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PAF Fixes and Addons


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Posted

Oki dokie !

PFA v 3.4.0 is up! as well as PAFFollowerKICv2.0.0 

I've tested this up to me eyeballs in tits n ass and DD.. I'm sure it needs more.. but  let me know if anything pops up!

Posted
16 hours ago, Black714 said:

Wow Finally, I should try with DD 🥳. anyway where I can get Voice Pack? I'm not find "PFA VoicePack Main" anywhere?

 

Ny1j0SzA file in the downloads.

Posted

Anybody new to PFA or if have a question about a patch or whatever, 

Be sure to read the Update spoiler on the main page as it states any requirements or special instructions if any.

If then you don't find what your looking for I'll be glad to help you if I can.

Posted (edited)

Would be great if we had more option choosing animation for pee in mouth an use npc or pc as toilet. Currently paf only allows you to use sex animation which is not very usefull as apart from the first stage sex animation do not really fit peeing in mouthes...

 

While on the other hand if we could just use the current zaz and other (i think zyn) solo peeing animation hat we already use to pea in the wild to pee in the mouth of an npc which would be for example just laying beneath on the grond would be better.

 

Let's say you have your female PC and your female follower: 

 

one could just use the zaz animation where she lies on her back and the other could just use a solo peeing animation standing/squatting etc just over her mouth.

 

Also as a female PC filling bottle with pee seems to always trigger a masturbation with the bottle animation while the first stage of this animation would suffice (she squatt over the bottle noicely during a little time and start peeing but then she masturbate with the bottle) or using again solo peeing animation standing/squatting over the bottle would be nice.

 

Do you think it is achievable considering the animations are already there ?

Edited by leking
Posted (edited)
23 hours ago, leking said:

Would be great if we had more option choosing animation for pee in mouth an use npc or pc as toilet. Currently paf only allows you to use sex animation which is not very usefull as apart from the first stage sex animation do not really fit peeing in mouthes...

 

While on the other hand if we could just use the current zaz and other (i think zyn) solo peeing animation hat we already use to pea in the wild to pee in the mouth of an npc which would be for example just laying beneath on the grond would be better.

 

Let's say you have your female PC and your female follower: 

 

one could just use the zaz animation where she lies on her back and the other could just use a solo peeing animation standing/squatting etc just over her mouth.

 

Also as a female PC filling bottle with pee seems to always trigger a masturbation with the bottle animation while the first stage of this animation would suffice (she squatt over the bottle noicely during a little time and start peeing but then she masturbate with the bottle) or using again solo peeing animation standing/squatting over the bottle would be nice.

 

Do you think it is achievable considering the animations are already there ?

Oh I'm sure its achievable

I wanted to try and use a dead npc . like a mouthy bandit the PC just gutted and piss in his mouth, for sake of being mouthy.

I know sick right! but what the hey.. Problem is lining up to the mouth. Moving the PC or NPC 

not a problem, but positioning directly over the mouth I don't know how to do.  Gotta be a Mouth node or something to reference.

then just a matter of getting x,y,z position of the mouth node or whatever... and the PC's butt node to hover over it

Even if I could do this, it would not be an edit to an animation but rather use normal squat/stand pee anim and just position the characters.

A proper way would be to create a two actor Idle like the vampire feed idle, but I do not know how to create or edit animations.

Edited by Dg75
Posted (edited)
2 hours ago, Dg75 said:

Oh I'm sure its achievable

I wanted to try and use a dead npc . like a mouthy bandit the PC just gutted and piss in his mouth, for sake of being mouthy.

I know sick right! but what the hey.. Problem is lining up to the mouth. Moving the PC or NPC 

not a problem, but positioning directly over the mouth I don't know how to do.  Gotta be a Mouth node or something to reference.

then just a matter of getting x,y,z position of the mouth node or whatever... and the PC's butt node to hover over it

Even if I could do this, it would not be an edit to an animation but rather use normal squat/stand pee anim and just position the characters.

A proper way would be to create a two actor Idle like the vampire feed idle, but I do not know how to create or edit animations.

