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PAF Fixes and Addons


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Posted (edited)

Thanks for the mod but I have a suggestion! Could their be 2 settings one for if your character hasn't pooped before a anal sex scene and their % is high they could poop during the animation causing their partner's arousal to go down or maybe even end the animation together with them being dissatisfied. 

 

2nd suggestion is if your character is being r*ped during a anal sex animation, they will poop if their % is 50% or higher.

Edited by Scarlet Queen
Posted (edited)
On 6/23/2026 at 11:12 AM, asdfgfdgrt said:

The Kink options don't work for me. I try all of them and only get "You cannot do this right now". I've tried adding the actor as NPC Toilet, I've tried setting the pressure to 1 so I don't need much pressure to start kink, I'm pretty sure I have the load order correct. Instead, both actors look like they are about to initiate something for about half a second, the UI disappears and then everything just stops and goes back to normal with the "You cannot do this right now" message. Help!

most likely you are failing conditions: 

 

                        if  !IsPafSexy(Dom, Sub, peepaf, poopaf) ; PFA
                            DisplayMessage("You cannot do this right now")
                        endif

 

several factors can lead to the IsPafSexy function to fail. 

Dom would be your Player character and sub would be victim actor or the sexlab toilet you set - can be none if a solo was chosen in menu.

Dom must have either pee pressure and or poop pressure.

The corresponding kink sex options in paf's mcm must be enabled. (fart sex or pee sex) 

If you have a sub they must have their 3d loaded. Also Sexlab must be able to validate both Dom and Sub actors. 

Since how your Ui disappears as if sexlab is trying to start, but obviously fails then the IsPafSexy function will return false which will trigger - 

the "You cannot do this right now" 

If sexlab is at least trying to start then all the above conditions should have passed, else it would failed before trying to start - 

So Sexlab thread tries to start and fails. Why ? 

 

    if  !(Thread.StartThread())   ; if false
        PAF_Player.CheckPafGender(Dom, True)
        if  Index >= 0
            PAF_NPCQuest.NPC_Sexlab_Active = False
        endif
        if  GetState() == "Busy"
            ToggleState(True)
        endif
        Return False

 

my guess would be invalid animations chosen or animations are failing to set. Check pfa/paf mcm for animation choices

and ensure proper animations are installed and loaded into sexlab. Sexlab should pack the default anims that paf uses.

pfa has option to open up random other animations maybe try disabling that and use paf defaults

Also if you have added tag names in pfa mcm maybe try blanking them so paf defaults can be used.

 

 

Edited by Dg75
Posted
On 6/23/2026 at 11:49 AM, Scarlet Queen said:

Thanks for the mod but I have a suggestion! Could their be 2 settings one for if your character hasn't pooped before a anal sex scene and their % is high they could poop during the animation causing their partner's arousal to go down or maybe even end the animation together with them being dissatisfied. 

 

2nd suggestion is if your character is being r*ped during a anal sex animation, they will poop if their % is 50% or higher.

What if partner shatting on partner satisfied partner ? Never know, would make for interesting event !!!

 

2nd suggestion is appealing. The problem is they could be any animation and movement would be too variable to place poo object. 

The script would have to know exact position and movement of anal hole else may end shatting from a belly button or worse !

Posted
18 hours ago, Dg75 said:

What if partner shatting on partner satisfied partner ? Never know, would make for interesting event !!!

 

2nd suggestion is appealing. The problem is they could be any animation and movement would be too variable to place poo object. 

The script would have to know exact position and movement of anal hole else may end shatting from a belly button or worse !

Ah, so it can't just trigger from a sexlab tag and shoot from the back region?  Even if it's not 100% accurate

Posted (edited)
On 6/30/2026 at 11:56 AM, Scarlet Queen said:

Ah, so it can't just trigger from a sexlab tag and shoot from the back region?  Even if it's not 100% accurate

Yeah ! its same issue I have with the dynamic poop in some idles with too much motion - the poop object cant move with the animated motion

I'm sure there is a way to make it move with motion - I just don't know how.

 

Could be made to happen using paf default method(non dynamic poop) 

Just spawn at tailbone area and let fall to ground.

I'll keep it mind.

Edited by Dg75
Posted
8 hours ago, Dg75 said:

Yeah ! its same issue I have with the dynamic poop in some idles with too much motion - the poop object cant move with the animated motion

I'm sure there is a way to make it move with motion - I just don't know how.

