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Sex Mod Framework - Development Discussion


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Posted (edited)

Whoa, looks promising. Nice to see the furniture being used. Starfield has so many assets to work with. Now if we can just get that NAF update. 😅

Edited by Vallsz
  • 1 month later...
Posted (edited)

Its INSANE that there are **STILL** some delusional fanboys defending Bethesad. You guys deserve the slops you get, its not even Bethesad's fault at this point.

 

Admins? I am ready for my IP ban for speaking against our lord and savior Bethesad, carry on with the punishment please.

Edited by Acacia17
Posted
11 hours ago, Acacia17 said:

Its INSANE that there are **STILL** some delusional fanboys defending Bethesad. You guys deserve the slops you get, its not even Bethesad's fault at this point.

 

Admins? I am ready for my IP ban for speaking against our lord and savior Bethesad, carry on with the punishment please.



Dude, feel free to totally have your opinion and speak free about it.

I'm rather convinced, the admins around here are chill a.f.

And YES, I totally agree with you about Beth beeing lazy motherduckers
Bringing out a bare minimum slop of a game, with the smalles amount of support as possible
And the audacity to even wanna cash out on modding
Fuck em!

But you ain't gonna get me away from still liking quite a lot about Starfield.
I just like the game, the setting, the feel
and I like Andreja
(most other chars are not my taste... be she's good imho)

 

Posted
22 hours ago, Trykz said:

 

Only for some reason now BGS owes us everything, so that it would be as wide as the ocean and as deep as the Mariana Trench everywhere. They forgot that it was always as deep as they dug. 

 

BGS has released a fucking awesome base that can accommodate a lot of things from the Lore itself to the mechanics and engine. No other Space game can compete in this regard, even sandboxes as space engineers

  • 2 weeks later...
Posted
On 7/29/2025 at 6:39 PM, Vallsz said:

Somebody knowledgeable please pitch in and help him. 

image_2025-07-29_183921201.png

won't happen, as of late it's every man for himself, and all hail the "influencers", we say starfield sucks, and you better listen to us because WE ARE GOD ALMIGHTY!!!!

Posted
On 7/29/2025 at 3:39 PM, Vallsz said:

Somebody knowledgeable please pitch in and help him. 

image_2025-07-29_183921201.png

It's not so much knowledge right now, it's just tedious reverse engineering. Like the commonlib requires an update for the latest starfield update which means someone will have to find the new offsets. Some of which may have been significantly changed which requires even more effort. 

 

With all the Bethesda updates planned, I personally wouldn't waste my time unless I was very into Starfield. 

Posted (edited)

Have you guys seen the Star Wars Genesis mod for Starfield?
Man, i'd love to clap some Twi'lek cheeks :D

Is this still a thing you are planning to do, Ashal?
I haven't read through the 33 pages, just first and last, so if anyone could brief me on the curent state, i'd appreciate it!

Edited by -Player1-
Posted
On 8/17/2025 at 6:48 PM, -Player1- said:

Have you guys seen the Star Wars Genesis mod for Starfield?
Man, i'd love to clap some Twi'lek cheeks :D

Is this still a thing you are planning to do, Ashal?
I haven't read through the 33 pages, just first and last, so if anyone could brief me on the curent state, i'd appreciate it!

 

This could be changed, but last post I saw was that there are no plan to make LL for Starfield in same way as Skyrim. I hope that change, but do not know if it will. 

 

Right now, there are mod that do some of the things using NAF. I think SnuSnuField, NAF Seduce, NAF surrender, Gergel Ebenex if it released. If Starwars alien animate using NAF (if have human skeleton, probably will work), they probably animation using these mods.

Posted
On 7/22/2025 at 1:50 AM, Trykz said:

 

It's pointless.

 

Because what "we" want is never what Bethesda delivers.

What "we" want has ALWAYS been what "we" deliver to ourselves using what they "did" give us.

 

It's been the same since the beginning. We take what they give us, and do our best to make it what we want.

 

Obstacles be damned.

True.

Even if i havent contributed anything i waited with buying starfield until this thread poped up.

 

I am waiting sice then but as i didnt contribute i cant complain.

 

Thanks to all the modders out there. Thanks to your effort i had countless hours of joy playing with your mods

  • 2 weeks later...
Posted (edited)
On 7/22/2025 at 1:50 AM, Trykz said:

Because what "we" want is never what Bethesda delivers.

What "we" want has ALWAYS been what "we" deliver to ourselves using what they "did" give us.

Unfortunately, the "using what they 'did' give to us" part is what they deliver, so ultimately it is about them delivering. 
I get your point, but Bethesda themselves do play a huge role in wether a modding scene can form and prosper. Denying that is lunacy, because Starfield directly shows that obstacles actually do matter and hinder the modding scene hard. 

 

Edited by Dorkaa
Posted
On 8/12/2025 at 3:55 AM, asdt123123 said:

It's not so much knowledge right now, it's just tedious reverse engineering. Like the commonlib requires an update for the latest starfield update which means someone will have to find the new offsets. Some of which may have been significantly changed which requires even more effort. 

