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Sex Mod Framework - Development Discussion


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Posted

Hello, I started learing how to make mod 😃 

My goal is to have a simple animated game that plays the animation of the relevant category for the actors and if possible I don't know how to handle it yet, but I will try to make a mini game for sexuality. I think I can produce something by increasing the speed of the animation with a button that you press repeatedly.

For now I've only written the basic code, it breaks up xml files and can search through them and select the relevant animation.


Youtube
 

 


I start developing in my free time , ı got inspire by loverslab when its finish ı can publish here 😃

For now its can start multiple animation scene , dressing and undressing, xml tag searching and filtering and stage system like starting,middle,ending for now ı dont have any animation so ı just use GrayAnimation as a example.

Posted (edited)
On 1/18/2025 at 3:57 PM, zaira said:

I think we have the main building stones together, we have:

  • an animation framework
  • some basic sex animations
  • @Ashal gave me the permission to re-use sexlab sounds
  • Rudimentary naked male and female bodies - far way from Skyrim quality, but people did not complain about it in Fallout, which is also ages behind Skyrim.
  • And - yes - a schlong!
  • Starfields Papyrus version is way more mod collaboration friendly - creating a framework interface is easier

There are some problems to solve:

  • Crowd actors cannot be used - their bodies are pretty incomplete. One workaround could be to construct a clone with a real body and the head mesh.
  • Outfit handling is very tricky compared to Skyrim, stripping clothes is doable, but un-stripping behaves strange: the NPCs equipping their spacesuite if I equip outfits part per part. So actually I have to remove the spacesuite before equipping and then re-adding the spacesuit to the inventory. Let's name it shortly: weird outfit behavior. This is not a showstopper but an immersion breaking thing.
  • No idea how to handle cum meshes, textures.
  • No idea how to do facial animation. A workaround could be to use dialog topics for moaning.

There are some things I would avoid in a Starfield sex animation framework:

 

The Sexlab code is very complex, so hard to maintain, and the learning curve is steep - almost the same with Ostim and Toysframework.

They are very script centric and need a lot of boilerplate to be used in scenes. They all try to be a jack of all trades.

I would like to have a framework which is scene centric. I want to arrange sex scenes on the CK scene board. The benefit of scenes is that they are way easier to compose, and the actors are completely reserved for the scene context. It should be simple to use and concentrate on basic sex scenes. All the advanced aspects like custom timing, custom animation filtering, facial expressions etc. can be later added as extensions - the core should remain simple.


for cum textures maybe avs data can be used SimpleGroup_Complexion or somethink like that , ı think ı will figure out how to change them in runtime on character

ı dont have any idea on cum mesh or particle , Crowd actors with NAF working fine on animation maybe penis can work with just morphing on them, ı create new skeleton defination for naf with less bone but animation seem work fine. equip and unequiping ı use CassiopeiaPapyrusExtender.GetEquippedInventoryItems(actorRef) and saving them and array on c++ (becouse papyrus doesnt support dynamic array) and ı took back after finish.

ı hope a good sexframwork will come ,  this time ı will continue develops mine ı hope its will be good

 

 
Edited by scriptedMind
Posted
<?xml version="1.0"?>
<animations>
    <animation>
        <animID>XSex_Doggy</animID>
        <tags>Doggy,Sex,Rough</tags>
        <maxActor>2</maxActor>
        <minActor>2</minActor>
        <race>HumanRace,HumanCrowdRace</race>
        <stages>
            <stage>
                <stage_no>0</stage_no>
                <actors>
                    <actor>
                        <id>0</id>
                        <isTop>1</isTop>
                        <naf_file>custom01x01top.glb</naf_file>
                        <frames>100</frames>
                        <offset>0,0,0</offset>
                        <soundType>Moan</soundType>
                            <topics>
                                <topic>
                                <delay>0</delay>
                                <topicID>16780549</topicID>
                                <topicMod>XSexFramework.esp</topicMod>
                            </topic>
                        </topics>
                    </actor>
                    <actor>
                        <id>1</id>
                        <isTop>0</isTop>
                        <naf_file>custom01x01bot.glb</naf_file>
                        <frames>100</frames>
                        <offset>0,0,0</offset>
                         <soundType>Moan</soundType>
                                <topics>
                                        <topic>
                                        <delay>3</delay>
                                        <topicID>16780549</topicID>
                                        <topicMod>XSexFramework.esp</topicMod>
                                    </topic>
                                </topics>
                    </actor>
                </actors>
            </stage>