 

Could be made to happen using paf default method(non dynamic poop) 

Just spawn at tailbone area and let fall to ground.

I'll keep it mind.

Awesome, looking forward for it even if it's not perfect lol!

  • 2 weeks later...
Posted

While using PAF and PNO together, "Use Pno" option will use the pno piss mesh but you keep pissing for a few minutes.

If the "Let PFA handle PNO" option is turned on, paf piss stain appears on the ground but no actual piss mesh is visible and no sound will play.

When both options are turned off, the default paf piss mesh is used.

Any idea why this happens? PNO is not initialized or registered.

PAF version is 4.7.1

PNO version is 1.10.3

 

Testing load order:

Spoiler

Skyrim_Special_Edition__Mod_Organizer_v2.5.2_(Alp260716_154355.png.09bea071535d9ebe1a96f78db0c0628c.png

 

 

Posted (edited)
19 hours ago, Betaccca said:

While using PAF and PNO together, "Use Pno" option will use the pno piss mesh but you keep pissing for a few minutes.

If the "Let PFA handle PNO" option is turned on, paf piss stain appears on the ground but no actual piss mesh is visible and no sound will play.

When both options are turned off, the default paf piss mesh is used.

Any idea why this happens? PNO is not initialized or registered.

PAF version is 4.7.1

PNO version is 1.10.3

 


PNO 1.10.3 Did move some parts to a skse plugin. With this version I had the same issue with the invisible pee. Reverting to the version before that update returned it to a working state if "Let PFA handle PNO" turned on. Based on that would assume that PAF is looking for something that was moved with that patch.

Quote

What's New in Version 1.10.3

Released June 29

* I migrated the internal processing to an SKSE plugin to improve performance.

* Adjusted the timing of equipping and unequipping to fix an issue where gear was not equipped correctly.

* Fixed an issue where the excretion power was not functioning correctly.

* Added "TNG_AddonFemale" to the keywords used for detecting futanari characters.


___________________
Unrelated but also version related GS Pose mod 23/06 seems to have poses reordered so the mcm selection doesnt fit anymore. Was pretty funny tho to suddenly have a poledance animation play while peeing, certainly was a show.

Edited by Alpia
Posted (edited)
On 7/16/2026 at 2:07 AM, Betaccca said:

Any idea why this happens?

Likely it would need updated for pno's 1.10.3 v 

for now try leaving the "let pfa handle pno" option off and let pno handle things.

I'll have to look into what was done for a fix if possible .

from @Alpia description the inner workings may have been altered into a skse plugin and probably c++ code - 

may be nothing I can do with it !

 

Edit:

just looked into this:

 

Pno's versions 1.10+ have changed up code.

npc's that do not have line of sight of player or if the npc is male will be excluded from pno pee effects.

versions 1.10.2+ have changed how pee starts and stops via a new skse plugin(global native function)

Until I update pfa to accommodate these changes functionality wont correctly work. 

So you can leave the "let pfa handle pno" option in pfa's mcm disabled - leave "Use Pno" enabled and let 

Pno handle the integration.(no guarantees)

Or I'd recommend using older version 1.9.0b of pno - this is before any of the above changes.

 

 

Edited by Dg75
Posted
18 hours ago, Alpia said:

Unrelated but also version related GS Pose mod 23/06 seems to have poses reordered so the mcm selection doesnt fit anymore.

bummer. Guess this would need updated as well. 

Posted (edited)
On 7/16/2026 at 9:25 PM, Alpia said:

GS Pose mod 23/06

I do not see a Gs Poses 23/06 in the downloads only the GS Poses SE 20/03 of which pfa was made to use

google search didn't show anything either.

Where are you finding it ?

Edited by Dg75
Posted
9 minutes ago, Dg75 said:

I do not see a Gs Poses 23/06 in the downloads only the GS Poses SE 20/03 of which pfa was made to use

google search didn't show anything either.

Where are you finding it ?

https://www.patreon.com/Gunslicer/posts/pose-mod-23-06-161860799  on their patreon the old one is still up so its not a big deal.

