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Telekinesis (Bluetooth Toy Integration for Skyrim)


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Posted (edited)

suddenly got bigger problems. game, out of the blue refuses to load saves or start a new save when I have telekinesis installed and enabled. game was playing and running normal, was quiting and starting it a lot because I was trying to get the lush to work. but didn't change anything.

 

Everything was done today. started today

modlist 141024.txt

plugins.txt

Edited by deviant51
Posted

I just uninstalled everything only took me about an hour including the download time. since I still got all the mods files in my download folder, I figured that would be the quickest fix.

 

Original question still stands tho.

Posted
13 hours ago, deviant51 said:

I got the lush 3 connected and working (lovense bluetooth dongel) with interface central (this is the buttplug.io interface right?) but telekinesis doesnt find the toy. Am I missing anything?

Do the addresses in Intiface and Telekinesis match?

 

Also generally it is recommended by the buttplug.io devs to use Bluetooth LE rather than the Lovense dongle.

Posted
1 hour ago, Deliah Blue said:

Do the addresses in Intiface and Telekinesis match?

 

Also generally it is recommended by the buttplug.io devs to use Bluetooth LE rather than the Lovense dongle.

Thanks for your reply.

 

Unfortunately my intigrated intel bluetooth sucks. and somehow causes normal bluetooth dongels to not work. I got the lush to work with butthesda a few times in skyrim LE

The lovesense doesn't show up in telekinesis. so there is nothing to match.

Posted
1 hour ago, deviant51 said:

Thanks for your reply.

 

Unfortunately my intigrated intel bluetooth sucks. and somehow causes normal bluetooth dongels to not work. I got the lush to work with butthesda a few times in skyrim LE

The lovesense doesn't show up in telekinesis. so there is nothing to match.

 

I have integrated Intel blutooth as well. As Deliah mentioned, you shouldn't need to use a dongle with Lovense toys and Telekinesis. I only needed to do that with certain toys and the Butthesda mod.

 

Try connecting your toys to Telekinesis without any dongles.

Posted
58 minutes ago, Amatum said:

 

I have integrated Intel blutooth as well. As Deliah mentioned, you shouldn't need to use a dongle with Lovense toys and Telekinesis. I only needed to do that with certain toys and the Butthesda mod.

 

Try connecting your toys to Telekinesis without any dongles.

I can't seem to get the lush 3 connectet to interface central without the dongel

 

I had the we vibe vector connected to the interface central, but telekenisis still didn't find it. must I close interface central after it connected? or does the mod search for interface central and is it not connecting to interface central?

 

Posted (edited)

Perhaps an awnser on a few questions could help.

 

Should the interface central be running and still scanning? or should it only have devices connected while I stopped the scanning?

does telekenisis automatically scan for toys? or do I need to disable and enable the setting (see screenshot). How long does the telekinesis scanning take? after a couple of minutes I closed the game and tried again.

 

i also included the screenshot from the general menu

 

20241015151749_1.jpg

20241015151732_1.jpg

Edited by deviant51
Posted
4 minutes ago, deviant51 said:

Should the interface central be running and still scanning? or should it only have devices connected while I stopped the scanning?

It should be open with the server running and not scanning once you connect the device.

 

Quote

i also included the screenshot from the general menu

Make sure the Intiface port listed in this screen matches the port from the server address in Intiface. 12345 is the default Intiface port so this probably isn't the issue but worth checking.

Posted (edited)
2 hours ago, Deliah Blue said:

It should be open with the server running and not scanning once you connect the device.

 

Make sure the Intiface port listed in this screen matches the port from the server address in Intiface. 12345 is the default Intiface port so this probably isn't the issue but worth checking.

Thanks. then I was doing everything correct.

My server address: ws://localhost:12345

Edit: Do I maybe need to select something different under connection?