              <stage>
                <stage_no>1</stage_no>
                <actors>
                    <actor>
                        <id>0</id>
                        <isTop>1</isTop>
                        <naf_file>xsex_02_doggy_top.glb</naf_file>
                        <frames>100</frames>
                        <offset>0,0,0</offset>
                    </actor>
                    <actor>
                        <id>1</id>
                        <isTop>0</isTop>
                        <naf_file>xsex_02_doggy_bottom.glb</naf_file>
                        <frames>100</frames>
                        <offset>0,0,0</offset>
                    </actor>
                </actors>
            </stage>
             
              <stage>
                <stage_no>2</stage_no>
                <actors>
                    <actor>
                        <id>0</id>
                        <isTop>1</isTop>
                        <naf_file>xsex_03_doggy_top.glb</naf_file>
                        <frames>100</frames>
                        <offset>0,0,0</offset>
                    </actor>
                    <actor>
                        <id>1</id>
                        <isTop>0</isTop>
                        <naf_file>xsex_03_doggy_bottom.glb</naf_file>
                        <frames>100</frames>
                        <offset>0,0,0</offset>
                    </actor>
                </actors>
            </stage>
            
        </stages>
    </animation>
</animations>

this is xml example , for now ı just playing with stage 1 its have 2 diffrent sound system , 1 is calling game dialoge topic on scene , seccond with openAL playing wav sound type 
we can add unlimited topic and for timing we set delay on xml.

Dialogue id hexedecimanal should convert to deciminal integer , and file where is that diaologue 

there is seccond video  with sound and dialoge system: 

 

Posted
On 1/18/2025 at 4:57 AM, zaira said:

 

  • No idea how to do facial animation. A workaround could be to use dialog topics for moaning.

 

 

Can you run dialogue or says in game outside of actual dialogue camera thing? It looked like there was example 

 

actor.say(event)

 

in City_CY_Psych01 script but when I try to make a version to do same thing it does not play in the game. 

 

If this work, it would make sex sound and facial expression easier

Posted
6 hours ago, Gray User said:

 

Can you run dialogue or says in game outside of actual dialogue camera thing? It looked like there was example 

 

actor.say(event)

 

in City_CY_Psych01 script but when I try to make a version to do same thing it does not play in the game. 

 

If this work, it would make sex sound and facial expression easier , sex sound  diallogue seem diffucult so ı add my framework openAL for playing wav

Yes I made it in my sexframework code , ı call diaoluge topic with actor.say with using xml , but dialogu topic must be global in custom topic section in creation kit there is a checkbox 
for that 
myCode like 
 

 Topic ActorTopic = Game.GetFormFromFile(topicFormID, topicModFile) as Topic // ım getting which dialogue should call from xml , topicFormID,topicmodfile values filled by my dll
 validActors[valid_i].Say(ActorTopic) // and calling diaologe like this.

for dialogue that quest should be active , and in topic branches should be top-level and exculusive box checked , and ı dont have any condition for now ı didnt test condition for topics.

but ı think there is better ways for facial exprience and sex sound;
becouse dialog setting for all moaning can be diffucult and not easy adjustable , so playing wav file with dll was my solotion for moaning.
for facial ı didnt try yet but 
ı saw in papyrus 
ChangeAnimFaceArchetype , 
ChangeAnimArchetype but ı didnt test this function.
other then that ı use 
Cassiopeia Papyrus Extender
we can set facial exprience and Cassiopeia Papyrus Extender have setmorph and getmorph  function but ı didnt test yet. 

