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PAF Fixes and Addons


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Posted (edited)
2 hours ago, Dg75 said:

yeah! that'll be great Its what I was shooting for except I know next to nothing about how to edit the nif file to make it do that. .

I think the particle count may need increased, and not sure how to reduce intensity so its more like a pouring water, maybe gravity...

let me know if you figure it out !

 

a bright yellow glow,

IDK its a dark redish brown color for me.

All good! Sry can't really help you with the nif and particle thing for now cuz I know nothing about that, but I'll try to come up with something maybe later.

And for the glow, it might have something to do with enb settings, particle lights perhaps?

 

Edit: this is so hilarious I need to show you guys

Screenshot2.png

Edited by lzy731
Add pic
Posted (edited)
1 hour ago, LustyWolf0721 said:

All good! Sry can't really help you with the nif and particle thing for now cuz I know nothing about that, but I'll try to come up with something maybe later.

And for the glow, it might have something to do with enb settings, particle lights perhaps?

Yeah I see your talking about the light effect. I do get it to but nowhere near as bright as that.

I think I'll take a sneak peak into drinking fountains of skyrim's water and how it pours from the fountains and see how its done.

Their is a lighting settings in the nif, Ill have play around with it and see if I can get it off. Or the light may be on the effect in the esp..

Edited by Dg75
Posted
23 minutes ago, Dg75 said:

Yeah I see your talking about the light effect. I do get it to but nowhere near as bright as that.

I think I'll take a sneak peak into drinking fountains of skyrim's water and how it pours from the fountains and see how its done.

Their is a lighting settings in the nif, Ill have play around with it and see if I can get it off. Or the light may be on the effect in the esp..

Thx man! I know that's gonna need a lot of work and efforts I really appreciate it. No need to rush, take your time. Looking forward to the next update!

Posted

Unfortunately this mod AND Pee and Fart both conflict with SkyParkour. It works fine if you disable pooping from the start, but if you ever poop once then you'll get locked on animation whenever you do a standing climb, unable to move your controls until you have to pee/poop again, at which point you'll be able to move again. This bug only happens if you're STANDING STILL while climbing, which plays a different animation than if you're walking/running.

 

The only workaround to this bug is to disable all 3 Smart Parkour options on SkyParkour, meaning you'll be able to climb but the running climbing animations will always play.

Posted
4 hours ago, MuttBomb said:

Unfortunately this mod AND Pee and Fart both conflict with SkyParkour. It works fine if you disable pooping from the start, but if you ever poop once then you'll get locked on animation whenever you do a standing climb, unable to move your controls until you have to pee/poop again, at which point you'll be able to move again. This bug only happens if you're STANDING STILL while climbing, which plays a different animation than if you're walking/running.

 

The only workaround to this bug is to disable all 3 Smart Parkour options on SkyParkour, meaning you'll be able to climb but the running climbing animations will always play.

 

I don't think this is something from paf/pfa. Note! PAF 4.0 took its stuff from zaz, so if its idle related the idles are zaz's

Maybe its behavior patcher issue IDk. 

Browse those posts on that mod page, their seems to be some issues with compatibility with other behavior mods...

I'd recommend to take it up their, if it can be resolved, I'm sure the author Tsptds could help you or at least point you in the right direction.

 

past that you can try: 

1. use other paf idles( is it just one paf poop idle or all them ?) - note the pee idles can be the same.

2. try gsposer idles for poop if using pfa latest update.,(disable all paf's and enable few gsposer) See if it replicates. 

3. Is it even an idle issue ? Try disabling dirt  in paf mcm so it don't call slavetats during the poop idle.(this really the only difference from poop function and pee functions)

 

Their really isn't anything else I can think of inside poop function thats related only to the poop function that may cause an issue except for spawning poop at the pc's arse

Try to single out exactly what is causing it. - then it can be fixed or maybe a workaround discovered. - You aren't the only user to report this, Others on Paf page and here

have reported similar issues, but with Sky Climb mod and not necessarily Sky parkour mod, and all seem to relate to pooping.

Posted (edited)
On 3/5/2026 at 9:20 PM, Dg75 said:

 

I don't think this is something from paf/pfa. Note! PAF 4.0 took its stuff from zaz, so if its idle related the idles are zaz's

Maybe its behavior patcher issue IDk. 

Browse those posts on that mod page, their seems to be some issues with compatibility with other behavior mods...

I'd recommend to take it up their, if it can be resolved, I'm sure the author Tsptds could help you or at least point you in the right direction.

 

past that you can try: 

1. use other paf idles( is it just one paf poop idle or all them ?) - note the pee idles can be the same.

2. try gsposer idles for poop if using pfa latest update.,(disable all paf's and enable few gsposer) See if it replicates. 

3. Is it even an idle issue ? Try disabling dirt  in paf mcm so it don't call slavetats during the poop idle.(this really the only difference from poop function and pee functions)

 

Their really isn't anything else I can think of inside poop function thats related only to the poop function that may cause an issue except for spawning poop at the pc's arse

Try to single out exactly what is causing it. - then it can be fixed or maybe a workaround discovered. - You aren't the only user to report this, Others on Paf page and here

have reported similar issues, but with Sky Climb mod and not necessarily Sky parkour mod, and all seem to relate to pooping.

