Tex Posted February 5, 2024 Posted February 5, 2024 3 hours ago, Djlegends said: ran faster just like Ostim but moderators + author got mad and taken down all threads talking about NAF Is that the way it always is? Some new, superior system gets implemented, and a general chimpout event takes place, thus kicking us back to ol-reliable? 1
Djlegends Posted February 6, 2024 Posted February 6, 2024 9 hours ago, Tex said: Is that the way it always is? Some new, superior system gets implemented, and a general chimpout event takes place, thus kicking us back to ol-reliable? yep happened first at skyrim and then happened at fo4 scene just hope these people don't bring that mess to SF 1
Mr. Otaku Posted February 8, 2024 Posted February 8, 2024 On 2/5/2024 at 8:37 PM, Djlegends said: ran faster just like Ostim but moderators + author got mad and taken down all threads talking about NAF Unfathomable levels of pettiness. This is why we can't have nice things. 2
TheVolcanoGodess Posted February 19, 2024 Posted February 19, 2024 On 2/5/2024 at 10:51 AM, Tex said: Is that the way it always is? Some new, superior system gets implemented, and a general chimpout event takes place, thus kicking us back to ol-reliable? I guess, it'll just be ol' reliable until there's something that shows up with no chimpouts.
Snapdragon_ Posted February 23, 2024 Posted February 23, 2024 On 1/21/2024 at 5:52 PM, MysticDaedra said: Other than the drama around NAF for Fallout 4, I know snapdragon is working on a version of NAF for Starfield as well. It would be fantastic to get integration with those features/functions, as in-game animating could be a huge benefit to the scene. Yeah, NAF's core animation system has been out for Starfield since December, although the in-game creator wasn't included since it needs some extra stuff that was harder to find in the game exe. I took a break from Starfield for a while and recently took a fresh approach at it, and found the part needed for the creator, so will be working on porting that next. 5
Gray User Posted February 23, 2024 Posted February 23, 2024 10 hours ago, Snapdragon_ said: Yeah, NAF's core animation system has been out for Starfield since December, although the in-game creator wasn't included since it needs some extra stuff that was harder to find in the game exe. I took a break from Starfield for a while and recently took a fresh approach at it, and found the part needed for the creator, so will be working on porting that next. How's proof of concept going for getting a custom animation to animate in-game? The discord makes it look like everything T poses when bringing custom animations into Starfield, which was also happened for me trying to use the import instructions.
Snapdragon_ Posted February 23, 2024 Posted February 23, 2024 (edited) 2 hours ago, Gray User said: How's proof of concept going for getting a custom animation to animate in-game? The discord makes it look like everything T poses when bringing custom animations into Starfield, which was also happened for me trying to use the import instructions. There's this. I'd suggest reimporting the .gltf file into a fresh Blender scene to make sure it's being exported correctly. The in-game creator should make things a lot simpler once that's out, and I'm also working on integrating additional tools into NAFSF to make importing from Blender a bit easier. (namely bind pose retargeting.) Edited February 23, 2024 by Snapdragon_ 2
Djlegends Posted February 23, 2024 Posted February 23, 2024 14 hours ago, Snapdragon_ said: Yeah, NAF's core animation system has been out for Starfield since December, although the in-game creator wasn't included since it needs some extra stuff that was harder to find in the game exe. I took a break from Starfield for a while and recently took a fresh approach at it, and found the part needed for the creator, so will be working on porting that next. oh shoot can't wait for you to get it setup
Guest Posted February 23, 2024 Posted February 23, 2024 (edited) On 8/26/2023 at 9:24 AM, Ashal said: To make it clear ahead of time for the people that have been asking. Though I've been fairly inactive with SexLab's development the past few years, I plan to develop a new sex animation framework for Starfield soon as it is possible. Though it's too early for me to say what to expect from it, expect it to be pretty similar in terms of capability to SexLab. I plan to take all the lessons I learned developing SexLab over the past decade and carry them forward into a new framework here. That means more of the stuff that ended up being sort of bolted onto SexLab in its later life will be better integrated into the core framework from the start, such as dynamic animation pack loading and more performative native functions. As it's still early, it's impossible to say how long this will take. Much of its development is likely to be stalled until certain other mod developments are released, such as an equivalent of SKSE