Maybe you could ask shadowman ; he just released one of his npc mod where you can humiliate delphine peeing on her with zaz animations

For now it is not perfect but if you communicate and help each others maybe you could arrive to the solution quicker than you think.

 

I m not a modder just a modest user but it appears to me that everything is already here and just need a "small" touch.

 

Ps: peeing on the dead body of a mouthy bandit is not sick. It is SKY/SLUT RIM justice 🤣 

Edited by leking
Posted
On 10/23/2024 at 5:56 PM, Dg75 said:

Pee and fart is not set up for animation replacer's like Oar and DAR, it uses Fnis or Nemisis .  I don't know if it can be converted.

 

Hey so after some trial and error I did find a way to add OAR animations to PAF with the High and Leak debuffs. I used Gunslicer's animations for female idles, walk/running, sneaking idles, and sitting on the ground if you have a mod to do that.

 

If anyone wants to try it out feel free to and let me know what you think. Make sure to unzip file and place in the original PAF file in meshes/actors/character/animations. Also make sure you have OAR and debuffs enabled in PAF.

 

Also while I was experimenting I noticed that there were some animation files that the scripts are not being used from what I've seen. Like the Leito_aroused_f_1 is used for both the pressure and leak animations but I don't see the leito_aroused_f_2 used anywhere. How would I go about changing it so that the first animation is used for pressure animation and the second for the leak?

OpenAnimationReplacer.zip

Posted (edited)
18 hours ago, datpowerranger said:

Hey so after some trial and error I did find a way to add OAR animations to PAF with the High and Leak debuffs. I used Gunslicer's animations for female idles, walk/running, sneaking idles, and sitting on the ground if you have a mod to do that.

 

If anyone wants to try it out feel free to and let me know what you think. Make sure to unzip file and place in the original PAF file in meshes/actors/character/animations. Also make sure you have OAR and debuffs enabled in PAF.

 

Also while I was experimenting I noticed that there were some animation files that the scripts are not being used from what I've seen. Like the Leito_aroused_f_1 is used for both the pressure and leak animations but I don't see the leito_aroused_f_2 used anywhere. How would I go about changing it so that the first animation is used for pressure animation and the second for the leak?

OpenAnimationReplacer.zip 689.87 kB · 0 downloads

Glad to hear you made some progress with OAR/PAF. 

Me personally I prefer Fnis/Nem. Simpler to handle for the end user, and conflict free as it patches up the behavior files,

and they take priority over OAR/DAR. Dont get me wrong! I use OAR with Live Action mod, and eating animations.

Once I figured out how install Live Action, and resolve the conflicts it work great too.

But its preference.

 

As far as Leito_aroused_f_1, and 2. I've noticed 2 is not used as well. I think I tried it in script, but something was wrong with it or didn't work at all.

I don't remember now what it was, but you can easily test it yourself with console command PlayIdle e.g.  player.playeidle leito_aroused_f_2. 

and see if it works. Maybe @Trognog just preferred Leito_aroused_f_1 over 2..

If you wanted to use the f_2, you need to edit the Paf_MainQuest script for player or the PAF_NpcQuest script for tracked actors

Look for the functions in question like Leak() and simply change the F_1 to F_2 then compile the script. The compiler will spit out 

a pex file into Scripts folder directory.  PFA edited the Paf_NpcQuest script and made it point to Effect scripts that house the functions - 

Their is an effect Script :PFA_Paffing1,2,3, and 4 one for each tracked actor and each has the instance of the Leak() funcs.

 

Edited by Dg75
Posted

I started another Idea, another adventure!

 

PFA_Domination.  A hot key to bind.

Rape/Kink/Be naughty! any NPC friend or foe, maybe make nice kill move that ends up with Player pissing on his/her latest victim

its an idea in the making...