Unfortunately I spent a whole hour troubleshooting both mods to get it to work, and nothing really fixes it. I tried many options but the conflict is the same; climbing while using SkyParkour causes an animation lock, leaving you unable to move or do anything except wait.

 

This lock only happens if you poop in PFA/PAF. If you disable poop as soon as you install the mod (so the poop bar never fills and you're unable to poop by accident), said bug will never happen. But if you poop even once, then the next time you try to do a STANDING climb (aka standing still before trying to climb a ledge), the animation will lock up.

SkyParkour has dynamic animations for whenever you're running and whenever you're standing still. Disabling said dynamic animations so it always uses the running ones keeps the issue from happening, but it's just a workaround if you already pooped. SkyParkour standing animations will work fine until you poop through PFA/PAF, then it will be broken forever and lock up everytime you try to do them.

 

I can only assume pooping in PFA/PAF leaves some residual trigger that never gets resolved and gets baked into the save, which somehow conflicts with SkyParkour. This bug does not happen if you pee ONLY.

Edited by MuttBomb
Posted
On 3/6/2026 at 6:49 PM, MuttBomb said:

Unfortunately I spent a whole hour troubleshooting both mods to get it to work, and nothing really fixes it. I tried many options but the conflict is the same; climbing while using SkyParkour causes an animation lock, leaving you unable to move or do anything except wait.

 

This lock only happens if you poop in PFA/PAF. If you disable poop as soon as you install the mod (so the poop bar never fills and you're unable to poop by accident), said bug will never happen. But if you poop even once, then the next time you try to do a STANDING climb (aka standing still before trying to climb a ledge), the animation will lock up.

SkyParkour has dynamic animations for whenever you're running and whenever you're standing still. Disabling said dynamic animations so it always uses the running ones keeps the issue from happening, but it's just a workaround if you already pooped. SkyParkour standing animations will work fine until you poop through PFA/PAF, then it will be broken forever and lock up everytime you try to do them.

 

I can only assume pooping in PFA/PAF leaves some residual trigger that never gets resolved and gets baked into the save, which somehow conflicts with SkyParkour. This bug does not happen if you pee ONLY.

Do you know how crazy that sounds ?

Posted (edited)
23 hours ago, Dg75 said:

Do you know how crazy that sounds ?

Why exactly are you upset? This bug has been reported numerous times in both this thread and the PAF one. I merely posted the way in which you can consistently reproduce it AND bypass it entirely.

If you don't care about fixing that issue, sure, nobody is forcing you to. But the bug is very easy to reproduce and is permanent once it happens.

 

The poop part of your mod/PAF seemingly leaves an unresolved flag and conflicts with SkyParkour, you can either disable pooping in the MCM so it never happens, or you can disable Smart Climb in SkyParkour's MCM once it has happened.

Edited by MuttBomb
Posted
12 hours ago, MuttBomb said:

Why exactly are you upset? This bug has been reported numerous times in both this thread and the PAF one. I merely posted the way in which you can consistently reproduce it AND bypass it entirely.

If you don't care about fixing that issue, sure, nobody is forcing you to. But the bug is very easy to reproduce and is permanent once it happens.

 

The poop part of your mod/PAF seemingly leaves an unresolved flag and conflicts with SkyParkour, you can either disable pooping in the MCM so it never happens, or you can disable Smart Climb in SkyParkour's MCM once it has happened.

Huh! My apologies.  I was just being silly! If just got done taking a walder paf I probably wouldn't want to climb anything either.

 

Seriously. If its a bug its not from paf or pfa. paf works 100 percent of time with any mod that depends on base game mechanics.(sort of)

It can only be caused by one of two things that I possibly imagine. 1. Sky parkour is doing something within its dll to gen its own bug that happens to 

trigger when older animations like zaz are played. maybe unlikely IDK.. or 2. Its a behavior issue that pandora cant resolve.. again IDK.  maybe 1 and 2 are related..

Yes I do want it resolved, I don't use that mod but still it rankles me. Their is simply nothing I can do without understanding the underlying issue.

I would warrant though its something to do with sky parkour's idles sequence getting borked and stuck much like vanilla idle bugs when sometimes 

leaving furniture. Some idles are made of many and each one must fully complete before the next can start. Paf had such a bug in its bottle idles at one time

caused by jumping of all things, this because the anim object only removed in the last sequenced idle which got interrupted from jumping, and 

of course the bottle got stuck up the player arse.. What does it have to do with this ? Something maybe. Paf's bottle happened from a unhandled exception

from the author of that bottle idle. Maybe Sky Parkour should handle an exception for taking a paf !

If its to be resolved. Only the author of that mod can do it. If its something I can do on my end please do indulge, I would be delighted to solve this mystery.