Edited by deviant51
Posted
9 hours ago, deviant51 said:

This is the interface screen.

when you hover over the phone symbol it says: server running no client connected

Okay, got a chance to test things with my setup (only done this once before lol). In the general screen of the Telekinesis MCM you need to change the Connection from In-Process to Intiface (Websocket). Then exit the MCM and check Intiface, it should now say "Status: Telekinesis Connected"

 

Hope that helps! :)

Posted
19 minutes ago, gghhjj666 said:

The extra strong vibration at orgasm for loverslab doesn't seem to work for me. I'm using slso, might that be the cause for it?

 

Maybe, does it prevent the the regular orgasm event?

Posted
36 minutes ago, gerroth said:

 

Maybe, does it prevent the the regular orgasm event?

It prevents the orgasm at the end of the animation and reading it's description it seems like other mod authors have to add explicit support for it because of that. Again acording to that author it's really quick to add but I have no clue myself

Posted
44 minutes ago, gghhjj666 said:

It prevents the orgasm at the end of the animation and reading it's description it seems like other mod authors have to add explicit support for it because of that. Again acording to that author it's really quick to add but I have no clue myself

 

Oh I see, I think I just need to attach to SexLabOrgasmSeparate.

 

I also noticed that I attached the Regular Sexlab option to the wrong Event. Its attached to DD Orgasm event, i.e. DeviceActorOrgasm.

 

I need to attach it to ActorOrgasm and SexLabOrgasmSeparate then it should work

 

Posted
1 hour ago, gerroth said:

 

Oh I see, I think I just need to attach to SexLabOrgasmSeparate.

 

I also noticed that I attached the Regular Sexlab option to the wrong Event. Its attached to DD Orgasm event, i.e. DeviceActorOrgasm.

 

I need to attach it to ActorOrgasm and SexLabOrgasmSeparate then it should work

 

That sounds easy enough. Now to think about it yeah I noticed the Orgasm event seemed to be connected to DD. Thought at first it might be intended since techincally that is also an orgasm event. Also I remember asking some time ago about devious heatrise. I read a little about that mod and apparantly the mod has it's own more specific vibration events so thats why it doesn't work with your mod.

Posted
11 minutes ago, gghhjj666 said:

That sounds easy enough. Now to think about it yeah I noticed the Orgasm event seemed to be connected to DD. Thought at first it might be intended since techincally that is also an orgasm event. Also I remember asking some time ago about devious heatrise. I read a little about that mod and apparantly the mod has it's own more specific vibration events so thats why it doesn't work with your mod.

 

 

I made a patch for the script.

 

 

It needs to be put into Data/Scripts/Tele_Integration.psx and replace the existing psx.

 

Before it works you need to go into Telekinesis MCM -> "Sexlab" enable and disable the "Strong Vibration on Orgasm", so the events get re-attached.

 

Does that work for you?

Tele_Integration.zip

Posted
27 minutes ago, gerroth said:

 

 

I made a patch for the script.

 

 

It needs to be put into Data/Scripts/Tele_Integration.psx and replace the existing psx.

 

Before it works you need to go into Telekinesis MCM -> "Sexlab" enable and disable the "Strong Vibration on Orgasm", so the events get re-attached.

 

Does that work for you?

Tele_Integration.zip 37.64 kB · 1 download

Yep, works perfectly now. Any idea if it's possible to listen for the dd inflatable plug inflation events? If possible that probably takes quite a bit longer than slso support though.

Posted (edited)
12 hours ago, gghhjj666 said:

Yep, works perfectly now. Any idea if it's possible to listen for the dd inflatable plug inflation events? If possible that probably takes quite a bit longer than slso support though.

 

It might be possible but its probably some effort. You would have to observe the global variable that track the inflation status and whenever that changes change it accordingly. Papyrus script load doesn't really like it if you update too often so that would also have some delay.

 

GIFT looks for those events in Papyrus AFAIK, so thats how MinLL does it in GIFT.

