SkrimKnight Posted January 14, 2024 Posted January 14, 2024 MCM still not loading for me with 1.2.1 both with a clean save and new game. Log shows unable to bind script / link type. 1.1.0 has no issues for me Papyrus.0.log 1
nerdyguy8 Posted January 15, 2024 Posted January 15, 2024 how would you add more input in to the mod a.k.a casting a spell or taking damage. maybe they could be variable so stronger vibration for higher mana spell.
Starteller Posted January 21, 2024 Posted January 21, 2024 (edited) OSTim is not working for me. Sexlab and DD do and on manual. Spells work too. It is only in OStim. no selection in OStim changes anything. Fixed. I wasn't using OSTIM Standalone I was using OSTIM NG Edited January 22, 2024 by Starteller
KenjiArt Posted January 24, 2024 Posted January 24, 2024 Sadly MCM is not showing up in this version, worked fine in 1.1.0
Amatum Posted January 27, 2024 Posted January 27, 2024 On 1/14/2024 at 4:17 PM, SkrimKnight said: MCM still not loading for me with 1.2.1 both with a clean save and new game. Log shows unable to bind script / link type. 1.1.0 has no issues for me Papyrus.0.log 312.92 kB · 3 downloads On 1/24/2024 at 10:47 AM, KenjiArt said: Sadly MCM is not showing up in this version, worked fine in 1.1.0 Did you try the patch on the previous page?
SkrimKnight Posted January 29, 2024 Posted January 29, 2024 On 1/27/2024 at 11:55 AM, Amatum said: Did you try the patch on the previous page? I have, I can only get MCM with 1.1.0
gerroth Posted February 8, 2024 Author Posted February 8, 2024 (edited) Hey everyone, On 1/14/2024 at 10:17 PM, SkrimKnight said: MCM still not loading for me with 1.2.1 both with a clean save and new game. Log shows unable to bind script / link type. 1.1.0 has no issues for me On 1/24/2024 at 4:47 PM, KenjiArt said: Sadly MCM is not showing up in this version, worked fine in 1.1.0 Damn... I even tested the fix with someone that had a similar issue, and it solved it for him. Can you try the version 1.3.0 Beta I attached? I got rid of all of the pre-configured properties and replaced it with a dynamic call to GetOwningQuest(), if that doesn't fix it either, I'm really out of ideas. On 1/14/2024 at 8:15 AM, NotRGBJackal said: Does this support Lovense Solace? 1.3.0 adds support for Linear strokers, but Solace seems to be an Oscillating Stroker. Short answer: Not yet, it will show up in devices as Oscillator, but there's not really a way to use it (yet). I'm working on that though... On 1/20/2024 at 2:10 PM, Starteller said: Can you make a version for fallout 4? Not very soon/likely. G.I.F.T parses Papyrus logs and can be used with Fallout I think, never tried it though. Edited February 9, 2024 by gerroth Removed Beta, use the actual release
haajasparx Posted February 9, 2024 Posted February 9, 2024 You are a god for adding support for stroker toys to this mod. So much easier than GIFT. Can't wait to test in in VR with the Solace from Lovense
gerroth Posted February 9, 2024 Author Posted February 9, 2024 (edited) 1 hour ago, haajasparx said: You are a god for adding support for stroker toys to this mod. So much easier than GIFT. Can't wait to test in in VR with the Solace from Lovense I'm gonna have to disappoint you with that one, Solace is an Oscillator and not a Linear Stroker. Oscillatos have a different control mechanism and I didn't implement that one yet : ( Edited February 9, 2024 by gerroth
PNclarity001 Posted February 10, 2024 Posted February 10, 2024 (edited) VR about to get lit And Aliexpress about to get back ordered. Edited February 10, 2024 by PNclarity001
NotRGBJackal Posted February 10, 2024 Posted February 10, 2024 4 hours ago, gerroth said: I'm gonna have to disappoint you with that one, Solace is an Oscillator and not a Linear Stroker. Oscillatos have a different control mechanism and I didn't implement that one yet : ( Ohh well thats unfortunate. Anyway take ur time figuring it out, dont want my dick getting ripped off LOL. In any case, what's the difference between the two from a code standpoint? Is it just the control mechanism, or is it a mechanical issue?
