). Feel free to message me if get you get any more clues.
Allen Harris Posted December 22, 2023 Posted December 22, 2023 6 hours ago, gerroth said: Well thanks for reporting back. Unfortunately I'm still not sure what could have caused this, your log indicates that seems to fail to load the scripts for some reason. [12/14/2023 - 11:55:35AM] warning: Unable to get type Tele_Integration referenced by the save game. Objects of this type will not be loaded. It may be related to SkyrimVR, which i cannot test because I don't own that version (or VR gear). Feel free to message me if get you get any more clues. Unfortunately, SkyrimVR breaks a lot of mods. Like - DCL's storyline stops working just before the Whip and Chain quest triggers
Allen Harris Posted December 28, 2023 Posted December 28, 2023 (edited) Hey I'm using a FOLOVE device, and on Step 1 (Connect Bluetooth In Your Operating System) - but it's asking for a PIN. Any idea how I'd find that? EDIT: Nevermind, I figured it out. It's handled at the protocol level - you can test it with the Intiface Central app, which registers the connection. Edited December 28, 2023 by Allen Harris
Allen Harris Posted December 29, 2023 Posted December 29, 2023 (edited) Okay, I just tested this with a FOLOVE device and I can confirm it works in AE (the most recent patch on Steam). Surprisingly easily and well. Still haven't figured out if there's a way to bind specific physical devices to specific toys, but it does work. FOLOVE devices are quite inexpensive compared to LOVESENSE (since they're basically pirated copies lol), so you can find a couple of devices to test with on Amazon without breaking the bank. That's good work, @gerroth! Edit: I can also confirm that this mod picks up events from Devious Devices SE, Devious Devices NG and Deviously Cursed Loot SE. It doesn't appear to pick them up from Rubber Facility (they may have coded their own events). Edited December 30, 2023 by Allen Harris 1
gerroth Posted December 31, 2023 Author Posted December 31, 2023 (edited) On 12/30/2023 at 12:56 AM, Allen Harris said: Okay, I just tested this with a FOLOVE device and I can confirm it works in AE (the most recent patch on Steam). Surprisingly easily and well. Still haven't figured out if there's a way to bind specific physical devices to specific toys, but it does work. You can tag a device with body parts (device page, change the comma-separated-list), and then make it the only device that is associated with that tag, then only one device will vibrate on a certain event. I do not support associating specific devious devices with specific hardware devices, cause I do not really see a use-case for that. The DD vibrate event specifically also doesn't seem to give you that information, it always just vibrates everything you are wearing. On 12/30/2023 at 12:56 AM, Allen Harris said: Edit: I can also confirm that this mod picks up events from Devious Devices SE, Devious Devices NG and Deviously Cursed Loot SE. It doesn't appear to pick them up from Rubber Facility (they may have coded their own events). I have no Idea about that Mod. I tried to test it, but I usually end up in the "thats all folks" dialogue, cause I'm not really sure which parts of that mod are supposed to work/be finished. When doing the "accident" quest and I ended up in the rubber suit with the dwemer sphere, it did a vibration while not causing an event. It seems to not work, but I have no Idea why. If they are doing some custom stuff that doesn't create a VibrationStart event it won't work with the DD integration. Edited December 31, 2023 by gerroth
Allen Harris Posted December 31, 2023 Posted December 31, 2023 6 hours ago, gerroth said: You can tag a device with body parts (device page, change the comma-separated-list), and then make it the only device that is associated with that tag, then only one device will vibrate on a certain event. I do not support associating specific devious devices with specific hardware devices, cause I do not really see a use-case for that. The DD vibrate event specifically also doesn't seem to give you that information, it always just vibrates everything you are wearing. I have no Idea about that Mod. I tried to test it, but I usually end up in the "thats all folks" dialogue, cause I'm not really sure which parts of that mod are supposed to work/be finished. When doing the "accident" quest and I ended up in the rubber suit with the dwemer sphere, it did a vibration while not causing an event. It seems to not work, but I have no Idea why. If they are doing some custom stuff that doesn't create a VibrationStart event it won't work with the DD integration. Yeh, that's pretty much what I expected. It wasn't a criticism or anything; I was just reporting what I'd found.