Also if you are interested I did edit your PFA_PAFMCM and PAF_MainQuestScript a bit because I wanted to update the selection and insert some of my choice.
I changed the logic of the animation selection to read from a json so a user can put in their own selection of idles. For example

    { "event": "GS4",   "label": "Bend Over Look Back",                        "enabled": true, "dpExempt": false },

I also changed the mcm to fit with those changes allowing to browse through the list of idles and enable disable it and add or remove to the dynamic pooping exception writing/reading to the file.
Still have to make a few cosmetic changes but the core idea seems to work fine so far should have it ready later if you are interested I can upload it and list the changes made so you can check if its of interest for you. It would allow easier customization for yourself and users as the extra animations wouldnt be hard coded into the script anymore so dont need to recompile two scripts just to change animations. 

Posted
9 minutes ago, Alpia said:

https://www.patreon.com/Gunslicer/posts/pose-mod-23-06-161860799  on their patreon the old one is still up so its not a big deal.

Also if you are interested I did edit your PFA_PAFMCM and PAF_MainQuestScript a bit because I wanted to update the selection and insert some of my choice.
I changed the logic of the animation selection to read from a json so a user can put in their own selection of idles. For example

    { "event": "GS4",   "label": "Bend Over Look Back",                        "enabled": true, "dpExempt": false },

I also changed the mcm to fit with those changes allowing to browse through the list of idles and enable disable it and add or remove to the dynamic pooping exception writing/reading to the file.
Still have to make a few cosmetic changes but the core idea seems to work fine so far should have it ready later if you are interested I can upload it and list the changes made so you can check if its of interest for you. It would allow easier customization for yourself and users as the extra animations wouldnt be hard coded into the script anymore so dont need to recompile two scripts just to change animations. 

That would be great. Customization is always a plus. thx

Posted (edited)
On 7/19/2026 at 5:00 PM, Dg75 said:

That would be great. Customization is always a plus. thx

 

There is the mentioned upgrade to the extra animation handling in Paf Fixes and Addons.

(Edited scripts only - main mod required)

 

This is a personal edit I use for myself.
 

I upload this mainly for Dg75, but so long you understand what you get perfectly fine to use. Any update on the original mod may revert the changes naturally until updated separately like any patch.

This update adds an optional JSON Extra Animations system on top of the original mod, without replacing it.

 

Use Extra Animations - Still works as before... original extra poses and settings. Needs to be turned on.

Use Extra Animations JSON System - Extra option added to use the json system

 

Under that option:

  • Off - everything behaves like stock 4.7.2 (original pose list and rules).

  • On - extra animations are loaded from a simple file (Data/PAF_ExtraIdles.json), so new poses can be added or toggled without editing scripts.

  • While this is on, the original extra-pose toggles are locked so its obvious which options to use.
  • You can literally add any pose that is registered through Pandora, FNIS or Nemesis (although why use anything other then Pandora at this point). If you want to play some cowgirl animation while pissing... you can... its not limited to GS poses. The event name must simply match exactly what the anim tool registered.
  • You can enable/disable 0/1 added poses either directly in the JSON or in the MCM with options for dynamic pooping, anal spray and which offset is used for them.

Basic JSON included with selection from GS 21/07 may or may not fit your taste, good thing you can change it easily as you please.

Original reason to make this patch is GS23/06 and newer changed the GSXX numbers and the original mods hard coded pose selection didnt fit anymore)

Debug option with a key to step through JSON poses for preview.

JSON Format

{
    "dpExempt": 0,
    "enabled": 0,
    "event": "<animation event name>",
    "label": "<mcm display name>",
    "offsetType": "none/assup/standing/spray",
    "sprayExempt": 0
}
  • dpExempt = If the pose should be considered for dynamic pooping 1=Is exempt as implied
  • Event = Hkx name basically e.g. GS69
  • Label = Whatever you want to see in the mcm for the pose e.g. "GS69 - All fours leg lifted" (simply to get a idea what it is without running it)
  • OffsetType = A selection from offsets of the original mod for dynamic pooping that affects the position of the poop item (none/assup/standing/spray)
  • SprayExempt = If the pose should be considered for the spray pooping while being sick. 1=Is exempt as implied

If you never turn the JSON option on, the mod should play like the original, but then again why use this.
Changelog - PAF Extra Idle System (base 4.7.2 -> 4.7.2-rev3)