 

With all the Bethesda updates planned, I personally wouldn't waste my time unless I was very into Starfield. 

Making some tools to support the process - perhaps through being able to farm out the work to assistants, or perhaps just with documentation on how to proceed - seems like it would be a good exercise.

 

And, for Bethesda ... they do have to earn their lunch money. Which also means that people who focus on complaining about them (rather than making good mods or documentation for the game) are not helping. Constructive criticism is great. Destructive criticism ... not so much. (And, sure, criticism is often a mixture of both. But few trash talkers are modders.)

 

Anyways, Bethesda has a huge role to play in making modding possible. But that also means they expose the inner workings of their implementations to us, and that's not ever going to be polished. High performance often competes with error tolerance, and both compete with (and of course support) engaging content.

  • 1 month later...
Posted

It's been fairly difficult for me to follow the state of Starfield sex modding, though I can't help but wonder how hermaphroditism would be implemented by modders. Fallout 4's FutaFEV just makes your character count as male when you're using the relevant chem, which seems liked a very jury-rigged attempt at giving women a penis.

 

IMO, the ideal outcome for a Futa is that she can use male animations when interacting with female characters (and can impregnate women if relevant mods are installed), or get dicked down herself, with the risk of getting knocked up herself.

Posted
On 8/25/2025 at 4:37 PM, Alarich79 said:

True.

Even if i havent contributed anything i waited with buying starfield until this thread poped up.

 

I am waiting sice then but as i didnt contribute i cant complain.

 

Thanks to all the modders out there. Thanks to your effort i had countless hours of joy playing with your mods

 

I really want to bring Droids into Starfield because I think they could fit in very organically.

But at present, Starfield doesn't have the depth of modability I want to see before attempting

such a huge undertaking.

 

Most FO4 players who ran the Droids mod likely don't understand how much went "under the hood".

Adding things like Power, Firewall, and Temperature actor values would be difficult, because I'm not

aware of anything organic to the game that could monitor and display them. FO4 had the PipBoy, which

could display them, even if somewhat cumbersome because it still required an external mod. Starfield has

nothing like that, that I'm aware of. Meaning I would have to develop something, or find someone to

develop it for me.

 

And with the current state of the game's modderbase, that's not likely to happen any time soon.

Posted (edited)
On 7/29/2025 at 6:39 PM, Vallsz said:

Somebody knowledgeable please pitch in and help him. 

image_2025-07-29_183921201.png

im super late tot he show but had to point out im in that comment thread you screenshot. was arguing with the person hes replying to because not 5 comments before snap had already said what he had to say and this mfr comes out of nowhere and asks the same freaking thing it was insane! the guy said "at least make it so others can work on it instead of leaving it collect dust" or something to that effect. 

Edited by xkcorruption
forgot things
Posted
On 10/24/2025 at 12:46 PM, Aya_is_best said:

It's been fairly difficult for me to follow the state of Starfield sex modding, though I can't help but wonder how hermaphroditism would be implemented by modders. Fallout 4's FutaFEV just makes your character count as male when you're using the relevant chem, which seems liked a very jury-rigged attempt at giving women a penis.

 

IMO, the ideal outcome for a Futa is that she can use male animations when interacting with female characters (and can impregnate women if relevant mods are installed), or get dicked down herself, with the risk of getting knocked up herself.

This is a bit off topic but there is a way to have a futa on Fallout 4 without using FutaFEV. There's a skin texture for the vioxsis strapon to make it look like a penis. I imagine it could be just as easy for Starfield. There's also a bunch of mods that can make it so you can on-the-fly switch between using male or female animations for yourself in FO4. So, for example, your futa character can always have male animations when with women and female for when with men or whatever have you. It's a bit much to get into here but your ideal outcome is possible with surprisingly minimal effort. Just so long as you know where to look.

  • 3 weeks later...
Posted

It was posted on the Nexus
that code needs to be compiled and applied as an update to the github native animation framework

if anyone feels like doing it
1. Project Structure (Ready for Visual Studio)
NAFSF_Updated_1_15_222/├─ include/│├─ NAFSF.h
│├─ GLTFLoader.h
│└─ PapyrusNAF.h
├─ src/
│├─ NAFSF.cpp
│├─ GLTFLoader.cpp
│└─ PapyrusNAF.cpp
├─ json/│├─ HumanRace.json
│└─ ExampleRace.json
├─ CMakeLists.txt(or Visual Studio solution can be made from this)├─ README.md
└─ LICENSE


includes/
— headers for the plugin, GLTF loader, Papyrus functions.
src/
— implementation files for the plugin and wrappers.
json/
— skeleton mapping templates for races.
CMakeLists.txt
— for building the DLL (optional if using Visual Studio project).
README.md
— instructions for compilation and testing.
2. Core C++ Source Example
NAFSF.h

#pragma once#include "SFSE/SFSE.h"#include <string>namespace NAFSF { bool Initialize(); void Shutdown(); bool PlayAnimation(const std::string& actorName, const std::string& animFile, bool loop = false);}