for now ım working on a strapon system ı hope ı will figure out.
Posted

If yall have seen what i'm working on over on my thread, that project is sort of being developed to eventually integrate with another wip mod, DAF (dynamic actor framework)

DAF is (planned to be) a robust framework that allows for all kinds of AVs, or globals, or really whatever handler/manager.  The main goals are to track and manipulate values, apply morphs, trigger events, play NAF animations, or otherwise just do calculations for other plugins, in whatever way the user configures. Currently it uses exprtk to handle all the math/logic, which is defined in .jsons.  The operations/functions are extremely versatile though - if my understanding is correct, once AV management is implemented, you'd maybe be able to set up relationships like "speedmult = [(agility / 4) + weight of equipped gear - pi] * (3 - gravityscale)". That's a really shitty example, but you get the idea lol

It can also apply (chargen only atm, not performance) morphs to characters based on user defined rulesets.  so far i've used it briefly to test a clothes morph framework for the body to fit modular clothing, and make other modular clothing fit each other without clipping: If the character was wearing item with the keyword "LongPants" and "HighBoots", a morph was applied to the pants to make them tucked into the boots, but otherwise they would morph to default state, as well as apply "hidenipples" morph to the body if the character was wearing something that had certain keywords, and a breast push-up morph for items with that keyword. 

Handling complicated relationships that'd be really tedious to do via scripting is another huge plus - Some use cases we came up with during planning were things like making the character sweat + cheeks turn red when out of breath, play NAF animations (additive ones heavy breathing), track/manage player/npc emotions, add goosebumps when it's cold, turn pale/bloodshot if exposed to a vacuum, cause eyes to get bloodshot with low health, and so on... (though some of those assume that a way to add overlay materials to actors is possible, though I have some ideas that might work for that). An example: for sweat, it could take into account the current temperature, how much O2 you'd used recently (like maybe O2 usage in the last 2-3 mins), radiation exposure, then use those as inputs to determine how sweaty an NPC should be.  (And hopefully apply the sweat overlay .mat)

 I remember back in skyrim there'd be situations where several mods were tracking things like arousal, sometimes in their own AVs, sending script events, applying overlays, playing animations, applying morphs, playing sounds, etc, and you'd get this horrid mess of script lag, sounds overlapping, and mods trying to do conflicting things to NPCs at the same time.  DAF aims to be able to do *all* of that, keep it all in sync, and do so with as little overhead as possible.  All of the logic for things like that are and will always be 100% outside of papyrus, so it wouldn't add to script lag, or cause any problems that couldn't be easily fixed with console commands. As such, it won't brick saves and can always be added and removed mid-save without problems. 

Huge disclaimer though, it's *extremely* WIP.... it isn't anyone's main focus right now to my knowledge, and some of the stuff i've mentioned here is just speculative. but I bring this all up because I think there could be a lot of overlap between DAF and whatever the main sex framework ends up being. I think they'll probably both benefit from each other.

Also worth mentioning, DAF is explicitly *not* going to be strictly an adult mod... just a framework that does whatever you need it to.


(i'm half asleep and extremely distracted writing this, please excuse rambling, poor grammar, or general nonsense)

 

Posted (edited)
On 1/18/2025 at 7:57 AM, zaira said:

There are some problems to solve:

  • Crowd actors cannot be used - their bodies are pretty incomplete. One workaround could be to construct a clone with a real body and the head mesh.


I was just talking about this yesterday - the setup i've got so far could be tweaked to generate Crowd NPCs with full bodies, 100% functional in animations, with very little performance cost over vanilla crowd NPCs.  

It'd basically be a .blend file that has an NPC, with some shapekeys and textures to customize the NPC with, possibly a simple UI to make that process somewhat more user friendly, and an export button/script to handle all of the busywork (exporting + renaming meshes, moving them to correct mod folders, etc). Ideally, it would handle everything needed to get the NPC in game, with no effort required other than customizing the npc however they wanted.  The only possible exception I can think of might be whatever needs to happen in a plugin. If it's possible to do everything needed in RTFP, the export script could handle all of it. Souls of cities might also bypass the plugin edits, it might need but I'm not too familiar with it. 