Spoiler

Dual-mode Extra Idles

  • Original path (JSON OFF) Original fixed idle lists (PafIdlesF 34 entries / PafIdlesM 12 entries) and classic RandomInt(11,35) + GSEnabled selection.
  • JSON path (JSON ON) Extra idle tail is built from Data/PAF_ExtraIdles.json (extra_idles_f / extra_idles_m).
  • MCM master toggle Use Extra Animations JSON System (under the originals Use Extra Animations).
    • ON -> JSON system; original Use Extra Animations forced on and locked; GS selectors greyed so its clear what is used
    • OFF -> original fixed GS list; JSON browse/enable/DP/spray/offset controls greyed so its clear what is used
  • Switching the toggle rebuilds idle arrays via Create_Idles(True).

JSON Extra Idle system

  • External file: Data/PAF_ExtraIdles.json
  • Per entry: event, label, enabled, dpExempt, offsetType, sprayExempt
  • offsetType (none / assup / standing / spray) used only when the pose event is not in the originals’s StyleAdjustment* tables.
  • sprayExempt: per-pose opt-out for Anal Spray (parallel to dpExempt).
  • MCM (JSON mode): Browse F/M, Enable, Dynamic Pooping, Anal Spray, Offset Type (cycle), Test, Reload JSON.

Main script behaviour

  • Create_Idles / GetRandomAnimation: dual-mode branches (Original vs JSON).
  • Male hard-coded style > 10 limit removed (JSON extras can use higher indices).
  • DynamicPoop / AnalSpray: hybrid offset lookup (original tables -> JSON offsetType fallback).
  • _canSpray respects IsSprayExempt in JSON mode.
  • Debug Test Loop: while on, forces PeeState/PoopState so poses can be tested without real need levels.

MCM / stability

  • Named-state overflow mod is close to overflow from too many named states (found out the hard way and gave me a headache to get why) so PFA Extra Idle controls use classic non-ST options (OnOptionSelect / OnOptionHighlight) instead of extra State blocks.
  • Dual-mode locking via OPTION_FLAG_DISABLED so inactive controls are clearly greyed.

Idle Preview (Debug page)

  • Idle Preview Mode toggle + Preview Key binding.
  • With mode ON, the key steps through every JSON extra idle (female, then male) and shows label / event / enabled / DP-exempt.
  • With mode OFF, the key does nothing (safe global bind).

.

Paf Fixes and Addons 4.7.2-rev3 Extra Idle Json (Patch).7z

Edited by Alpia
Updated for 4.7.2
Posted
22 hours ago, Alpia said:

Perfectly fine to use if you understand what you are doing.

Nice work ! 

I especially like the "Label" custom name. I assume that is what the users will see in the mcm, don't have to see weird event names anymore.

 

I do see at least one hurdle!

Certain functions like DynamicPoop and Anal Vomit require offsets per idle playing.

Originally I created the offsets per idle slot on the array. These offsets would determine positioning and alignments based on the idle at play.

Using custom - user added or edited idles would naturally render the offsets incorrect if the the idle on that slot had changed. 

I just need a method to track user defined idles and a way to establish offset values or a dynamic method at runtime to create them based on the idle at play.

Except the only way I know how is to painstakingly test each induvial idle through trial and error.  I'm sure there is math for this, but is above me. 

If not using the dynamic poop or anal vomit(sick) features then you have no worries.

Otherwise it may break these features to a degree- some idles may work others may not..  I hope I'm wrong.

Posted (edited)
53 minutes ago, Dg75 said:

Nice work ! 

I especially like the "Label" custom name. I assume that is what the users will see in the mcm, don't have to see weird event names anymore.

 

I do see at least one hurdle!

Certain functions like DynamicPoop and Anal Vomit require offsets per idle playing.

Originally I created the offsets per idle slot on the array. These offsets would determine positioning and alignments based on the idle at play.

Using custom - user added or edited idles would naturally render the offsets incorrect if the the idle on that slot had changed. 

I just need a method to track user defined idles and a way to establish offset values or a dynamic method at runtime to create them based on the idle at play.

Except the only way I know how is to painstakingly test each induvial idle through trial and error.  I'm sure there is math for this, but is above me. 

If not using the dynamic poop or anal vomit(sick) features then you have no worries.

Otherwise it may break these features to a degree- some idles may work others may not..  I hope I'm wrong.


