Jump to content

tied/bounded victim rape animation problem


Recommended Posts

Posted

Hiyall

i recently got a bug

> When raping a tied/bounded NPC, the animation plays for 3 seconds and the victim revert to tied/bounded pose, while the aggressor animation still goes on (and the facial animation and sounds of the victim too).
It happen with PC on NPC or NPC on NPC (even creatures)

- Regular assaults on broken victims (not tied) work fine
- FNIS was re executed but didn't fix the problem.

Any clue, advice ?
 

Thanks

Posted (edited)

Any luck? This one seem impossible to me - but if someone knows it and sees this, it's probably an easy fix.

 

Just thinking out loud here, bear with me...

 

If it properly triggers an aggressive animation, it should run whatever the duration for 1/2/3/4/4+ are set at in SL / Timers and Stripping. But if you had set them to 0/0/0/0/3 then no other ones would ever play either. How many SL aggro mods are you running? Like some people have trouble with SLDefeat if they install both the regular one and the grrlzs-as-futanari aggressors, it shows up like it's a dupe in your MCM but both can be independently active.

 

How could it be an override that precedes, where furniture or bound is shortened but regular rapes like sneaky-sleeping-vic assaults play fine? That's what kills me - How can it only pull 3 secs or so bound vs. "work fine" regularly? Maybe it's 4 secs? As in the default last stage duration, 20/15/10/10/4 for aggro anims?

 

What does your console show? Does it take forever to start, is it not finding any animation to use? (it's like the only time the console scrolls when it's open, during a SL animation sequence) What I mean is, do you see Do you get a AnimCache: HIT line that tells you how many possible animations there are for your ["Aggressive", "bound"] scene? Could there be an issue generating the fake-y you, with these bound ones, where you don't see a Start/End, where you don't get SLActorAlias lines nor a SexLabThread## which will then have an event hook and BEGIN message?

 

And since I truly have no idea, what about just going into SL to the last entry the Debug, just resetting everything, re-register all detected anims.... wait for it to finish, make a couple saves, exit, fire the game back up and try raping your bound vic again... it's a cop-out, "have you tried turning it off and back on again?" but, hey, it's known to work sometimes.

 

Sorry I wish I knew, hopefully reading this will give you some ideas to try.

When you solve it please share, if it happens to you it happens to others!

Edited by DeathApproaches
ton of confusing typos
Posted (edited)

First guesses:

  1. DAR, or another mod capable of overriding the current animation. i.e. what is applying the "tied" animation. Is it using such a method, or is it perhaps spamming some other "set animation" method every 3 seconds? Edit: Maybe it's in a package?
  2. One of the actors enters combat state. While this typically ends the animation, I wouldn't count on that being the case in all mod configurations.
Edited by traison
  • 10 months later...
Posted
14 minutes ago, Kreidman said:

Same problem here, did anybody found a fix for this yet?

 

Like I pretty much said in my previous post, I believe this starts from inspecting DAR/OAR and the mod that plays the tied up animation. I wouldn't be surprised if it was spamming the play animation command every n seconds, or (again like I said) perhaps its in an AI package.

 

If you can't do this yourself, at least link the mod thats responsible for the tied up animation.

Posted (edited)

DefeatStateMonitoringScr.psc:58 (in 5.3.5 and 5.3.6) seems like a likely candidate. The script is tied to each StateTieUp* alias of the DefeatRessourcesQst [QUST:0404B8D1] quest, and each tied up actor seems to end up in one of these. DefeatStateMonitoringScr does not query SL for the actor's state before calling PlayTieUpAnimation. This in turn calls SendAnimationEvent(Victim, Pose), where Pose is presumably a reference to DefeatTieUpIdle [IDLE:0405EC1F]. This seems like it happens every 1-2 seconds (+papyrus lag).

 

Long story short, Defeat probably conflicts with SL and a fix would have to be applied to DefeatStateMonitoringScr.psc. Before doing that however, I'd add debug logging to make sure this is indeed what is happening.

Edited by traison
Posted (edited)
19 minutes ago, traison said:

DefeatStateMonitoringScr.psc:58 (in 5.3.5 and 5.3.6) seems like a likely candidate. The script is tied to each StateTieUp* alias of the DefeatRessourcesQst [QUST:0404B8D1] quest, and each tied up actor seems to end up in one of these. DefeatStateMonitoringScr does not query SL for the actor's state before calling PlayTieUpAnimation. This in turn calls SendAnimationEvent(Victim, Pose), where Pose is presumably a reference to DefeatTieUpIdle [IDLE:0405EC1F]. This seems like it happens every 1-2 seconds (+papyrus lag).

 

Long story short, Defeat probably conflicts with SL and a fix would have to be applied to DefeatStateMonitoringScr.psc. Before doing that however, I'd add debug logging to make sure this is indeed what is happening.

 

Hey, thanks so much for locking in to it, im not really sure what to do to try to fix this. (not idea of how the code works or wever)


Could i get a simple explanation on how to edit the DefeatStateMonitoringScr or something like that?

 

Also here is a PapyrusLog that i think is related to the problem, just tasted it and this came out in logs.