 

Telekinesis does expose the API to control IRL Inflating devices, so you can just fetch the Telekinesis Main quest, cast it to Tele_Devices and call Scalar() with "Inflate" command: https://github.com/garryrot/telekinesis/blob/main/deploy/Data/Source/Scripts/Tele_Devices.psc#L174-L182

 

This API (Tele_Devices) was originally intended for usage by other mods, so you could build a mod that does that. I'm probably not doing it myself, cause this approach turned out to be impractical and tedious. Right now I'm doing a rewrite of this mod for FO4 which hopefully solves these things more generally way, maybe I will port it back to Skyrim.

Edited by gerroth
Posted
3 hours ago, gerroth said:

 

It might be possible but its probably some effort. You would have to observe the global variable that track the inflation status and whenever that changes change it accordingly. Papyrus script load doesn't really like it if you update too often so that would also have some delay.

 

GIFT looks for those events in Papyrus AFAIK, so thats how MinLL does it in GIFT.

 

Telekinesis does expose the API to control IRL Inflating devices, so you can just fetch the Telekinesis Main quest, cast it to Tele_Devices and call Scalar() with "Inflate" command: https://github.com/garryrot/telekinesis/blob/main/deploy/Data/Source/Scripts/Tele_Devices.psc#L174-L182

 

This API (Tele_Devices) was originally intended for usage by other mods, so you could build a mod that does that. I'm probably not doing it myself, cause this approach turned out to be impractical and tedious. Right now I'm doing a rewrite of this mod for FO4 which hopefully solves these things more generally way, maybe I will port it back to Skyrim.

Might look into that myself. As a dirty fix, would it be possible to instead add a short vibration event to the inflation of those plugs? Feel like if I tried making a patch or something for dd that does this your mod would listen for it right? 

Posted
18 hours ago, gghhjj666 said:

Might look into that myself. As a dirty fix, would it be possible to instead add a short vibration event to the inflation of those plugs? Feel like if I tried making a patch or something for dd that does this your mod would listen for it right? 

 

Yeah the easiest way is probably to patch DD to do that, you can choose any of the events this mod listens to or call the vibration API directly

  • 3 weeks later...
Posted

Hey great mod, just had one question. How hard would it be to control stroker speed with stamina (not using funscripts of course because dynamic speed doesnt work there) based on stamina instead of arousal? I use SL Separate Orgasm and there I control anim speed with stamina, and it would be pretty cool to snych the two with the same value. I'm asking to know if this is even possible, because if the answer is yes I'd probably spend some time learning the necessary tools to tinker with skse plugins and skyrim scripts in general. 

Posted (edited)
4 hours ago, flatearthertom3 said:

Hey great mod, just had one question. How hard would it be to control stroker speed with stamina (not using funscripts of course because dynamic speed doesnt work there) based on stamina instead of arousal? I use SL Separate Orgasm and there I control anim speed with stamina, and it would be pretty cool to snych the two with the same value. I'm asking to know if this is even possible, because if the answer is yes I'd probably spend some time learning the necessary tools to tinker with skse plugins and skyrim scripts in general. 

 

The "speed" of the linear command already works like that, 

 

You fetch the Telekinesis MainQuest, cast it to Tele_Devices, and on that instance you can start the stroke movement with the Linear command.

 

This call will return a Handle (integer) that you can use to UpdateHandle the speed of the stroker movement.

 

Basically it would be something like this:

 

Tele_Devices devices = Quest.GetQuest("Tele_MainQuest") as Tele_Devices     
  
Int startingSpeed = 50  					   ; any starting speed between 0 and 100        

Float durationSeconds = 42.0     			   ; use -1.0 to move forever
String[] bodyParts = String[0]   			   ; the body part tags to use, left empty to select all devices
Int handle = devices.linear(startingSpeed, durationSeconds, bodyParts)

devices.UpdateHandle(handle, 100)   ; update speed to whatever value (0% to 100% speed) 0% => slowest possible stroke, 100% => fastest possible stroke

 

 

Not sure if the MainQuest was called Tele_MainQuest though, better double check with SSEdit

Edited by gerroth

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