and FNIS/Nemesis. I will likely at some point, need to enlist the help of an animator to provide assistance with fleshing out how the animation packs will be best setup and to provide a set of initial animations to use for development. If any such experienced animators are willing to lend me their assistance with helping lay the groundwork for the framework, please do message me and let me know. I'll keep this post updated as developments are made. After the game is out and I have time to dig into it's modding capabilities, I will put together a list of planned functionality and API. In the meantime, I welcome anybody who wants to provide their ideas for the framework here, as long as they are shared in a constructive manner, and remain within the scope of the framework. if u dont want to discluse your full code then you limit, repo acces, this is don by github, further then that open up rest . but if you want it keep developed attach a licence to it. this prevent people to earn money . if it breaks you have a legal cause to take it to court. Edited February 23, 2024 by theru
Guest Posted February 23, 2024 Posted February 23, 2024 (edited) 5 minutes ago, theru said: if u dont want to discluse your full code then you limit, repo acces, this is don by github, further then that open up rest . but if you want it keep developed attach a licence to it. this prevent people to earn money . if it breaks you have a legal cause to take it to court. u need a licence that says its ures and consultations outside your knowing will lead to addict, and it polisys back to you, u want a singular law. people can build and contribure but, ure name has to be there Edited February 23, 2024 by theru
Gray User Posted February 27, 2024 Posted February 27, 2024 On 2/23/2024 at 11:36 AM, Snapdragon_ said: There's this. I'd suggest reimporting the .gltf file into a fresh Blender scene to make sure it's being exported correctly. The in-game creator should make things a lot simpler once that's out, and I'm also working on integrating additional tools into NAFSF to make importing from Blender a bit easier. (namely bind pose retargeting.) True, there is CRT, but it is static poses. Those I can make and import, but it is not an animation. I am maybe not seeing something, but it looks like a lot like gltf as a format stores the initial position data and the movement data separately (as a bin). There is also the glib format where they are combined, but that does not appear to work with NAF(?), and the game looks like it uses a different format from either. I am very looking forward to seeing how NAF develops, and if someone knows an example of a custom animation (with motion) that has been successfully called in game, I would start making animations.
Snapdragon_ Posted February 27, 2024 Posted February 27, 2024 13 hours ago, Gray User said: True, there is CRT, but it is static poses. Those I can make and import, but it is not an animation. I am maybe not seeing something, but it looks like a lot like gltf as a format stores the initial position data and the movement data separately (as a bin). There is also the glib format where they are combined, but that does not appear to work with NAF(?), and the game looks like it uses a different format from either. I am very looking forward to seeing how NAF develops, and if someone knows an example of a custom animation (with motion) that has been successfully called in game, I would start making animations. NAF does not support the separate .bin format, only the combined .gltf (where the binary data is stored inside the file as base64), or .glb (where the binary data is stored inside the file as raw bytes). If you are exporting your animation as a separate .bin file, that may be where you're running into trouble. Full animations do indeed work via .gltf import. The problem atm is that Blender's IK rig does not work correctly with the Starfield skeleton, since Blender requires bones to be oriented a certain way for it to handle IK correctly. Although, here's a demonstration without using IK. AnimTest.blend 2
Gray User Posted February 27, 2024 Posted February 27, 2024 1 hour ago, Snapdragon_ said: NAF does not support the separate .bin format, only the combined .gltf (where the binary data is stored inside the file as base64), or .glb (where the binary data is stored inside the file as raw bytes). If you are exporting your animation as a separate .bin file, that may be where you're running into trouble. Full animations do indeed work via .gltf import. The problem atm is that Blender's IK rig does not work correctly with the Starfield skeleton, since Blender requires bones to be oriented a certain way for it to handle IK correctly. Although, here's a demonstration without using IK. AnimTest.blend 9.62 MB · 0 downloads That is good news. Many thanks! IK falls is a 'nice to have' but just being able to move bones manually is very good. I will try this out and come back with any questions.