 

 

stack:
    [zadDevicesUnderneathQuest (28041472)].zaddevicesunderneathscript.RebuildSlotmask() - "------------------------------" Line 197
    [zadDevicesUnderneathQuest (28041472)].zaddevicesunderneathscript.UpdateDeviceHiderSlot() - "------------------------------" Line 230
    [alias PlayerREF on quest zadDevicesUnderneathQuest (28041472)].zadDevicesUnderneathPlayerScript.OnUpdate() - "------------------------------------" Line 15
[01/16/2024 - 05:34:11PM] error: Unbound native function "FormHasKeywordString" called
[01/16/2024 - 05:34:11PM] warning: Assigning None to a non-object variable named "::temp48"

 

 

Same line over and over whenever starting an animation.

This may have nothing to do with the animation problem but still, think its coming from Devious Devices - Integration.

 

And thx again.

Edited by Kreidman
Posted
31 minutes ago, Kreidman said:

Unbound native function "FormHasKeywordString" called

 

First guess would be that you're missing the dll that provides that function. It doesn't appear to be SKSE or PapyrusUtil so its most likely ZAD or one of its other dependencies.

  • 8 months later...
Posted (edited)
On 1/16/2024 at 11:26 AM, traison said:

DefeatStateMonitoringScr.psc:58 (in 5.3.5 and 5.3.6) seems like a likely candidate. The script is tied to each StateTieUp* alias of the DefeatRessourcesQst [QUST:0404B8D1] quest, and each tied up actor seems to end up in one of these. DefeatStateMonitoringScr does not query SL for the actor's state before calling PlayTieUpAnimation. This in turn calls SendAnimationEvent(Victim, Pose), where Pose is presumably a reference to DefeatTieUpIdle [IDLE:0405EC1F]. This seems like it happens every 1-2 seconds (+papyrus lag).

 

Long story short, Defeat probably conflicts with SL and a fix would have to be applied to DefeatStateMonitoringScr.psc. Before doing that however, I'd add debug logging to make sure this is indeed what is happening.

I don't suppose a fix for this error has been posted yet, has it? I recall this being an issue ever since FNIS was replaced by Nemesis.

 

I used the OAR animation log to find what animation it's playing, and looked at the DAR folders in Baka Defeat.  The only animation there is the "Trauma Enter" one, which is just when you put an NPC in the downed state.  OAR doesn't say that the bound animation is being looped, but the animation log is showing its starting back up.

 

Could running the bound animations through OAR and setting it to not loop fix it?

Edited by Cannaisseur
Additional info.
Posted
7 hours ago, Cannaisseur said:

I don't suppose a fix for this error has been posted yet, has it?

 

I haven't made one, if that's what you're asking.

 

7 hours ago, Cannaisseur said:

Could running the bound animations through OAR and setting it to not loop fix it?

 

Like I said in the post you quoted, I would start this by verifying my statements there were correct by using debug logging. After that you can evaluate how you want to fix it. Personally I think I would look into checking for membership in SexLabAnimatingFaction "SexLab Animating Actors" [FACT:0100E50F] before sending the animation event. If you're lucky all this would do is just halt the animations from Defeat for the duration of the SL scene; afterwards everything goes back to the way it was like nothing happened.

Posted
5 hours ago, traison said:

 

I haven't made one, if that's what you're asking.

 

 

Like I said in the post you quoted, I would start this by verifying my statements there were correct by using debug logging. After that you can evaluate how you want to fix it. Personally I think I would look into checking for membership in SexLabAnimatingFaction "SexLab Animating Actors" [FACT:0100E50F] before sending the animation event. If you're lucky all this would do is just halt the animations from Defeat for the duration of the SL scene; afterwards everything goes back to the way it was like nothing happened.

I have debug logging active.  The bound actor is not initially in the SexlabAninmatingFaction.  Once I start the animation, they do remain in said faction however. I'm confused on what papyrus says is happening, but I think you're on to something with the defeatstatemonitoring script.  I'm seeing it pop up in the log after the animation has begun.

  • 3 months later...
  • 4 months later...
Posted (edited)

Let me put some insight here since I had this issue and recently got it fixed.

 

For my case, it was caused by HDT Ahegao Tongues and Expressions for SexLab, where the mod will equip tongue during sex animation. I believe the issue happens when the mod tries to equip the tongue, it somehow also equip the ropes that tied up the victim, and thereby trigger the tied up animation during sex.

 

I am pretty sure it is the cause, since the issue resolved right after i remove the Ahegao mod.

 

In short, if you are using "HDT Ahegao Tongues and Expressions for SexLab" or any similar mod that will equip stuff in mid of sex animation. Try to uninstall that, and it may fix the issue of this topic. 

Edited by ultramarine930
  • 2 months later...
Posted
On 5/28/2025 at 12:54 AM, ultramarine930 said:

Let me put some insight here since I had this issue and recently got it fixed.

 

For my case, it was caused by HDT Ahegao Tongues and Expressions for SexLab, where the mod will equip tongue during sex animation. I believe the issue happens when the mod tries to equip the tongue, it somehow also equip the ropes that tied up the victim, and thereby trigger the tied up animation during sex.

 

I am pretty sure it is the cause, since the issue resolved right after i remove the Ahegao mod.

 

In short, if you are using "HDT Ahegao Tongues and Expressions for SexLab" or any similar mod that will equip stuff in mid of sex animation. Try to uninstall that, and it may fix the issue of this topic. 

Thank you, that turned out to be the cause of my problem as well.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...