Posted (edited)

Finally got around to actually even touching Skyrim..
A lot of new stuff here it seems. 😁

Took a look at the debuff situation. The timed "wetting" debuff now stacks, as you mentioned it might happen.. To be fair I think its preferrable over the former (where it just didn't re-apply at all on another accident)

If you consider it worth fixing, might be worth a shot to look at the version 3.0.4.7. - I believe you made some workaround that worked really well back in that one. I have zero idea about scripting, so I couldn't tell you even if I looked at the two versions side by side.. At least not with the limited time I have these days. I think it was something with a dispel effect for the current timed and then it re-applied again as a new one on another accident. (I could send you the archive in case you no longer have it and wanna look into it).

Edited by snitch123
Posted
On 10/28/2024 at 7:30 AM, datpowerranger said:

Hey so after some trial and error I did find a way to add OAR animations to PAF with the High and Leak debuffs. I used Gunslicer's animations for female idles, walk/running, sneaking idles, and sitting on the ground if you have a mod to do that.

 

If anyone wants to try it out feel free to and let me know what you think. Make sure to unzip file and place in the original PAF file in meshes/actors/character/animations. Also make sure you have OAR and debuffs enabled in PAF.

 

Also while I was experimenting I noticed that there were some animation files that the scripts are not being used from what I've seen. Like the Leito_aroused_f_1 is used for both the pressure and leak animations but I don't see the leito_aroused_f_2 used anywhere. How would I go about changing it so that the first animation is used for pressure animation and the second for the leak?

OpenAnimationReplacer.zip 689.87 kB · 1 download

Wow.. nice work on the OAR stuff...
Gave it a shot and it seems to work really well. I found the animations quite fitting 👍
This might even motivate me to finally fix that mess in priorities I have in my OAR list.. 😅

Posted (edited)
5 hours ago, sierrra said:

The sex talk option sounds interesting, but I can’t select it. Any idea why? Just won’t toggle on

To initialize comments you must sleep at least once, this includes Sex Talk. 

So if you are on a new game you need to sleep before the MCM will let you turn it on.

Past that make sure you have PFA_VoicePack_Main-v3.0.7 installed. - its the Ny1j0SzA file in PFA's downloads.

You may also look to PFA's MCM in lower right - Check version - section and see what says.

 

Also Comment Manager has its own MCM On/Off, so make sure you turn Comments on their as well. I think 

you have to sleep to initialize this one too.. Sorry! I know its weird but its just the way shit went down when it got wrote

I did it because I didn't want comments to happen until the PC was done with Unbount intro quest and outside of Helgen

Edited by Dg75
Posted (edited)
5 hours ago, snitch123 said:

Finally got around to actually even touching Skyrim..
A lot of new stuff here it seems. 😁

Took a look at the debuff situation. The timed "wetting" debuff now stacks, as you mentioned it might happen.. To be fair I think its preferrable over the former (where it just didn't re-apply at all on another accident)

If you consider it worth fixing, might be worth a shot to look at the version 3.0.4.7. - I believe you made some workaround that worked really well back in that one. I have zero idea about scripting, so I couldn't tell you even if I looked at the two versions side by side.. At least not with the limited time I have these days. I think it was something with a dispel effect for the current timed and then it re-applied again as a new one on another accident. (I could send you the archive in case you no longer have it and wanna look into it).

I canned the 3.04v but I do the 3.05v Archived. They were the same except some miner tweek 

I don't even remember what I did with this system. I need to joggle my brain a bit. Lets see their was the Timed effect and a constant effect

The Timed was the heavier one that if timmed out could get diseased. The constant effect applys first  and can only be cleansed with soap water - stinky

So I believe you are referring to the Timed now seems to stack. I think in that version 3.04 Both effects were dispelled before any new effect applied

 

In newer versions. It does not dispel first. But to make it not stack, can simply add the No recast flag to it in the esp. I think! I'll have to 

check on that to make sure. See notes below to make heads or tails out that gibberish -    ;Notes are underlined

If an If statement line cannot pass condition, then the read drops straight down to the endif directly under it, or an elseif or an else. whichever first.