Strec2 Posted February 28, 2024 Posted February 28, 2024 The same animation with the dick in replacement or the arm would have been more impressive concerning a sex topic
Sirgod Posted February 29, 2024 Posted February 29, 2024 I just want to say Thank you to Adminstrators. I work a hell of a lot of hours each week, so when I get more than 2 hours to play a game, let alone with mods, I have always found Sexlabs, and AAF and their ease of use, to be one of the best qualities , Not even taking into account all the animation packs, costumes, etc. etc. I just plead with ya, Please keep this in mind going forward. ease of use, and maybe under 20 additional mods, to get it up and running. You get this going, and I'll take time off work, Break out the old 3dMax 5 or 9, and see f I can't make some funny anti-grav scenes . 3
Gray User Posted February 29, 2024 Posted February 29, 2024 On 2/27/2024 at 10:03 AM, Snapdragon_ said: NAF does not support the separate .bin format, only the combined .gltf (where the binary data is stored inside the file as base64), or .glb (where the binary data is stored inside the file as raw bytes). If you are exporting your animation as a separate .bin file, that may be where you're running into trouble. Full animations do indeed work via .gltf import. The problem atm is that Blender's IK rig does not work correctly with the Starfield skeleton, since Blender requires bones to be oriented a certain way for it to handle IK correctly. Although, here's a demonstration without using IK. AnimTest.blend 9.62 MB · 1 download This is working for me. Many thanks for the reply! Two notes I did use different export setting (Blender 4.0.2 looks to not have embedded gltf as an option in the gltf exporter any more?). But exporting as glb worked (used 'Active Animations Merged' under animation mode, will include full set of export settings with released animations packs). My antivirus software was unhappy with that blend file. Maybe it is nothing, but wanted to say it in case your system is behaving odd.
Gray User Posted March 5, 2024 Posted March 5, 2024 On 2/29/2024 at 8:15 AM, Gray User said: This is working for me. Many thanks for the reply! Two notes I did use different export setting (Blender 4.0.2 looks to not have embedded gltf as an option in the gltf exporter any more?). But exporting as glb worked (used 'Active Animations Merged' under animation mode, will include full set of export settings with released animations packs). My antivirus software was unhappy with that blend file. Maybe it is nothing, but wanted to say it in case your system is behaving odd. Beta round of animations using vanilla skeleton and body released for mod developer use (1 horny animation, 2 hogtie animations, 1 set each for missionary and doggystyle sex*). *Have positioning trouble getting COM bone to stay put in one of the actors from my 2 actor blend scene. Export settings included in screenshots with download 9
albamuth Posted April 27, 2024 Posted April 27, 2024 Suggestion for Sex Mod Framework - Sex Stats and Perks System For the PC/NPC: some stats for mod-makers to utilize so they can create an engaging system for role-playing. I haven't played with the Sex Mod Framework for at least 2 years, so forgive me if some of this is already included (and I just forgot). Character Stats Arousal - this should be self-explanatory, but just to be clear, a meter that can be affected by actions or environmental conditions. For example, entering combat might arouse certain characters with the "Battle Lust" perk, and if combat continues too long .... Perversion - a baseline stat that determines how kinky or weird the character is willing to get in the pursuit of pleasure, and also how frequently they think about sex or make decisions for the pursuit of pleasure. Inhibition - a measure of how much the character cares what others think of them; not to be confused with "Exhibitionism", which could be a perk that increases arousal the more people see them while naked or nearly naked. Realtime Stats / Factors Exposure - a realtime stat that would be a combination of a new stat "Coverage" that would be given by armor pieces, clothes, and so forth. 100% exposure would be completely naked. One scenario would be that a character with high exposure (wearing a skimpy outfit) but also high inhibition would feel humiliated or embarrassed in public. Stimulation - another realtime stat, dependent on what actions are taking place. Pain - this could be a meter like HP or Stamina; certain actions cause pain. With a masochist perk, this pain could also translate into Stimulation, thereby increasing arousal. Sex Perks Masochism, Sadism - Arousal effects for receiving pain or causing pain Exhibitionism - arousal for being exposed and interacting / being around others etc. etc. I think a robust and flexible stats system underpinning the Sex Mod framework will be a great way to make the sex interactions into a sort of minigame instead of simply an animation that gets played. I can imagine a quest/story scenario where the PC gets more Perverted and Less inhibited, and once they've reached a certain threshold, an NPC invites them to join a kink club or even a community of nudists, or whatever people may imagine. I like NTR games with "corruption" mechanics, so it would be nice to have this underlying stat system for people to create mods with, that would be compatible with each other. 2