 

Posted (edited)
9 hours ago, Dg75 said:

Huh! My apologies.  I was just being silly! If just got done taking a walder paf I probably wouldn't want to climb anything either.

 

Seriously. If its a bug its not from paf or pfa. paf works 100 percent of time with any mod that depends on base game mechanics.(sort of)

It can only be caused by one of two things that I possibly imagine. 1. Sky parkour is doing something within its dll to gen its own bug that happens to 

trigger when older animations like zaz are played. maybe unlikely IDK.. or 2. Its a behavior issue that pandora cant resolve.. again IDK.  maybe 1 and 2 are related..

Yes I do want it resolved, I don't use that mod but still it rankles me. Their is simply nothing I can do without understanding the underlying issue.

I would warrant though its something to do with sky parkour's idles sequence getting borked and stuck much like vanilla idle bugs when sometimes 

leaving furniture. Some idles are made of many and each one must fully complete before the next can start. Paf had such a bug in its bottle idles at one time

caused by jumping of all things, this because the anim object only removed in the last sequenced idle which got interrupted from jumping, and 

of course the bottle got stuck up the player arse.. What does it have to do with this ? Something maybe. Paf's bottle happened from a unhandled exception

from the author of that bottle idle. Maybe Sky Parkour should handle an exception for taking a paf !

If its to be resolved. Only the author of that mod can do it. If its something I can do on my end please do indulge, I would be delighted to solve this mystery.

 

Sorry english is not my first language so most of this is posted through a translator. While I don't think Skyparkour will ever fix this incompatibility on their end, I think the mod could have it fixed by just cloning the pee script and functions as poop, then editing from there and see where it breaks. Of course that sounds tedious so the only other fix I can think of is making the poop variable force terminate. the fact that the dynamic behavior part of skyparkour is what bugs out leads me to believe there's an issue between the poop behavior part of paf and skyparkour

 

In other words, this needs a nemesis/pandora patch.

Edited by MuttBomb
Posted (edited)
15 hours ago, MuttBomb said:

Sorry english is not my first language so most of this is posted through a translator. While I don't think Skyparkour will ever fix this incompatibility on their end, I think the mod could have it fixed by just cloning the pee script and functions as poop, then editing from there and see where it breaks. Of course that sounds tedious so the only other fix I can think of is making the poop variable force terminate. the fact that the dynamic behavior part of skyparkour is what bugs out leads me to believe there's an issue between the poop behavior part of paf and skyparkour

 

In other words, this needs a nemesis/pandora patch.

an excerpt from sky parkour page:

Stamina System

Stamina will be consumed by a base amount set in MCM plus your equip weight * 0.2.
If you got insufficient stamina, indicator will be red and a failed animation will play. (Toggleable)
Low effort actions will not prevent parkour and fail, only high effort ones will. (High, Highest will be replaced by Failed)
Low effort actions consume half the stamina required for climbing. Steps do not consume stamina.

 

Do you think paf's debugs could be reducing stamina and causing this ? 

Have you tried disabling debug spells in paf's mcm ?

 

Also have you tried disabling paf's body scales - ni override calls in the poop function to scale belly. Maybe its screwing with nodes sky parkour needs.

 

"so the only other fix I can think of is making the poop variable force terminate." 

their are only 3 property variables related to pooping. 1 the mcm toggle, 2 tracking of time, 3 tracking of state. neither would impact any other mod.

their is no poop variable to terminate. The function runs and spawns an object at the pc's tailbone and lets fall to the ground. Then the functions done.

It leaves no residual issue that could effect any other mod, except the debugs being applied or the belly scaling or possibly the cleaning idles(unlikely)

 

Whatever it is, its persistent when you try to climb. Unless the pc is taking a paf at the same time the pc is trying to climb(unlikely)

unless your paf action key to make the pc poop happens to be the action key to climb with(also unlikely as someone would have figured that out by now)

then the poop function is inactive and cannot do anything to the effect. So its got to be something its done prior like debug spell or changed nodes..

I did brows the source files from git hub, their is a part when it can go into wait loop until it finds the unfound node it needs...this is speculation as 

I don't even know what node its looking for!

 

Edited by Dg75
Posted (edited)
On 3/12/2026 at 8:32 PM, Dg75 said:

an excerpt from sky parkour page:

Stamina System

Stamina will be consumed by a base amount set in MCM plus your equip weight * 0.2.
If you got insufficient stamina, indicator will be red and a failed animation will play. (Toggleable)
Low effort actions will not prevent parkour and fail, only high effort ones will. (High, Highest will be replaced by Failed)
Low effort actions consume half the stamina required for climbing. Steps do not consume stamina.

 

Do you think paf's debugs could be reducing stamina and causing this ? 

Have you tried disabling debug spells in paf's mcm ?

 

Also have you tried disabling paf's body scales - ni override calls in the poop function to scale belly. Maybe its screwing with nodes sky parkour needs.