 

Old 3.05v: Probably the same as 3.04v

Function ApplyStinch()
    if  PlayerREF.HasMagicEffect(PFA_PafPlayerPissThySelf_Effect)  ;this the timed getting dispelled
        PlayerREF.DispelSpell(PFA_PafPlayerPissThySelf)
    endif
    if  PFA_PafPlayerLeek.GetValue() == 0       ;this an indicater global if 0 the the constant has not been cast
        PFA_PafPlayerLeek.SetValue(1)
        if  !(PlayerREF.HasSpell(PFA_PafPlayerLeekSpell))
            PlayerREF.AddSpell(PFA_PafPlayerLeekSpell, False)
        endif
    else          ;PC already has the constant so getting stinky again earns the 2nd debuf the timed effect.
        Utility.Wait(2.0)
        PFA_PafPlayerPissThySelf.Cast(PlayerREF)
    endif
EndFunction

;;;;;;;;;;;;;;;;;;;;;

 

Newer: same function 

Function ApplyStinch(Bool ApplyLow = False, Bool Reset = False, Bool ResetBoth = False)
    if  Reset || !PFA_MCM.Get_PissThySelf()  ;this only dispels/removes constant if Reset bool set to true or the damn thing is shut off mcm.
        if  !PFA_MCM.Get_PissThySelf()
            ResetBoth = True
        endif
        PFA_PafIm_aStinker.SetValue(0)
        if  PlayerREF.HasMagicEffect(PFA_PafPlayerPissThySelf_Effect)  ;timed
            PlayerREF.DispelSpell(PFA_PafPlayerPissThySelf)
        endif
        if  ResetBoth
            if  PlayerREF.HasSpell(PFA_PafPlayerLeekSpell)    ;constant
                PlayerREF.RemoveSpell(PFA_PafPlayerLeekSpell)
            endif
            PFA_PafPlayerLeek.SetValue(0)
            PlayerDirty = False
        endif
        Return     ;stops read here and goes no further
    endif
    if  ApplyLow      ;out of tp only, does not seek to cast the timed. ApplyLow only gets set true from Clean function and out of tp.
        PFA_PafPlayerLeek.SetValue(1)
        if  !PlayerREF.HasSpell(PFA_PafPlayerLeekSpell)   ;adds the constant if forget to pack TP- nothing to clean with.
            PlayerREF.AddSpell(PFA_PafPlayerLeekSpell, False)
        endif
    else                  ;seeks to cast timed if PC already is stinky
        if  PFA_PafPlayerLeek.GetValue() == 0
            PFA_PafPlayerLeek.SetValue(1)
            if  !(PlayerREF.HasSpell(PFA_PafPlayerLeekSpell))
                PlayerREF.AddSpell(PFA_PafPlayerLeekSpell, False)
            endif
        else      ;here I could edit to have check first if PC don't already have effect "HasMagicEffect(PFA_PafPlayerPissThySelf_Effect)"
            PFA_PafPlayerPissThySelf.Cast(PlayerREF)
        endif
    endif
EndFunction

 

 

 

Edited by Dg75
Posted (edited)
59 minutes ago, Dg75 said:

To initialize comments you must sleep at least once, this includes Sex Talk. 

So if you are on a new game you need to sleep before the MCM will let you turn it on.

Past that make sure you have PFA_VoicePack_Main-v3.0.7 installed. - its the Ny1j0SzA file in PFA's downloads.

You may also look to PFA's MCM in lower right - Check version - section and see what says.

 

Also Comment Manager has its own MCM On/Off, so make sure you turn Comments on their as well. I think 

you have to sleep to initialize this one too.. Sorry! I know its weird but its just the way shit went down when it got wrote

I did it because I didn't want comments to happen until the PC was done with Unbount intro quest and outside of Helgen


Sweet! This is a new save- so I’m sure that’s it. Comment Manager is on. Was honestly surprised to see this in PAF - was going through the main mcm and considered uninstalling PAF completely (no interest to me) until I looked in your addons & fixes MCM. You should consider releasing that (and the other unrelated PAF options - vulgar comments etc) as a standalone mod if it doesn’t require PAF 🙂

Edited by sierrra
Posted (edited)
47 minutes ago, sierrra said:


Sweet! This is a new save- so I’m sure that’s it. Comment Manager is on. Was honestly surprised to see this in PAF - was going through the main mcm and considered uninstalling PAF completely (no interest to me) until I looked in your addons & fixes MCM. You should consider releasing that (and the other unrelated PAF options - vulgar comments etc) as a standalone mod if it doesn’t require PAF 🙂

Some of it could be made stand alone, but the real meat here is the tracking system that makes it all possible, and that's why its all tied in one mod

any stand alone would need to re-create its own tracking or look into another mod that does the tracking..