NAFSF.cpp

#include "NAFSF.h"#include "GLTFLoader.h"#include "PapyrusNAF.h"#include "SFSE/API.h" // Adjust for SFSE 1.15.222namespace NAFSF {bool Initialize() { // Initialize plugin and SFSE hooks if (!SFSE::IsInitialized()) return false; PapyrusNAF::RegisterFunctions(); return true;}

void Shutdown() { // Cleanup GLTFLoader::Shutdown();}

bool PlayAnimation(const std::string& actorName, const std::string& animFile, bool loop) { Actor* actor = SFSE::GetActorByName(actorName.c_str()); if (!actor) return false; return GLTFLoader::PlayGLTF(actor, animFile, loop);}

} // NAFSF namespace

GLTFLoader.h

#pragma once#include <string>#include "SFSE/GameTypes.h"namespace GLTFLoader { bool PlayGLTF(Actor* actor, const std::string& filePath, bool loop = false); void Shutdown();}

GLTFLoader.cpp

#include "GLTFLoader.h"#include <iostream>// Include GLTF parsing library here, e.g., tinygltfnamespace GLTFLoader {bool PlayGLTF(Actor* actor, const std::string& filePath, bool loop) { // TODO: load GLTF file and play it on the actor std::cout << "Playing GLTF animation: " << filePath << " on actor\n"; return true;}

void Shutdown() { // Cleanup GLTF resources}

}

PapyrusNAF.h

#pragma once#include "SFSE/Papyrus.h"namespace PapyrusNAF { void RegisterFunctions();}

PapyrusNAF.cpp

#include "PapyrusNAF.h"#include "NAFSF.h"namespace PapyrusNAF {bool PlayAnimationWrapper(VMClassRegistry* registry, UInt32 stackId, Actor* actor, std::string animFile, bool loop) { if (!actor) return false; return NAFSF::PlayAnimation(actor->GetName(), animFile, loop);}

void RegisterFunctions() { // Example: register Papyrus function // registry->RegisterFunction("PlayAnimation", "NAFSF", PlayAnimationWrapper);}

}

3. JSON Skeleton Template (
HumanRace.json
)
{ "race": "Human", "skeleton": { "root": "Root", "spine": "Spine1", "head": "Head", "left_arm": "LeftArm", "right_arm": "RightArm", "left_leg": "LeftLeg", "right_leg": "RightLeg" }}


You can create additional JSONs for other races (alien, robotic, etc.).
4.Build Instructions (
README.md
)

Install Visual Studio 2022 (Desktop C++).

Download SFSE SDK for 1.15.222.

Open Visual Studio → create a DLL project, include
includes/
and
src/
folders.

Link against SFSE.lib and ensure SFSE headers are included.

Compile → produce
NAFSF.dll
.

Place DLL in
Starfield/Data/SFSE/Plugins/
.

Use console or Papyrus scripts to test GLTF playback:

naf play <ActorName> <AnimationFile> true


provided by chat gpt i dont have time to try it but use vortex so you can extract any files you add if it breaks ur game

 

Copied out of hand.
Would it make NAF functional?
I don't understand anything about programming.

  • 3 months later...
Posted
On 2/28/2026 at 4:14 AM, mummble said:

Just wanted to bring this back up but looks like we got an update for MCF! We still need SAF but seems like we are a lot closer now! 
MCF - Deputy CCF at Starfield Nexus - Mods and Community

 

The author uploaded the SAF too - SAF - Deputy NAF...I honestly don't know what to do with it because the animations won't work with it yet...right? Either way that person is fucking brilliant and patient to do all of that.  If you're reading this; thank you for taking on such a project; it seems like a lot.

Posted
5 hours ago, wtf123wtf123 said:

 

The author uploaded the SAF too - SAF - Deputy NAF...I honestly don't know what to do with it because the animations won't work with it yet...right? Either way that person is fucking brilliant and patient to do all of that.  If you're reading this; thank you for taking on such a project; it seems like a lot.

From the little bit that I read I think they said the main thing is just changing the folder structure to be SAF instead, but I could be wrong 🤔

Posted
2 hours ago, mummble said:

From the little bit that I read I think they said the main thing is just changing the folder structure to be SAF instead, but I could be wrong 🤔

 

Think commands in mod script need to also be changed. I will update Seduce and Surrender, but also have to test them and clean up broken things in latest version I am working on, so probably 2 week before updated version released. 

  • 2 weeks later...
Posted

Hi, thank you for your appreciation. I will add that SAF is constantly being developed. I work with animation mod developers and thanks to their tips I know how to improve the functioning of SAF. On the Nexus page in the SAF documentation, all changes and improvements are added on an ongoing basis, as well as instructions for modification creators on how to implement the Papyrus script in SAF.

Posted

If someone wants to test SAF. A short instruction. If you are using MO2. You download SAF manually, unzip, drop the animation into the data/SAF/Animations folder, package via WinRar, Install in MO2.

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