Djlegends Posted April 27, 2024 Posted April 27, 2024 15 hours ago, albamuth said: Suggestion for Sex Mod Framework - Sex Stats and Perks System For the PC/NPC: some stats for mod-makers to utilize so they can create an engaging system for role-playing. I haven't played with the Sex Mod Framework for at least 2 years, so forgive me if some of this is already included (and I just forgot). Character Stats Arousal - this should be self-explanatory, but just to be clear, a meter that can be affected by actions or environmental conditions. For example, entering combat might arouse certain characters with the "Battle Lust" perk, and if combat continues too long .... Perversion - a baseline stat that determines how kinky or weird the character is willing to get in the pursuit of pleasure, and also how frequently they think about sex or make decisions for the pursuit of pleasure. Inhibition - a measure of how much the character cares what others think of them; not to be confused with "Exhibitionism", which could be a perk that increases arousal the more people see them while naked or nearly naked. Realtime Stats / Factors Exposure - a realtime stat that would be a combination of a new stat "Coverage" that would be given by armor pieces, clothes, and so forth. 100% exposure would be completely naked. One scenario would be that a character with high exposure (wearing a skimpy outfit) but also high inhibition would feel humiliated or embarrassed in public. Stimulation - another realtime stat, dependent on what actions are taking place. Pain - this could be a meter like HP or Stamina; certain actions cause pain. With a masochist perk, this pain could also translate into Stimulation, thereby increasing arousal. Sex Perks Masochism, Sadism - Arousal effects for receiving pain or causing pain Exhibitionism - arousal for being exposed and interacting / being around others etc. etc. I think a robust and flexible stats system underpinning the Sex Mod framework will be a great way to make the sex interactions into a sort of minigame instead of simply an animation that gets played. I can imagine a quest/story scenario where the PC gets more Perverted and Less inhibited, and once they've reached a certain threshold, an NPC invites them to join a kink club or even a community of nudists, or whatever people may imagine. I like NTR games with "corruption" mechanics, so it would be nice to have this underlying stat system for people to create mods with, that would be compatible with each other. hmm Battle Lust could also become a trait tbh
Gray User Posted May 3, 2024 Posted May 3, 2024 On 4/26/2024 at 10:41 PM, albamuth said: I think a robust and flexible stats system underpinning the Sex Mod framework will be a great way to make the sex interactions into a sort of minigame instead of simply an animation that gets played. I can imagine a quest/story scenario where the PC gets more Perverted and Less inhibited, and once they've reached a certain threshold, an NPC invites them to join a kink club or even a community of nudists, or whatever people may imagine. I like NTR games with "corruption" mechanics, so it would be nice to have this underlying stat system for people to create mods with, that would be compatible with each other. All good ideas. But, hopefully as a modular piece and not as a core dependency. In BGS games, mods that are constantly modifying/updating a bunch of states via script seem to be the ones that most often break down in heavily modded games and become unreliable and/or are cannot be updated without starting a new game. 1
toifl Posted May 28, 2024 Posted May 28, 2024 I think modders should create mods for the framework (SexField/Starfucks?), not for the game itself. So placeholders, branches etc for integrating expected mechanics/content would come in handy, if that is not too much of a distraction from developing a stable framework. Better if modders would communicate and center on one framework, while having extended access of its functionalities, like a Creation Kit for LL-modders, with all mods being add-ons like the whole Ostuff for Skyrim. I know that's a lot to ask for if there isn't even a CBBE body with integrated skeleton/physics/collision. Maybe a unisex body like vanilla BG3 has would simplify or even replace the work of many modders/animators.
Djlegends Posted May 29, 2024 Posted May 29, 2024 4 hours ago, toifl said: I think modders should create mods for the framework (SexField/Starfucks?), not for the game itself. So placeholders, branches etc for integrating expected mechanics/content would come in handy, if that is not too much of a distraction from developing a stable framework. Better if modders would communicate and center on one framework, while having extended access of its functionalities, like a Creation Kit for LL-modders, with all mods being add-ons like the whole Ostuff for Skyrim. I know that's a lot to ask for if there isn't even a CBBE body with integrated skeleton/physics/collision. Maybe a unisex body like vanilla BG3 has would simplify or even replace the work of many modders/animators. theres a Daz 9 body in the works and we already have Starfield Extended Skeleton for months now
ritalmao Posted May 31, 2024 Posted May 31, 2024 On 8/26/2023 at 3:14 PM, Wasmachensachen said: Please make it open source right from the beginning and allow contributions. And make it an SFSE plugin instead of an ESP. This way you also don't need to wait for creation kit release. Just get to work right away.
DocClox Posted May 31, 2024 Posted May 31, 2024 2 hours ago, ritalmao said: And make it an SFSE plugin instead of an ESP. This way you also don't need to wait for creation kit release. Just get to work right away. Until we get the CK, there's no Papyrus integration with SFSE. Probably because the SFSE devs want the official versions of the scripts to work from rather than de-compiled versions. *That* means that there's no way to trigger a scene from dialogue. Or an activator. Or any other in-game event or action. You have to launch everything from the console. Of course, that may be all you want from your sex framework. If so, look at SAM and NAF: you can already do that. Otherwise you'll need to wait a week.
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