Yeah! maybe a future endeavor 

Edited by Dg75
Posted
On 10/28/2024 at 6:53 PM, Dg75 said:

As far as Leito_aroused_f_1, and 2. I've noticed 2 is not used as well. I think I tried it in script, but something was wrong with it or didn't work at all.

I don't remember now what it was, but you can easily test it yourself with console command PlayIdle e.g.  player.playeidle leito_aroused_f_2. 

and see if it works. Maybe @Trognog just preferred Leito_aroused_f_1 over 2..

If you wanted to use the f_2, you need to edit the Paf_MainQuest script for player or the PAF_NpcQuest script for tracked actors

Look for the functions in question like Leak() and simply change the F_1 to F_2 then compile the script. The compiler will spit out 

a pex file into Scripts folder directory.  PFA edited the Paf_NpcQuest script and made it point to Effect scripts that house the functions - 

Their is an effect Script :PFA_Paffing1,2,3, and 4 one for each tracked actor and each has the instance of the Leak() funcs.

Thank you for the advice. Unfortunately I have no idea what I'm doing. I've tried compiling the script but all I've gotten are walls of error texts, so I think I'll leave it alone for now.

 

On 10/29/2024 at 12:38 PM, snitch123 said:

Wow.. nice work on the OAR stuff...
Gave it a shot and it seems to work really well. I found the animations quite fitting 👍
This might even motivate me to finally fix that mess in priorities I have in my OAR list.. 😅

Glad you like it. If you see other animations you feel would fit the theme, let me know.

Posted (edited)
9 hours ago, TheRealLockdown said:

PFA_VoicePack_Main-v3.2.1 is listed as a prerequisite but is not linked. Where am I supposed to get this?

Ny1j0SzA file in the downloads section. its a link to mega as the file is too large to upload here.

😄 It does state this in the requirement section on the Main Page.  Don't worry I get this alot! Just wish I new how 

rename the link so it wasn't so confusing.

Edited by Dg75
Posted

Hello again. I recently did a reinstall of Skyrim and all of my mods, and after I updated this one(both downloaded and installed the voice-pack and the main mod), the mcm continues to state that comment manager is not found. Do you have any ideas what may be causing the problem? I have comment manager on and have slept several times. could there be an issue with sexlab?

Posted (edited)
13 hours ago, tamai said:

any plans on adding animation timers or something similar because as it stand the animations last too long in my opinion.

Yes the next version cuts a lot of time from the peeing animations. I'll upload it soon.

Edited by Dg75
Posted (edited)
19 hours ago, wantmesomemods said:

Hello again. I recently did a reinstall of Skyrim and all of my mods, and after I updated this one(both downloaded and installed the voice-pack and the main mod), the mcm continues to state that comment manager is not found. Do you have any ideas what may be causing the problem? I have comment manager on and have slept several times. could there be an issue with sexlab?

in the mcm. under the check version section. if it reads-

"Comment Manager not found. If Comment Manager first installed or new game you must sleep first to get it initialized."

then the Paf PlayerAlias script is failing it when loading the game. The only way it can fail is if the version check for comment manager is incorrect.

It wants a 3.0 + version. This checks on a Global variable DAG_BWVersion should have a value of 3.00 as I haven't updated the global since then

Check the Global in either xedit. or load the game and open console ~ I think the command is-  GetGlobalValue DAG_BWVersion 

Do not try to alter the value. Its a read only.  Or if you haven't slept it would read the above, but as you indicated you've slept so 

gotta have the incorrect CM. Make sure you didn't download and install the one from LL. the CM.esp is packed in with the voicePackMain

Make sure nothing over wrights Paf PlayerAlias script except for PFA.

Let me know either way

Edited by Dg75

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