gerroth Posted January 7, 2024 Author Posted January 7, 2024 (edited) New version mainly brings OStim support and various backend improvements that lay the groundwork for planned features. Vibration tasks during sex scenes should be more stable in general. On a side-note: If anyone uses linear devices (strokers), constrictors or oscillating devices (fucking machines, etc) and wants to test those features, I'm planning on implementing that for the next version. Contact me if you use those, I'll need testers. Edited January 7, 2024 by gerroth 2
GL00 Posted January 9, 2024 Posted January 9, 2024 I've seen stuff like this around, but it being in Skyrim is crazy. I saw you were planning on adding support for different toys, what about things like inflatable plugs? Could inflate when the player has a DD plug inserted, maybe even bigger if you have multiple inserted? Or have its size depend on the size of your partners SOS parts during animations. If you wanted to touch all your bases, support for e-stim stuff would be interesting for any time you get shocked by a toy or spell. Never used e-stim, but is a cool idea imo.
solodragon Posted January 9, 2024 Posted January 9, 2024 Would it be possible to add a strength filter to each toy or even each actuator? Let's say I have a toy with 2 actuators, but feel like 50% speed is suitable as max speed for one of the actuators, while the other are suitable to go to 100% speed. When setting up the devices, you could set a max speed setting for each actuator. For example how I would implement it: when an in-game event wants to send a 80% strength vibration, the result is 80% * 1.0 = 80% for one actuator and 80% * 0.5 = 40% for the other actuator. The bold number is the filter setting you set per actuator.
Amatum Posted January 11, 2024 Posted January 11, 2024 What a fantastic update! I love it! Thank you! 🎶💗 2
gerroth Posted January 12, 2024 Author Posted January 12, 2024 On 1/9/2024 at 8:44 AM, GL00 said: I've seen stuff like this around, but it being in Skyrim is crazy. I saw you were planning on adding support for different toys, what about things like inflatable plugs? Could inflate when the player has a DD plug inserted, maybe even bigger if you have multiple inserted? Or have its size depend on the size of your partners SOS parts during animations. Telekinesis technically supports that, but I don't use it anywhere in the MCM. I will do that in the upcoming version, but I'll have to think of a good way to configure it. The main problem is that all of those devices can be so vastly different, the speed could control the suction of a penis pump, the pressure of an inflating buttplug or the fucking machine, so I didn't want to rush that in. Quote If you wanted to touch all your bases, support for e-stim stuff would be interesting for any time you get shocked by a toy or spell. Never used e-stim, but is a cool idea imo. Buttplug.io doesn't want to support e-stim, so this is probably very far fetched for Telekinesis. However, I think G.I.F.T can accomplish that with some setup, either through X-Toys or some of the estim specific outputs, but I don't understand those. You can always run GIFT and Telekinesis together. 1
gerroth Posted January 12, 2024 Author Posted January 12, 2024 On 1/10/2024 at 12:03 AM, solodragon said: Would it be possible to add a strength filter to each toy or even each actuator? Let's say I have a toy with 2 actuators, but feel like 50% speed is suitable as max speed for one of the actuators, while the other are suitable to go to 100% speed. When setting up the devices, you could set a max speed setting for each actuator. For example how I would implement it: when an in-game event wants to send a 80% strength vibration, the result is 80% * 1.0 = 80% for one actuator and 80% * 0.5 = 40% for the other actuator. The bold number is the filter setting you set per actuator. I can add that to the todo list 1
gerroth Posted January 14, 2024 Author Posted January 14, 2024 (edited) With some more input and test in the DMs (thanks @rxgMavericks) I think I fixed the "Initial installation not loading MCM" error This patch is only necessary for whomever was affected by that. I think @greg136 was affected? Telekinesis.1.2.1.rc.7z Edited January 14, 2024 by gerroth
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