Yes its explained in the spoiler with the changes, but hard to explain how a pose looks like with a few words as there isnt much space on a mcm page before things overlap. Still better then just some random number.
image.png.b9a6671c30a6883a6b7a8ee25df8ed75.png

Field Meaning
event The animation event string sent to Debug.SendAnimationEvent. Must match a real event registered by an installed animation mod (FNIS/Nemesis/Pandora or whatever)
label Display name in the MCM. Falls back to event if blank.
enabled Whether this pose is currently eligible to be picked.
dpExempt Whether this pose is excluded from Dynamic Pooping.
   
   
 
Quote

Certain functions like DynamicPoop and Anal Vomit require offsets per idle playing.

Originally I created the offsets per idle slot on the array. These offsets would determine positioning and alignments based on the idle at play.

Using custom - user added or edited idles would naturally render the offsets incorrect if the the idle on that slot had changed. 

I just need a method to track user defined idles and a way to establish offset values or a dynamic method at runtime to create them based on the idle at play.

Except the only way I know how is to painstakingly test each induvial idle through trial and error.  I'm sure there is math for this, but is above me. 

If not using the dynamic poop or anal vomit(sick) features then you have no worries.

Otherwise it may break these features to a degree- some idles may work others may not..  I hope I'm wrong.

 

  Will need to look into it, didnt see any issues with any offset of the dynamic pooping even in odd poses like the jack-o.
  I see the offset you mentioned, the idles without offset would fall back to the last defined offset in PlacePeePuddle. I have to say from all the testing didnt even notice a problem with it other then with the poses with a lot of motion, but that was a problem before already. Its probably because the offset is based on the pee and the distance is so small you dont even notice on most.
Some screenshots (poop warning) that show despite the hardcoded offset that will fail it looks fine
Spoiler

image.png.5d907b7813826c7b32b67d97f6abba9b.pngimage.png.073e2d75581e269b99a48be97459a005.png
image.png.1a9b7725987676259d1c52a16e10ff36.png
image.png.0042dffebc906653cec6b926c72e6467.png
 


 
Edited by Alpia
Posted
55 minutes ago, Alpia said:

didnt see any issues with any offset of the dynamic pooping even in odd poses like the jack-o.

Good. lol maybe the current offsets work for the new idles as well. Sure looks that way in the pics. User can always disable dp if it dont. 

The so called offsets I mention are the idle in question used in conditions to set styleAdj (alt adjustments and offsets to nodes to establish a moveline) 

They are also float values that define direction the butt is facing - current heading per idle

but not all idles needed them, only the awkward ones like kneeling with a twist - butt sideways or paf on back . . 

All I did was take peak in the script work, I look forward to install and testing this out soon when I have more time to do so. 

Thank you. 

 

Posted (edited)
On 7/21/2026 at 1:04 AM, Dg75 said:

Good. lol maybe the current offsets work for the new idles as well. Sure looks that way in the pics. User can always disable dp if it dont. 

The so called offsets I mention are the idle in question used in conditions to set styleAdj (alt adjustments and offsets to nodes to establish a moveline) 

They are also float values that define direction the butt is facing - current heading per idle

but not all idles needed them, only the awkward ones like kneeling with a twist - butt sideways or paf on back . . 

All I did was take peak in the script work, I look forward to install and testing this out soon when I have more time to do so. 

Thank you. 

 


I will take a look at the offset implementation either way and try to come up with something I have a few ideas I'll try. Cant make any promises, but... what comes to mind...
- Possibly use a skeleton bone (e.g. NPC Pelvis or Anus) as the reference point instead of just actor position + fixed offset. Could probably make a per pose additional offset adjustment possible via the json if it doesnt fit like... "bone": "NPC Pelvis", "forwardOffset": 15.0, "heightOffset": -12.0, "angleOffset": 0.0
- Possibly something to make dynamic poses work, place the poop item, then poop.AttachTo(a_actor, "NPC Pelvis", offsetX, offsetY, offsetZ) so the item sticks to the bone and moves with it, after a short delay (Utility.Wait(1.5)), Detach() so it drops "naturally". Need to try and see if that works and is possible as I imagine it.

Dont think there is a realistic option for this.