gerroth Posted February 10, 2024 Author Posted February 10, 2024 (edited) 5 hours ago, NotRGBJackal said: Ohh well thats unfortunate. Anyway take ur time figuring it out, dont want my dick getting ripped off LOL. In any case, what's the difference between the two from a code standpoint? Is it just the control mechanism, or is it a mechanical issue? So strokers get an input that says "Move to position $X in the time of $Y ms", this is the format that is encoded in regular funscripts. See also here for an explanation, on how those can be configured. Oscillators are "scalar" commands, and they only get a single "Move at Speed $X" command. This is what most fucking machines will use, cause its simply a wheel that uses some joint to generate an in-and-out-movement. Its comparable to controlling a vibrator and there's even more other device types that get this type of input, like inflators, constrictors, etc. So in theory I could just use the vibrator code for all of these and call it a day, but I didn't want to do that without thinking about it, because the vibration funcsripts probably don't make too much sense, and 5 hours ago, NotRGBJackal said: dont want my dick getting ripped off LOL Edited February 10, 2024 by gerroth 1
gerroth Posted February 10, 2024 Author Posted February 10, 2024 8 hours ago, NotRGBJackal said: Ohh well thats unfortunate. Anyway take ur time figuring it out, dont want my dick getting ripped off LOL. In any case, what's the difference between the two from a code standpoint? Is it just the control mechanism, or is it a mechanical issue? 13 hours ago, haajasparx said: You are a god for adding support for stroker toys to this mod. So much easier than GIFT. Can't wait to test in in VR with the Solace from Lovense Good news everyone, you might be able to get get your dicks ripped off after all. Since there are so many that seem to be using these, I went ahead and added basic oscillator support cause it wasn't that big of an effort... Since I didn't test it on any physical device myself (i dont own any oscillators), just make sure that you actually test it thoroguly before attempting to use it. Also make sure to set the min/max speed for the oscillator in Devices Configuration. Telekinesis.1.3.1-Alpha.7z
haajasparx Posted February 10, 2024 Posted February 10, 2024 3 hours ago, gerroth said: Since there are so many that seem to be using these, I went ahead and added basic oscillator support cause it wasn't that big of an effort... Since I didn't test it on any physical device myself (i dont own any oscillators), just make sure that you actually test it thoroguly before attempting to use it. Also make sure to set the min/max speed for the oscillator in Devices Configuration. Telekinesis.1.3.1-Alpha.7z 1.99 MB · 1 download I just tested your new Alpha build of Telekinesis in Skyrim VR using the Lovense Solace, and it works! A few notes: -The toy continues running at a lower speed after the Sexlab animation is finished, so I have to manually turn it off at this point. This isn't a huge bother but thought you should know the oscillator just keeps going after the scene is done. -The oscillator seems to run at a constant speed in every animation stage of any Sexlab scene. I know you said you were just adding basic oscillator support for now, but if there is a way to configure the oscillation speed to change with SexLab animation stages (i.e. starting slow for the first animation stage and progressively speeding up with each stage towards the end) I would love to see how! I used the settings in your screenshot, tried it with a few different numbers and the min/max seems to work properly though the downscale factor didn't seem to affect much, but everything appeared safe to use - don't think this thing will be able to dismember me anytime soon (whew!) I tried it both with and without Sexlab Aroused controlling the speed but it doesn't seem to do much if anything, perhaps due to my character's SLA state or settings (or maybe because it's meant for strokers, not oscillators.) However, this seemed to be the only "dynamic speed adjustment" option I could find in your readme section, so I'm curious to see what becomes of this mod in the future! 1
gerroth Posted February 10, 2024 Author Posted February 10, 2024 To diagnose this, Pyprus.0.log and Telekinesis.log are helpful, because they should contain messages (with prefix [Tele]) that contain the speed modifier that is being sent to the controller. You can also send them to me via dm, if you dont want to post them here. 15 minutes ago, haajasparx said: I just tested your new Alpha build of Telekinesis in Skyrim VR using the Lovense Solace, and it works! A few notes: -The toy continues running at a lower speed after the Sexlab animation is finished, so I have to manually turn it off at this point. This isn't a huge bother but thought you should know the oscillator just keeps going after the scene is done. Interesting. Because I re-used the vibrator code, I tend to stop the movement with a "speed=0" command. Maybe that is the issue here? 15 minutes ago, haajasparx said: -The oscillator seems to run at a constant speed in every animation stage of any Sexlab scene. I know you said you were just adding basic oscillator support for now, but if there is a way to configure the oscillation speed to change with SexLab animation stages (i.e. starting slow for the first animation stage and progressively speeding up with each stage towards the end) I would love to see how! So speed should definitely change dynamically if you enable "Speed = Rousing" in Sexlab or "Animation Speed" in Ostim. 15 minutes ago, haajasparx said: I used the settings in your screenshot, tried it with a few different numbers and the min/max seems to work properly though the downscale factor didn't seem to affect much, but everything appeared safe to use - don't think this thing will be able to dismember me anytime soon (whew!) I tried it both with and without Sexlab Aroused controlling the speed but it doesn't seem to do much if anything, perhaps due to my character's SLA state or settings (or maybe because it's meant for strokers, not oscillators.) However, this seemed to be the only "dynamic speed adjustment" option I could find in your readme section, so I'm curious to see what becomes of this mod in the future! The settings in the screenshot are just arbitrary button smashing, no suggestion. Downscaling factor is always multiplied with the result value, so it should have an effect. I'm gonna look into these, thanks for testing. Log files would be very useful though!