 

"so the only other fix I can think of is making the poop variable force terminate." 

their are only 3 property variables related to pooping. 1 the mcm toggle, 2 tracking of time, 3 tracking of state. neither would impact any other mod.

their is no poop variable to terminate. The function runs and spawns an object at the pc's tailbone and lets fall to the ground. Then the functions done.

It leaves no residual issue that could effect any other mod, except the debugs being applied or the belly scaling or possibly the cleaning idles(unlikely)

 

Whatever it is, its persistent when you try to climb. Unless the pc is taking a paf at the same time the pc is trying to climb(unlikely)

unless your paf action key to make the pc poop happens to be the action key to climb with(also unlikely as someone would have figured that out by now)

then the poop function is inactive and cannot do anything to the effect. So its got to be something its done prior like debug spell or changed nodes..

I did brows the source files from git hub, their is a part when it can go into wait loop until it finds the unfound node it needs...this is speculation as 

I don't even know what node its looking for!

 

I've disabled everything I could when troubleshooting the mod. The only thing I found out is that using the var reset option in the PFA debugging menu 'fixes' the bug (as in keeps it from happening) until you poop again, which again makes me think it's a variable issue.

 

SOMETHING is happening when you poop that doesn't happen when you pee.

Edit:

Exploring further, the bug seems to be partially related to the PAF_MagicEffectPoopScript. More specifically, the 2.0 value in it. The entire reason disabling Smart Climb bypasses it is because it uses shorter animations. Long animations (such as standing climb) causes it to happen when parkouring.

Edited by MuttBomb
Posted (edited)
On 3/15/2026 at 4:34 AM, MuttBomb said:

I've disabled everything I could when troubleshooting the mod. The only thing I found out is that using the var reset option in the PFA debugging menu 'fixes' the bug (as in keeps it from happening) until you poop again, which again makes me think it's a variable issue.

 

SOMETHING is happening when you poop that doesn't happen when you pee.

Edit:

Exploring further, the bug seems to be partially related to the PAF_MagicEffectPoopScript. More specifically, the 2.0 value in it. The entire reason disabling Smart Climb bypasses it is because it uses shorter animations. Long animations (such as standing climb) causes it to happen when parkouring.

 

The PAF_MagicEffectPoopScript is the mgef associated with Paf poop spell, like the menu spell its use is an alternative to paf's hot key key method.

Do you use the paf spells to go paf ? If not, then paf mcm has menu to remove them from inventory. They aren't needed if using paf's hot keys.

All PAF_MagicEffectPoopScript does here is call the OnKeyUp Event as defined on PafMainQuestScript, the 2.0 value you mentioned is the second

parameter for that event - HoldTime. In pafs event if HoldTime > 1, then it poops only, otherwise may pee, or pee and poop.

the PAF_MagicEffectPoopScript doesn't actually send the event like the game does when hot keys are pressed, but just calls it like a normal function

I personally don't use the spells and remove them from my invy. They were only left in for vr users...

 

"the var reset option in the PFA debugging menu 'fixes' the bug" !!!

YOU MAY BE on to something here ! I just need to figure out what part of it exactly fixes it, then I can replicate it to a permanent fix(if possible)

My apologies ! I would test this myself, but I do not have Pandora or nemesis installed. I have only the old fnis 7.5XL, and I dont think Sky parkour works for fnis.

The debug option: calls a function to run on PafMainQuestScript - DebugPFA()

This reset some in script variables IsRelieving, and IsAnimating both to false. It resets the script state to default, and re registers updates, cures any sickness on pc

None of these would have any impact.

 

This only leaves the Bathe Function which only runs if Player had a Dirt State > 0. 

Did your pc have dirt state when you ran the debug vars option ?

 

If so the Bathe function would run and call on SlaveTats to remove dirt.

SlaveTats is potential culprit here. Not sure. Slave tats also calls to update on Paf's OnUpdate event every 4 seconds - may explain why after pooping

things get stuck when later trying to parkour. Test this by trying to replicate the bug-

1st: poop

2nd: then later and before trying to smart climb - Use toilet paper

    even if pc isn't dirty, using the tp would call the same Bathe Function that the debug vars do.

    Should see a message "You cleaned yourself with some toilet paper"

3rd: Then see if can parkour.

  if works, this leaves either Paf's clean idle(wipe anim) not resetting animation variable when first ran(calling a second time may reset it) or slavetats.

   can also before parkouring when the bug is expected to happen to first open console and type <Player.PlayIdle PAF_IdleReset>  without the <>

 

If this don't do it, then I'll have to find the time figure out how to uninstall finis and put in pandy, and give it go myself..

 

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

 

The PAF_MagicEffectPoopScript is the mgef associated with Paf poop spell, like the menu spell its use is an alternative to paf's hot key key method.

Do you use the paf spells to go paf ? If not, then paf mcm has menu to remove them from inventory. They aren't needed if using paf's hot keys.