I can start on that in the next day or so if it's something people are interested in.  it'd be nice to have a way to experiment + get feedback for the main character customization framework implementation, so I might just do it regardless :P

 

On 1/18/2025 at 7:57 AM, zaira said:
  • No idea how to handle cum meshes, textures

 

I'd guess that this would probably be best implemented as an effect sequence, but i'll think on that some. I know they can modify/animate some material properties, spawn particles, etc... Supposedly possible to synchronize those events with other triggers, probably from other actors, so that could be worth looking into.

I do have a geonode setup that could make those meshes + textures too if that's helpful here.  I think it just came from smutba.se?  
 

On 1/18/2025 at 7:57 AM, zaira said:
  • No idea how to do facial animation. A workaround could be to use dialog topics for moaning.

 

 

Not 100% sure If console commands can make an actor play a voice file/animation, but if so, it's possible to trigger them with effect sequences.  an effect sequence can execute console commands... if those can't play the voice, they could call a script that plays a voice, right?  

Somewhere down the road, I *will* have a fully voiced player.  Ideally, it'd be based off of whatever scripts dragonborn voice over uses, and be hopefully straightforward to adapt for SF. I've written some notes down about ways to potentially get the most from a voiced player framework, so if anyone is working on that or wants to, i'd be happy to share all of that.

To go along side the voiced player, I have tentative plans to update/replace the entire face animation system (way easier than it sounds lol) either with new performance morphs (probably not, because those look quite good), or by editing the facefx phenome weights + regenerate *all* the face anims with different weights in facefx studio (I hope not, but likely the best option) The third possible option is to replace morph animation with skeletal animation for dialogue + expressions.  Doing this has a lot of advantages, like being easily able to mocap dialogue/other face anims in blender with livelink to get *really* detailed animations.  skeletal animations would allow for face animations to be more tailored to the specific actor, and makes managing the mesh a hell of a lot easier in blender too - but I've got no idea how much better or worse theyll look vs. morph animation.  They would be easier to animate if that's the case.

I haven't investigated this yet in CK: when you look at a morphable object record, there's an optional "bone morph definiton", that is a .csv.  There's only one .csv in all of starfield's meshes directory, which appears to be one of these - but, it's unused by any records as far as I can tell, and could be incorrect/incomplete. It looks like it lets you replace (or applies on top of the morph?) a performance morph with bone animations.  But, the only example of this file has only rotations for bones, not translations, and there's a chance it doesn't work at all.  That .csv is found at "data\meshes\actors\octopedea\characterassets\morphsanimation.csv", if anyone wants to dig into it. 
 

On 1/18/2025 at 7:57 AM, zaira said:

I think we have the main building stones together, we have:

  • some basic sex animations
  • @Ashal gave me the permission to re-use sexlab sounds



In regards to that... if anyone here is familar with virt-a-mate: there are literal dozens of gigabytes of animations, most of which are free, and are largely licensed specifically for this exact purpose (you can even filter by license type when browsing assets with the built-in browser). They've got animations, mocaps, parametric/configurable animation editors, etc. covering literally every possible position, activity, or category of sex act you can think of.  There are many collections/libraries of sound effects + voices on there that are fairly high quality from what I remember too

I rarely see this mentioned, but there are plugins that can export animations from VAM scenes as .bvh.... I have a retargeting setup I'm trying to finish up that should be able to convert those to work in NAF.  That's pretty simple, but i'm trying for a set up that will fix alignment issues + bad rotations, as well as semi-procedurally make variants of those animations.  

The retargeting setup is one of the tools I plan on releasing eventually...  I'd like to have a 0 IQ version of that tool that makes it braindead simple  for anyone to convert whatever they want for NAF...  but I really need animations to refine/test with, and I don't have space on my PC to install VAM + all the content for it.  That being said, I'll GLADLY convert any animations if someone with VAM were to export them, as that would help me out quite a bit. The only condition to that is: you have to post them here on LL :P 


--

I'm not really up to date on what's going on in the other bethesda games atm, but with a pipeline to convert VAM and other animations, Starfield's adult mod scene could easily surpass the other beth games, definitely in terms of quality, maybe even in quantity, in a relatively short timeframe. Weeks/months, not years.  Assuming everything Just Works™, of course.