haajasparx Posted February 10, 2024 Posted February 10, 2024 26 minutes ago, gerroth said: To diagnose this, Pyprus.0.log and Telekinesis.log are helpful, because they should contain messages (with prefix [Tele]) that contain the speed modifier that is being sent to the controller. You can also send them to me via dm, if you dont want to post them here. So speed should definitely change dynamically if you enable "Speed = Rousing" in Sexlab or "Animation Speed" in Ostim. Log files would be very useful though! I couldn't figure out how to enable Papyrus logging for Skyrim VR when I was looking into GIFT as an alternative for this mod last week. If there is somewhere else I can find these files, lmk and I'll look. I can't find an option for "Speed = Rousing" in the Sexlab MCM. Sexlab in VR is also a patch that relies on a slightly outdated beta so that option might not exist in the Beta 8 version I'm restricted to using in VR. If you're referring to the option in Telekinesis, I only barely noticed a dynamic change at one point when I had the SLA option enabled, but it still mostly stays at the same (near-maximum) speed through the whole scene and slows down but continues oscillating long after the Sexlab scene is finished. Even with Min 0 and Max 100, the speed doesn't seem to change hardly at all during the scene. Thanks for your help
gerroth Posted February 10, 2024 Author Posted February 10, 2024 49 minutes ago, haajasparx said: I couldn't figure out how to enable Papyrus logging for Skyrim VR when I was looking into GIFT as an alternative for this mod last week. If there is somewhere else I can find these files, lmk and I'll look. I can't find an option for "Speed = Rousing" in the Sexlab MCM. Sexlab in VR is also a patch that relies on a slightly outdated beta so that option might not exist in the Beta 8 version I'm restricted to using in VR. If you're referring to the option in Telekinesis, I only barely noticed a dynamic change at one point when I had the SLA option enabled, but it still mostly stays at the same (near-maximum) speed through the whole scene and slows down but continues oscillating long after the Sexlab scene is finished. Even with Min 0 and Max 100, the speed doesn't seem to change hardly at all during the scene. Thanks for your help I see. As I wrote, there should always be a Telekinesis.log, and it contains the similar logs, see https://github.com/garryrot/telekinesis/blob/master/doc/6-Debugging.md#telekinesislog
gerroth Posted February 10, 2024 Author Posted February 10, 2024 (edited) 1 hour ago, haajasparx said: I can't find an option for "Speed = Rousing" in the Sexlab MCM. ... If you're referring to the option in Telekinesis, I only barely noticed a dynamic change at one point when I had the SLA option enabled, but it still mostly stays at the same (near-maximum) speed through the whole scene and slows down but continues oscillating long after the Sexlab scene is finished. I was talking about the option in the Telekinesis MCM, that one should couple the speed to the current player arousal. In addition to Telekinesis.log, also the used device settings on the "Device" Page in the MCM page would be great (or alternatively Data\SKSE\Plugins\Telekinesis.v2.json, which contains the same content as the Devices MCM page) Edited February 10, 2024 by gerroth
NotRGBJackal Posted February 11, 2024 Posted February 11, 2024 9 hours ago, gerroth said: I was talking about the option in the Telekinesis MCM, that one should couple the speed to the current player arousal. In addition to Telekinesis.log, also the used device settings on the "Device" Page in the MCM page would be great (or alternatively Data\SKSE\Plugins\Telekinesis.v2.json, which contains the same content as the Devices MCM page) If it helps, the way that the Lovense app lets you control depth as well as speed on two different sliders. Perhaps theres a way to control both at the same time? But as for the device not turning off, the Solace will move is either (or both) of the sliders are above zero, so maybe there's a way to force them both the zero at the end of an animation?
Carl1960 Posted February 11, 2024 Posted February 11, 2024 Heck, I can't even get the MCM to show up, I installed the latest version and I am the current update the Dec 7th ( 1.1611?). I even started a NEW game using MO2 ,ran FNIS just in case and Nothing NO MCM. Help . thanks
gerroth Posted February 11, 2024 Author Posted February 11, 2024 (edited) 6 hours ago, NotRGBJackal said: If it helps, the way that the Lovense app lets you control depth as well as speed on two different sliders. Perhaps theres a way to control both at the same time? But as for the device not turning off, the Solace will move is either (or both) of the sliders are above zero, so maybe there's a way to force them both the zero at the end of an animation? Depth on the Solace is not possible with buttplug.io (yet?) https://github.com/buttplugio/buttplug/issues/611 I'll still have to investigate the "oscillator not stopping issue" I guess, because I definitely set the speed to 0.0 at the end of each pattern. 5 hours ago, Carl1960 said: Heck, I can't even get the MCM to show up, I installed the latest version and I am the current update the Dec 7th ( 1.1611?). I even started a NEW game using MO2 ,ran FNIS just in case and Nothing NO MCM. Help . thanks Its a known issue, post your Papyrus.log pls, otherwise I won't be able to help you. Edited February 11, 2024 by gerroth
Carl1960 Posted February 11, 2024 Posted February 11, 2024 NO MCM loading . does this NOT work for the current update ? 1.130 ? ( the Dec 7,2023 update ) .I use MO2/ help !