All PAF_MagicEffectPoopScript does here is call the OnKeyUp Event as defined on PafMainQuestScript, the 2.0 value you mentioned is the second

parameter for that event - HoldTime. In pafs event if HoldTime > 1, then it poops only, otherwise may pee, or pee and poop.

the PAF_MagicEffectPoopScript doesn't actually send the event like the game does when hot keys are pressed, but just calls it like a normal function

I personally don't use the spells and remove them from my invy. They were only left in for vr users...

 

"the var reset option in the PFA debugging menu 'fixes' the bug" !!!

YOU MAY BE on to something here ! I just need to figure out what part of it exactly fixes it, then I can replicate it to a permanent fix(if possible)

My apologies ! I would test this myself, but I do not have Pandora or nemesis installed. I have only the old fnis 7.5XL, and I dont think Sky parkour works for fnis.

The debug option: calls a function to run on PafMainQuestScript - DebugPFA()

This reset some in script variables IsRelieving, and IsAnimating both to false. It resets the script state to default, and re registers updates, cures any sickness on pc

None of these would have any impact.

 

This only leaves the Bathe Function which only runs if Player had a Dirt State > 0. 

Did your pc have dirt state when you ran the debug vars option ?

 

If so the Bathe function would run and call on SlaveTats to remove dirt.

SlaveTats is potential culprit here. Not sure. Slave tats also calls to update on Paf's OnUpdate event every 4 seconds - may explain why after pooping

things get stuck when later trying to parkour. Test this by trying to replicate the bug-

1st: poop

2nd: then later and before trying to smart climb - Use toilet paper

    even if pc isn't dirty, using the tp would call the same Bathe Function that the debug vars do.

    Should see a message "You cleaned yourself with some toilet paper"

3rd: Then see if can parkour.

  if works, this leaves either Paf's clean idle(wipe anim) not resetting animation variable when first ran(calling a second time may reset it) or slavetats.

   can also before parkouring when the bug is expected to happen to first open console and type <Player.PlayIdle PAF_IdleReset>  without the <>

 

If this don't do it, then I'll have to find the time figure out how to uninstall finis and put in pandy, and give it go myself..

 

You do not need to uninstall FNIS. I run it alongside Nemesis just fine, been doing so for years with 0 issues. Just run FNIS first then run Nemesis after, they should both dump on the same folder (I just do it in overwrite). Nemesis will overwrite everything done by FNIS but leave the creature behavior untouched. Use the dummy fnis.esp plugin supplied by Nemesis.

 

As for the bug, you're correct. Pooping with toilet paper in your inventory keeps it from happening entirely. Seems to be related to being 'dirty'. I don't use SlaveTats though, so it's entirely on PAF's side.

Edited by MuttBomb
Posted (edited)
On 3/17/2026 at 8:34 AM, MuttBomb said:

As for the bug, you're correct. Pooping with toilet paper in your inventory keeps it from happening entirely. Seems to be related to being 'dirty'. I don't use SlaveTats though, so it's entirely on PAF's side.

lol ! in reference to: " I don't use SlaveTats though"

You should have slaveTats installed as its a hard requirement. PafMainQuestScript calls functions from SlaveTats. I'm amazed it hasn't broke pafs quest script.

If you have PapyrusTweaks installed is probably why it hasn't. None the less the game is probably constantly writing error codes to log, cant be good for the engine.

Same for the NiOverride bit. Even though on the pee and fart page it says its optional, it should be treated as a hard requirement.

Unless I'm mistaken. Script objects from other mods even if they are skse plugin injected as native globals like both of these two are,

they would need to be present if a mod uses their global functions.

 

Here is a breakdown on the SkyClimb/SkyParkour conflict with Pee and Fart. I write this here so anyone haveing this issue can view it.

Spoiler

It happens when paf poops 💩 and dirt is applied via SlaveTats and maybe some time later,

when user decides to parkour up a cliff they get all froze up and cant move.


This is not an idle issue, but more a script conflict when enabling/disabling player controls. Silly as it sounds.
When paf poops and dirt is applied via SlaveTats, Note paf isn't done pooping yet, as dirt smears apply mid function, so Pee and Fart mod still needs player
controls locked while in idle. Problem here is when a particular function in SlaveTats run to sync tattoos, Slavetats will disable player controls then re-enable them
before returning back to paf. Paf is aware of this, so it waits till its done then re - disables player controls until its done in idle, then re - enables them back. 
Okay all hunky dorey so far, nothing stuck player finishes 💩ing and off you go to parkour up a cliff.

 

a snippet from PafMainQuestScript and its method to realize that SlaveTats re enabled player controls before Poop function was ready for them to be enabled.

Note this is default paf 4.0 code as its the same for the original pee and fart.