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


I will take a look at the offset implementation either way and try to come up with something I have a few ideas I'll try. Cant make any promises, but... what comes to mind...
- Possibly use a skeleton bone (e.g. NPC Pelvis or Anus) as the reference point instead of just actor position + fixed offset. Could probably make a per pose additional offset adjustment possible via the json if it doesnt fit like... "bone": "NPC Pelvis", "forwardOffset": 15.0, "heightOffset": -12.0, "angleOffset": 0.0
- Possibly something to make dynamic poses work, place the poop item, then poop.AttachTo(a_actor, "NPC Pelvis", offsetX, offsetY, offsetZ) so the item sticks to the bone and moves with it, after a short delay (Utility.Wait(1.5)), Detach() so it drops "naturally". Need to try and see if that works and is possible as I imagine it.

I have something maybe.. The offsets are hard coded like to the original extra idle array.  In script the pick(chosen idle) is stored into _Style script var and is in 

the case of DynamicPoop and AnalSpray functions acting as a pointer to the idle array element. 

e.g. Bool _styleAdj = ((forFem && (style > 8 && style < 13 || style > 23 && style < 27) || style == 15 || style == 16 || style == 33) || (!forFem && style > 7))

if _styleAdj is true then the function sets things up differently. 

So I have to loose the hardcode bit and instead create a string array to house all the poses I set pre defined for offset. 

In time I can play with any new idles and add them to any corresponding offset list

So if I could get _Style event name - the event name of the chosen idle

I could compare it any offsets string array via .FInd("_StyleEventName"), and if found it sets StyleAdj to true or set a conditional value.

e.g:

String[] ConditionalOffsets  ; I could have this filled with all the StyleAdjustment type poses that I set as needing offset or style adjustments

String[] FloatOffsets  ; may need several to correspond to the varies kinds of offsets used. 

 

String eventName = "GsPoses11" ; I need to retrieve the event name for the chosen Idle to play whatever it be

Bool _styleAdj = (ConditionalOffsets .Find(eventName) >= 0)

 

   this would render same result without the need to hardcode any preset values for pointers.

    

and something similiar to set a particular float value to

 

Anyway, its a start. So yeah these offsets I have to test each idle and see what needed or if it works off defaults but the ones I already did can be 

found and compared to what you have in the .jason or whatever any user edits in it - assuming GsPoses didn't change up the event names 

in the 23/06 version.

 

I'll work on this and see if it'l work out. 

 

Question ?

I'm not at all familiar with jccontainer functions, I'm lazy and never fiddled with it. 

So I wouldn't be ideal to upkeep any future updates to your functions.

But on the contrary I have already updated the PafMain script 

 - just one function in it got updated the CheckWorn, so you may want it included.

so this patch is your mod and all credits go to you as it should. So do you plan on uploading it officially on its own page

or would you rather just have included on pfa's download page. Or I could integrate it into the main mod. 

maybe better to leave it as a patch as more easily keep it updated ?

Edited by Dg75
Posted
On 7/20/2026 at 4:33 AM, Dg75 said:

I did a fix. this with the "Let pfa handle pno" enabled and using pno 1.10.3 new skse functions

Pno pee starts okay but pno's kill function to make it stop doesn't seem to work. The pee lingers for a duration after dressing

Idk if I'm doing something wrong or if its pno bug - there's a mod post on its last page mentioning similar issue.

I'll have to wait and see if theirs a fix before formally updating pfa.

In the meantime I'll upload here what I did if anyone wants to try and see.

 

Only try this for a test and or if you think you might have a solution.

Use mod manager to install/uninstall - and uninstall it for next pfa update as it should have a formal fix

PFA_PNO_1.10.3_testFix.7z 3.02 kB · 2 downloads

I apologize for the inconvenience.
There was an issue with EjectApi.StopEject(key, actor), so I fixed it in version V1.10.5.
It should now stop correctly.

 

Regarding the placement of the excrement, you might be able to utilize the "EjectionFramework" included with pno, as it offers functionality similar to what is needed.

This framework provides the ability to launch spells or projectiles from a specified node.
(In pno, invisible projectiles are fired, and the excrement is placed at the point of impact.)

The definitions for using this feature in pno can be found in the "Defecate" section of `SKSE\Plugins\EjectionFramework\pno.json`.