Carl1960 Posted February 11, 2024 Posted February 11, 2024 8 hours ago, gerroth said: Depth on the Solace is not possible with buttplug.io (yet?) https://github.com/buttplugio/buttplug/issues/611 I'll still have to investigate the "oscillator not stopping issue" I guess, because I definitely set the speed to 0.0 at the end of each pattern. Its a known issue, post your Papyrus.log pls, otherwise I won't be able to help you. Hello, Sorry I am not very computer savy at my age- I think this is what you asked for - [Actor] bUseNavMeshForMovement=0 [Archive] bInvalidateOlderFiles=1 bLoadArchiveInMemory=1 sArchiveToLoadInMemoryList=Skyrim - Animations.bsa sInvalidationFile=ArchiveInvalidation.txt sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes0.bsa, Skyrim - Meshes1.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, Skyrim - Patch.bsa [Audio] fMenuModeFadeInTime=1.0 fMenuModeFadeOutTime=3.0 fMusicDuckingSeconds=6.0 fMusicUnDuckingSeconds=8.0 [Camera] fMouseWheelZoomSpeed=0.80 [Combat] f1PArrowTiltUpAngle=2 f1PBoltTiltUpAngle=1 f3PArrowTiltUpAngle=2.5 fMagnetismLookingMult=0.0 fMagnetismStrafeHeadingMult=0.0 [Controls] fMouseHeadingSensitivityMax=0.0625 fMouseHeadingXScale=0.0200 fMouseHeadingYScale=0.8500 [Decals] uMaxSkinDecalPerActor=40 [Display] bEnableSnowMask=0 bEnableSnowRimLighting=0 bVolumetricLightingDisableInterior=1 fDDOFFocusCenterweightExt=2 fDecalLifetime=300 fDOFMaxDepthParticipation=10000 fDynamicDOFFarBlur=0.4 fFirstSliceDistance=2896 fGlobalBrightnessBoost=0.0000 fGlobalContrastBoost=0.0000 fGlobalSaturationBoost=0.0000 fLightLODRange=21932 fLightLODStartFade=3500.0 fShadowDirectionalBiasScale=0.47 fSnowGeometrySpecPower=3.00 fSnowNormalSpecPower=2.00 fSnowRimLightIntensity=0.30 fSparklesDensity=0.85 fSparklesSize=6.00 fTreesMidLODSwitchDist=9999999.0000 iLandscapeMultiNormalTilingFactor=1 sScreenShotBaseName=C:\program files (x86)\steam\steamapps\common\Skyrim Special Edition\ScreenShot [General] fFlickeringLightDistance=8192 sLanguage=ENGLISH sLocalSavePath=Saves\ sTestFile1=Dawnguard.esm sTestFile2=HearthFires.esm sTestFile3=Dragonborn.esm uExterior Cell Buffer=36 uGridsToLoad=5 [GeneralWarnings] SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information. [Grass] bAllowCreateGrass=1 bAllowLoadGrass=0 bDrawShaderGrass=1 fGrassFadeRange=7000 fGrassMaxStartFadeDistance=7000.0000 fGrassMinStartFadeDistance=0.0000 fGrassWindMagnitudeMax=125 fGrassWindMagnitudeMin=5 iGrassCellRadius=2 iMaxGrassTypesPerTexure=3 iMinGrassSize=40 [HAVOK] fMaxTime=0.01666667 [Imagespace] iRadialBlurLevel=2 [LightingShader] fDecalLODFadeEnd=0.6 fDecalLODFadeStart=0.5 fEnvmapLODFadeEnd=0.7 fEnvmapLODFadeStart=0.6 [LOD] fDistanceMultiplier=1.00 [Menu] iConsoleSizeScreenPercent=40 iConsoleTextSize=20 [Papyrus] bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 fPostLoadUpdateTimeMS=500.0 [SaveGame] iAutoSaveCount=3 [Trees] bEnableTreeAnimations=1 bEnableTrees=1 fUpdateBudget=1.5 [Water] bReflectLODLand=1 bReflectLODObjects=1 bReflectLODTrees=1 bReflectSky=1
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