 

Function ApplyDirtOverlay(Actor a_actor, int a_dirt_state)
    if (PAF_MCMQuest.PAF_Dirt)
        bool syncOverlay = RemoveInvalidOverlay(a_actor, a_dirt_state)
        if (a_dirt_state == 1 && !HasTattooApplied(a_actor, "Dirt 1"))
            SlaveTats.simple_add_tattoo(a_actor, "PAF", "Dirt 1", last = False)
            syncOverlay = True
        elseif(a_dirt_state == 2 && !HasTattooApplied(a_actor, "Dirt 2"))
            SlaveTats.simple_add_tattoo(a_actor, "PAF", "Dirt 2", last = False)
            syncOverlay = True
        elseif(a_dirt_state == 3 && !HasTattooApplied(a_actor, "Dirt 3"))
            SlaveTats.simple_add_tattoo(a_actor, "PAF", "Dirt 3", last = False)
            syncOverlay = True
        endif
        if (syncOverlay)
            bool controls_locked = (a_actor == PlayerREF && !Game.IsMovementControlsEnabled())
            SlaveTats.synchronize_tattoos(a_actor, silent = True)
          
 if (controls_locked)
                Game.DisablePlayerControls(True, True, False, False, True, True, False)

            endif
        endif
    endif
EndFunction

 

As you can see the bool controls_locked, a true or false variable first listens if player has controls or not.
If this gets true then player controls are disabled as this entails that this function was called from another function that wants them disabled like the poop function.
Then it goes on to call on SlaveTats to sync tattoos - Paf knows that SlaveTats.synchronize_tattoos(a_actor, silent = True) will return with the player controls enabled,
So it disables them only if controls_locked was true prior slaveTats enabling them.

 

Okay here is another function that factors in.


Event OnUpDate()
    ; does some other stuff up here. .
    if  (!isAnimating)
        if  !Swimming
            ApplyDirtOverlay(PlayerREF, DirtState)
        else
            Bathe(PlayerREF)
        endif
    endif
EndFunction

 

As you can see the OnUpdate function calls the same ApplyDirtOverlay function to run, this so paf keeps its dirt overlays up to date.

And will call every four real time seconds.
So if parkouring - and if SkyParkour disables controls,(probably assuming it does on its smart climb feature)

and roughly same time this Update happens from paf, then Paf thinks its pafs own poop function that disabled them
so after syncing tats - it disables controls rendering poor ole SkyParkour mid climb like stuck sloth.  😗

 

Solution! IDk, maybe paf should be sure of who is who.... 

Maybe I need to establish an indicator variable that sets true, only when paf disables the controls, and not some other mod...

then only if the indicator is true, can reset it to false and disable controls.

In the meantime if you disable paf dirt, then the function ApplyDirtOverlay does nothing as it fails its main condition to run.

This fix was implemented in the PFA 4_5_3 update

 

Bool isInternal

Function IncreaseDirtState(Actor a_actor, bool isPeeing = False, bool syncDirt)  ; PFA
    if  !a_actor || (isPeeing && !PAF_MCMQuest.PAF_PeeToiletPaper)
        return
    endif
    if  a_actor == PlayerREF
        isInternal = syncDirt
        DirtState = MinInt(DirtState + 1, 3)
        if  syncDirt
            ApplyDirtOverlay(a_actor, DirtState)
        endif
    else
        int i = PAF_NPCQuest.IsTrackedActor(a_actor)
        if  i != -1
            PAF_NPCQuest.NPC_DirtState = MinInt(PAF_NPCQuest.NPC_DirtState + 1, 3)
            if  syncDirt
                ApplyDirtOverlay(a_actor, PAF_NPCQuest.NPC_DirtState)
            endif
        endif
    endif
EndFunction

 

Function ApplyDirtOverlay(Actor a_actor, int a_dirt_state)
    if (PAF_MCMQuest.PAF_Dirt)
        bool syncOverlay = RemoveInvalidOverlay(a_actor, a_dirt_state)
        if (a_dirt_state == 1 && !HasTattooApplied(a_actor, "Dirt 1"))
            SlaveTats.simple_add_tattoo(a_actor, "PAF", "Dirt 1", last = False)
            syncOverlay = True
        elseif(a_dirt_state == 2 && !HasTattooApplied(a_actor, "Dirt 2"))
            SlaveTats.simple_add_tattoo(a_actor, "PAF", "Dirt 2", last = False)
            syncOverlay = True
        elseif(a_dirt_state == 3 && !HasTattooApplied(a_actor, "Dirt 3"))
            SlaveTats.simple_add_tattoo(a_actor, "PAF", "Dirt 3", last = False)
            syncOverlay = True
        endif
        if (syncOverlay)
            bool controls_locked = (a_actor == PlayerREF && isInternal && !Game.IsMovementControlsEnabled())
            SlaveTats.synchronize_tattoos(a_actor, silent = True)
            if (controls_locked)
                Game.DisablePlayerControls(True, True, False, False, True, True, False)
            endif
        endif
    endif
    isInternal = False
EndFunction

 

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

lol ! in reference to: " I don't use SlaveTats though"

You should have slaveTats installed as its a hard requirement. PafMainQuestScript calls functions from SlaveTats. I'm amazed it hasn't broke pafs quest script.

If you have PapyrusTweaks installed is probably why it hasn't. None the less the game is probably constantly writing error codes to log, cant be good for the engine.

Same for the NiOverride bit. Even though on the pee and fart page it says its optional, it should be treated as a hard requirement.