 

Posted
1 hour ago, orehomu said:

I apologize for the inconvenience.
There was an issue with EjectApi.StopEject(key, actor), so I fixed it in version V1.10.5.
It should now stop correctly.

 

Regarding the placement of the excrement, you might be able to utilize the "EjectionFramework" included with pno, as it offers functionality similar to what is needed.

This framework provides the ability to launch spells or projectiles from a specified node.
(In pno, invisible projectiles are fired, and the excrement is placed at the point of impact.)

The definitions for using this feature in pno can be found in the "Defecate" section of `SKSE\Plugins\EjectionFramework\pno.json`.

 

Thank you ! I'll take a look at it. This may be just what I'm looking for. 

Posted (edited)
18 hours ago, Dg75 said:

AttachTo(a_actor, "NPC Pelvis", offsetX, offsetY, offsetZ)

wasn't aware of this function. Pfa's dynamic poop like paf poop isn't an equipable object, just static 

except the dynamic poop has collisions removed and a dupe has spawn point flipped horizontally 

If AttachTo can make it stick to a node, this would solve the incompatibility with swaying hips or too much motion.

but it has to move down an invisible move line created from the idle offsets mentioned above - sets correct angle and direction of movement.

if its stuck to a node via AttachTo then it can't move ? Unless TranslateTo would unstick it and make it start moving down the line.-  but then 

the swaying motion would still clip rendering the attempt fruitless.

I'll look into Pno's EjectionFramework maybe offers better method.

Edited by Dg75
Posted
On 7/21/2026 at 2:48 AM, Dg75 said:

Anyway, its a start. So yeah these offsets I have to test each idle and see what needed or if it works off defaults but the ones I already did can be 

found and compared to what you have in the .jason or whatever any user edits in it - assuming GsPoses didn't change up the event names 

in the 23/06 version.

 

I'll work on this and see if it'l work out. 

 

Question ?

I'm not at all familiar with jccontainer functions, I'm lazy and never fiddled with it. 

So I wouldn't be ideal to upkeep any future updates to your functions.

But on the contrary I have already updated the PafMain script 

 - just one function in it got updated the CheckWorn, so you may want it included.

so this patch is your mod and all credits go to you as it should. So do you plan on uploading it officially on its own page

or would you rather just have included on pfa's download page. Or I could integrate it into the main mod. 

maybe better to leave it as a patch as more easily keep it updated ?


If you are about to post a update I'll wait till I look into it more. I dont intend to make a extra mod page just for that patch. As mentioned originally if its of use to you, you are free to integrate it. If you think you cant maintain it then its probably better as a optional patch, but since its your mod that is affected I think it is up to you if and how you use that code.
 

On 7/21/2026 at 2:48 AM, Dg75 said:

AttachTo(a_actor, "NPC Pelvis", offsetX, offsetY, offsetZ)
wasn't aware of this function. Pfa's dynamic poop like paf poop isn't an equipable object, just static

It isnt a function that was just me saying I'll be looking if something along those lines exists that could be used, but doesnt seem so. Could only do place the object and update the position multiple times per second, but that doesnt seem like a good idea. So thats off the table and the offset you currently use is probably the most sensible solution unless that ejection framework that was mentioned is of use.


 

Posted (edited)
22 hours ago, Alpia said:


If you are about to post a update I'll wait till I look into it more. I dont intend to make a extra mod page just for that patch. As mentioned originally if its of use to you, you are free to integrate it. If you think you cant maintain it then its probably better as a optional patch, but since its your mod that is affected I think it is up to you if and how you use that code.
 

It isnt a function that was just me saying I'll be looking if something along those lines exists that could be used, but doesnt seem so. Could only do place the object and update the position multiple times per second, but that doesnt seem like a good idea. So thats off the table and the offset you currently use is probably the most sensible solution unless that ejection framework that was mentioned is of use.


 

Kool ! 

I have the DynamicPoop function updated so it wont conflict, I just need to do the same to the AnalSpray Function as both use idle conditions to set values. 

I'll have an update up soon.

 

I noticed in your jason you only have gsposes 23/06 and that only two of the 20/03 originals are added.

EndUser can always add them if wanted. Or maybe add them by default.. I suppose the purpose was to replace the 20/03

so I understand if you prefer not to. Either or - its primary reason it best to leave as optional patch. 

Edited by Dg75

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