Edited by drp23
fixed stuff I said
Posted (edited)
On 1/23/2025 at 3:30 AM, scriptedMind said:

Yes I made it in my sexframework code , ı call diaoluge topic with actor.say with using xml , but dialogu topic must be global in custom topic section in creation kit there is a checkbox 
for that 
myCode like 
 

 Topic ActorTopic = Game.GetFormFromFile(topicFormID, topicModFile) as Topic // ım getting which dialogue should call from xml , topicFormID,topicmodfile values filled by my dll
 validActors[valid_i].Say(ActorTopic) // and calling diaologe like this.

for dialogue that quest should be active , and in topic branches should be top-level and exculusive box checked , and ı dont have any condition for now ı didnt test condition for topics.

but ı think there is better ways for facial exprience and sex sound;
becouse dialog setting for all moaning can be diffucult and not easy adjustable , so playing wav file with dll was my solotion for moaning.
for facial ı didnt try yet but 
ı saw in papyrus 
ChangeAnimFaceArchetype , 
ChangeAnimArchetype but ı didnt test this function.
other then that ı use 
Cassiopeia Papyrus Extender
we can set facial exprience and Cassiopeia Papyrus Extender have setmorph and getmorph  function but ı didnt test yet. 

for now ım working on a strapon system ı hope ı will figure out.

you  can compile lipsync for the moans btw

Edited by Djlegends
  • 5 weeks later...
  • 2 weeks later...
  • 2 weeks later...
Posted
On 1/23/2025 at 1:30 AM, scriptedMind said:

Yes I made it in my sexframework code , ı call diaoluge topic with actor.say with using xml , but dialogu topic must be global in custom topic section in creation kit there is a checkbox 
for that 
myCode like 
 

 Topic ActorTopic = Game.GetFormFromFile(topicFormID, topicModFile) as Topic // ım getting which dialogue should call from xml , topicFormID,topicmodfile values filled by my dll
 validActors[valid_i].Say(ActorTopic) // and calling diaologe like this.

for dialogue that quest should be active , and in topic branches should be top-level and exculusive box checked , and ı dont have any condition for now ı didnt test condition for topics.

but ı think there is better ways for facial exprience and sex sound;
becouse dialog setting for all moaning can be diffucult and not easy adjustable , so playing wav file with dll was my solotion for moaning.
for facial ı didnt try yet but 
ı saw in papyrus 
ChangeAnimFaceArchetype , 
ChangeAnimArchetype but ı didnt test this function.
other then that ı use 
Cassiopeia Papyrus Extender
we can set facial exprience and Cassiopeia Papyrus Extender have setmorph and getmorph  function but ı didnt test yet. 

for now ım working on a strapon system ı hope ı will figure out.

 

I think I have this working now. 10000 thank yous to you and @Djlegends

 

If nothing else go wrong, NAF seduce and surrender will play sound. 

  • 2 weeks later...
Posted

 to those who wonder if its dead... let people cook. it takes time, especially if you want quality. wish them the best. pray for speedy success but know that there are those who are trying.

  • 3 weeks later...
Posted
On 4/2/2025 at 4:37 PM, Bojack1135 said:

 to those who wonder if its dead... let people cook. it takes time, especially if you want quality. wish them the best. pray for speedy success but know that there are those who are trying.

I agree, modding for starfield is in its infancy, it's more comparable to the first few years of Skyrim, even fallout 4 took many years to take off despite inheriting many tools from Skyrim (body slide/outfit studio came out within the first few months).

Maybe starfield will never be as popular but there will always be a dedicated community and 2025 has been looking good so far.