Unless I'm mistaken. Script objects from other mods even if they are skse plugin injected as native globals like both of these two are,

they would need to be present if a mod uses their global functions.

 

Here is a breakdown on the SkyClimb/SkyParkour conflict with Pee and Fart. I write this here so anyone haveing this issue can view it.

  Hide contents

It happens when paf poops 💩 and dirt is applied via SlaveTats and maybe some time later,

when user decides to parkour up a cliff they get all froze up and cant move.


This is not an idle issue, but more a script conflict when enabling/disabling player controls. Silly as it sounds.
When paf poops and dirt is applied via SlaveTats, Note paf isn't done pooping yet, as dirt smears apply mid function, so Pee and Fart mod still needs player
controls locked while in idle. Problem here is when a particular function in SlaveTats run to sync tattoos, Slavetats will disable player controls then re-enable them
before returning back to paf. Paf is aware of this, so it waits till its done then re - disables player controls until its done in idle, then re - enables them back. 
Okay all hunky dorey so far, nothing stuck player finishes 💩ing and off you go to parkour up a cliff.

 

a snippet from PafMainQuestScript and its method to realize that SlaveTats re enabled player controls before Poop function was ready for them to be enabled.

Note this is default paf 4.0 code as its the same for the original pee and fart.

 

Function ApplyDirtOverlay(Actor a_actor, int a_dirt_state)
    if (PAF_MCMQuest.PAF_Dirt)
        bool syncOverlay = RemoveInvalidOverlay(a_actor, a_dirt_state)
        if (a_dirt_state == 1 && !HasTattooApplied(a_actor, "Dirt 1"))
            SlaveTats.simple_add_tattoo(a_actor, "PAF", "Dirt 1", last = False)
            syncOverlay = True
        elseif(a_dirt_state == 2 && !HasTattooApplied(a_actor, "Dirt 2"))
            SlaveTats.simple_add_tattoo(a_actor, "PAF", "Dirt 2", last = False)
            syncOverlay = True
        elseif(a_dirt_state == 3 && !HasTattooApplied(a_actor, "Dirt 3"))
            SlaveTats.simple_add_tattoo(a_actor, "PAF", "Dirt 3", last = False)
            syncOverlay = True
        endif
        if (syncOverlay)
            bool controls_locked = (a_actor == PlayerREF && !Game.IsMovementControlsEnabled())
            SlaveTats.synchronize_tattoos(a_actor, silent = True)
          
 if (controls_locked)
                Game.DisablePlayerControls(True, True, False, False, True, True, False)

            endif
        endif
    endif
EndFunction

 

As you can see the bool syncOverlay, a true or false variable first listens if player has controls or not.
If this gets true then player controls are disabled as this entails that this function was called from another function that wants them disabled like the poop function.
Then it goes on to call on SlaveTats to sync tattoos - Paf knows that SlaveTats.synchronize_tattoos(a_actor, silent = True) will return with the player controls enabled,
So it disables them only if syncOverlay was true prior slaveTats enabling them.

 

Okay here is another function that factors in.


Event OnUpDate()
    ; does some other stuff up here. .
    if  (!isAnimating)
        if  !Swimming
            ApplyDirtOverlay(PlayerREF, DirtState)
        else
            Bathe(PlayerREF)
        endif
    endif
EndFunction

 

As you can see the OnUpdate function calls the same ApplyDirtOverlay function to run, this so paf keeps its dirt overlays up to date.

And will call every four real time seconds.
So if parkouring - and if SkyParkour disables controls,(probably assuming it does on its smart climb feature)

and roughly same time this Update happens from paf, then Paf thinks its pafs own poop function that disabled them
so after syncing tats - it disables controls rendering poor ole SkyParkour mid climb like stuck sloth.  😗

 

Solution! IDk, maybe paf should be sure of who is who.... 

Maybe I need to establish an indicator variable that sets true, only when paf disables the controls, and not some other mod...

then only if the indicator is true, can reset it to false and disable controls.

In the meantime if you disable paf dirt, then the function ApplyDirtOverlay does nothing as it fails its main condition to run.

 

Maybe we could just get a version without Slavetats? that seems like it'd both make it compatible and get rid of that requirement.

Also will the poopscooper still clean up the cell when disabled? I personally use the mod for its sim aspect and not really for its fetish appeal.

 

There's also no disable paf dirt option in either menu. You can disable the debuffs but the dirt is applied regardless.

Edited by MuttBomb
Posted (edited)
13 hours ago, MuttBomb said:

Maybe we could just get a version without Slavetats? that seems like it'd both make it compatible and get rid of that requirement.

Also will the poopscooper still clean up the cell when disabled? I personally use the mod for its sim aspect and not really for its fetish appeal.

 

There's also no disable paf dirt option in either menu. You can disable the debuffs but the dirt is applied regardless.

paf dirt option should be on misc settings page in Paf's mcm under npc toilet . If you don't have slave tats that option may be blank for you,

paf mcm script has an add OPTION_FLAG_DISABLED on it if slaveTats not found.