Posted
On 4/20/2025 at 12:18 AM, Jarka Ruus said:

I agree, modding for starfield is in its infancy, it's more comparable to the first few years of Skyrim, even fallout 4 took many years to take off despite inheriting many tools from Skyrim (body slide/outfit studio came out within the first few months).

Maybe starfield will never be as popular but there will always be a dedicated community and 2025 has been looking good so far.

I think its more just that people wanna see that something is happening or in the works. I don't think most of us expect anything of substance to be out within the next year or so at the minimum, but its more like we have no idea if its even in the pipeline, or if someone just gave up since most users obviously can't see whats happening behind the scenes and there isnt some sort of consistent progress update on whats being worked on.

Posted
7 hours ago, gcft said:

I think its more just that people wanna see that something is happening or in the works. I don't think most of us expect anything of substance to be out within the next year or so at the minimum, but its more like we have no idea if its even in the pipeline, or if someone just gave up since most users obviously can't see whats happening behind the scenes and there isnt some sort of consistent progress update on whats being worked on.

If you don't feel like joining a few discords, the Starfield Mods subreddit seems like the ideal place to check out for upcoming mods and mod updates. Came across a few interesting ones that I didn't even see show up on Nexus and the Creation Club initially.

https://www.reddit.com/r/starfieldmods/

 

On 3/8/2025 at 10:13 PM, Alexi-1 said:

No idea if this work is still ongoing, from the outside it kinda looks like motivation's dead? But there is this for anyone interested:

https://www.nexusmods.com/starfield/mods/13329

So far it seems that SnuSnuField is the furthest along as far as the available sex frameworks are concerned. It has a few more implemented animations going for it than NAF Seduce right now and also has facial expressions albeit they're kinda basic. A bit less immersive compared to NAF Seduce though since you don't initiate the animations through dialogue

Posted
1 hour ago, Vallsz said:

SnuSnu is gender locked and exclusive to one body though while NAF seduce isn't. So I still give it to NAF seduce for now.

You can remove the Robert S erection armor it equips during sex scenes through xEdit, but as for it being locked to hetero interactions, seems that's implemented through a script file, so probably impossible to change that without the source file needed for recompiling.

  • 3 weeks later...
Posted (edited)
On 1/6/2025 at 6:25 AM, MysticDaedra said:

 

 

The doom and gloom is entirely unwarranted. If you really need to fulfill your incel desires, there are plenty of mods for Skyrim and even FO4 to satisfy your needs, but please stop infecting this thread and community with your ignorant takes and needless moaning.

 

This.

Instead of moaning and demanding mods, more people need to maybe download Starfield Creation Kit and start learning themselves. Starfield is a great game and has tonnes of modding potential. but thinking that just because Skyrim has lots of mods all those modders will all want to jump to Starfield is foolish. Different modders have different taste in games/genres and so aren't just going to drop everything and start developing for a new game just because it's got the Bethesda logo on it. People need to get out of the mindset of comparing everything to Skyrim. Starfield is not Skyrim, it runs on a new version of the Creation Engine and thus is effectively starting from scratch in terms building a modding ecosystem. If you want mods, either wait patiently or get involved, doom and glooming doesn't help anyone.

Edited by RecycledGenius
Posted

for Milky Way i tested this mod and the body is great, the outfits too, but the physique is rubbish... too elastic and absolutely not natural.

I hope the modder will fix this. 🙂

Posted
2 hours ago, dcp7010 said:

for Milky Way i tested this mod and the body is great, the outfits too, but the physique is rubbish... too elastic and absolutely not natural.

I hope the modder will fix this. 🙂

 

Yeah, the physics are a bit off although I'd imagine it would eventually maybe gain more functionality with the ability to tune physics or something. Still shows a lot of promise though. 

  • 4 weeks later...
Posted
On 4/2/2025 at 10:37 AM, Bojack1135 said:

 to those who wonder if its dead... let people cook. it takes time, especially if you want quality. wish them the best. pray for speedy success but know that there are those who are trying.

 

Are they still cooking?  who starfield section doesn't have a single june post until now lol

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