 

Yes . poopscooper still clean up the cell when disabled. The pfa option for the pooperscooper is only to dynamically keep your invy stocked with poop poison or not.

Paf droppings will still get cleaned when the cell detaches(when its not rendered on screen anymore). It will always do this so as to help prevent save bloat.

 

Maybe we could just get a version without Slavetats?

Unlikely but possible. SlaveTats could be made as a soft dependency, but the scripts would need to be set up for that, and it would change too much stuff to be 

readily plausible.

 

Oh, and if you decide to install SlaveTats, and PFA was already initialized without it, the game may have it baked null.

You may need to clean that save file of pfa first, then install slavetats with pfa so stuff can initialize properly.

But dont let me led you astray, if the mod works for you and your okay with it.... Just without it you wont get any dirty 💩 effects.

I'm not even 100 % its meant as a hard requirement as it seems paf 4.0 treated it and racemenu as soft reqs. Maybe do some research on it ?

But from what I understand of it, they are!

 

Edited by Dg75
Posted
On 2/22/2026 at 1:04 PM, mcdyn said:

Is there a compatibility patch for Ube Body? The poop works fine, but the pee becomes invisible; everything only works correctly on BHUNP and 3BA.

I have the same issue but with CBBE. Installing PNO didn't solve it. 

 

I think it was working until 2 or 3 updates ago...

 

It's only affecting player body, Followers still have the pee texture.

Posted
3 hours ago, Nemo.Otis said:

I have the same issue but with CBBE. Installing PNO didn't solve it. 

 

I think it was working until 2 or 3 updates ago...

 

It's only affecting player body, Followers still have the pee texture.

Try installing 3BA body and install ZAZ animations, and reinstall paf mod

PNO works for me in UBE body because also using SkyPatcher

Posted (edited)

When trying to use kink option after setting npc toilet, and pressing n on the specific npc and everything, the script seems to try to run. Hud disappears and both PC and NPC start to move, and then suddenly it cancels and the NPC returns to whatever they were doing. Tried with no other mods and still had the same result. Also, when this glitch occurs after using the "Use nearby bed option", the bed that was targetted no longer becomes useable at all for sleeping.

Clip of the issue:
https://outplayed.tv/skyrim-se/aJXb6D

Edited by FreshFireReborn
Posted
On 3/20/2026 at 9:46 PM, Nemo.Otis said:

I have the same issue but with CBBE. Installing PNO didn't solve it. 

 

I think it was working until 2 or 3 updates ago...

 

It's only affecting player body, Followers still have the pee texture.

I use 3BA, as its a CBBE base and I do not have an issue.

If your pee isnt showing up and not using pno, then paf's pee is an armor object that use slot 61 so make sure mods like sexlab isn't unequipping slot 61

If using pno, then pno pee is a spell with hit effect art, and shouldn't have any issues.

Could be a lighting effect that makes it invisible, sometimes when Im in an interior inn with low light I cannot see it. - rare and probably caused by enb and particle lights.

Posted (edited)
On 3/22/2026 at 8:52 AM, FreshFireReborn said:

When trying to use kink option after setting npc toilet, and pressing n on the specific npc and everything, the script seems to try to run. Hud disappears and both PC and NPC start to move, and then suddenly it cancels and the NPC returns to whatever they were doing. Tried with no other mods and still had the same result. Also, when this glitch occurs after using the "Use nearby bed option", the bed that was targetted no longer becomes useable at all for sleeping.

Clip of the issue:
https://outplayed.tv/skyrim-se/aJXb6D

Kink options use Sexlab animations

Are you using Sexlab's most current for AE the 1.65 ae vers. ? Course this would need to be compatible with your game vers.

I ask, because that sounds like sexlab failed the animation and canceled it out.

Also check PFA mcm, kink options, their are options that change the animations selected for use. Try it on defaults.

 

I can only suggest what I use as I can verify it works.

SexLab 1.65 AE

Sexlab Utility

I do not use Ostim, and I do not use the P + mod

 

Edited by Dg75
Posted
20 hours ago, Dg75 said:

I use 3BA, as its a CBBE base and I do not have an issue.

If your pee isnt showing up and not using pno, then paf's pee is an armor object that use slot 61 so make sure mods like sexlab isn't unequipping slot 61

If using pno, then pno pee is a spell with hit effect art, and shouldn't have any issues.

Could be a lighting effect that makes it invisible, sometimes when Im in an interior inn with low light I cannot see it. - rare and probably caused by enb and particle lights.

Thank you for your support. 

 

I did not fix the issue without pno (might be an issue with slot 61 as you said, but I couldn't find the mod that caused it).

 

I could only install pno pee with its FOMOD option on page 1. Then it worked, but as you said Paf's feature of sickness and paffing commentary stopped working after (even when leaving pno in a disabled state). 

 

You mentioned PFA fomod on the home page of your mod, but I do not get any option to access it on MO2. 

 

Is there a FOMOD on pfa 4.5.3 and if so, how can I access it on MO2?

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