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Furniture Framework

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Version 3.0

 

Introduction:

This is the furniture framework that allows you to attach NPCs to (currently) ZAP furnitures in a way that physics is going to work. So you can beat your victims, shoot them with a bow, push them and their bodies are going to physically react. In addition you can use my Maximum Carnage Daggers mod to torture and kill your victims by activating gore effects.

 

Although this mod already has default configuration file you can add new furnitures and change behavior of existing ones via editing brff_mapping.json file. Because it's more complicated then in 1.0 I will document and explain it later. However default configuration should be sufficient enough to start.

 

Despite dozens of hours of work this version (although functional) is still unstable and not very performant. Therefor using it in your main save games is highly NOT RECOMMENDED. I'm working hard to make it more reliable but for now it should only be used to play and have fun.

 

Requirements and installation:

  1. PapyrusUtil: https://www.nexusmods.com/skyrimspecialedition/mods/13048
  2. PO3 Extender: https://www.nexusmods.com/skyrimspecialedition/mods/22854
  3. JContainers: https://www.nexusmods.com/skyrimspecialedition/mods/16495
  4. UIExtensions: https://www.nexusmods.com/skyrimspecialedition/mods/17561
  5. ZAP (technically not required, can be used with other furnitures as well, but current config only contains ZAP furnitures, required for GlassCoffin.zip): 
  6. Jaxonz Positioner (or anything else for positioning, you can even use console if you are crazy enough :P😞https://www.nexusmods.com/skyrimspecialedition/mods/13090
  7. Fixed body collision (https://www.nexusmods.com/skyrimspecialedition/mods/10849) strongly advised.
  8. Maximum Carnage (https://www.nexusmods.com/skyrimspecialedition/mods/43494) and Maximum Carnage Daggers (https://github.com/brightrider/maximum-carnage-daggers) for gore stuff.

 

GlassCoffin.zip is required if you want to use Glass Coffin furniture (which I really recommend, very interesting!).

 

It is required to add configuration below to the Skyrim.ini file, without it physics is not going to work!

 

[Animation]
bEnableHavokHit=1
fHavokHitImpulseMult=150.0000
uiMaxNumActorHit=50
bAlwaysDriveRagdoll=1

 

Usage:

 

  1. Use a spell to spawn a furniture (or spawn it another way, or use existing, doesn't matter really).
  2. Use crosshair + F1 (I will move it to the config file later) to mark a furniture.
  3. Use crosshair + F1 (I will move it to the config file later) again to assign an NPC to the furniture.
  4. Use crosshair (on NPC) + F1 (I will move it to the config file later) to release an NPC.

 

This version of a mod requires manual refreshing via either F3 (refreshes all NPCs nearby) or crosshair on NPC + F2 (refreshes specific NPC). This will probably be automated in the future but for now you need to refresh manually when NPC leaves furniture (for example after save load or area reload) or if something doesn't work or if you want to correct NPC position, in general every time something is not right.

 

To kill an NPC you need to have Executioner Ring equipped. Executioner Ring (Remove) version is going to kill and release an NPC, for example you can use a bow and an NPC will be killed and detached from the furniture (will fall to the ground).

 

Version 2.0

This version is abandoned.

 

Version 1.0

 

Advantages:

  1. No alignment issues whatsoever (this is probably the most important thing, I think all ZAP users know what I'm talking about!).
  2. No possibility for an NPC to escape. After assignment only your decision can release him/her.
  3. Full compatibility with excellent Jaxonz Positioner mod (you can even freely move and position furniture with an NPC on it!).
  4. Convinient spell for spawning new furnitures.

 

Disadvantages:

  1. Furnitures must be added to the JSON file (there is default JSON file with many furnitures added already).
  2. NPC assignment/releasing can be unresponsive, meaning possible delays and necessity of doing it multiple times. That's because Papyrus VM is giving low priority to the controller script.
  3. Furniture collision is disabled. This is mostly not a big deal (NPC collision is enough), but there are some furnitures where this can be a little bit of a problem.
  4. Applying X/Y rotation to the furniture is going to disturb the alignment. This is because the engine refuses rotating an actor around X/Y axis, so the actor cannot follow the furniture.
  5. No support for multiple animations, no enter/exit animations (these are a joke anyway in my opinion), no events fired (like OnActivate), only basic functionality in a nutshell (at least so far).

 

Requirements:

  1. PapyrusUtil: https://www.nexusmods.com/skyrimspecialedition/mods/13048
  2. PO3 Extender: https://www.nexusmods.com/skyrimspecialedition/mods/22854
  3. JContainers: https://www.nexusmods.com/skyrimspecialedition/mods/16495
  4. UIExtensions: https://www.nexusmods.com/skyrimspecialedition/mods/17561
  5. ZAP (technically not required, can be used with other furnitures as well, but current config only contains ZAP furnitures, required for GlassCoffin.zip): 
  6. Jaxonz Positioner (or anything else for positioning, you can even use console if you are crazy enough :P😞https://www.nexusmods.com/skyrimspecialedition/mods/13090

 

Usage:

 

  1. Use a spell to spawn a furniture (or spawn it another way, or use existing, doesn't matter really).
  2. Use crosshair + Alt + Q (I will move it to the config file later) to mark a furniture.
  3. Use crosshair + Alt + Q (I will move it to the config file later) again to assign an NPC to the furniture.
  4. Use crosshair (on NPC) + Alt + Q (I will move it to the config file later) to release an NPC.

 

Remember that because the Papyrus VM is giving my script low priority, these actions can be delayed. It should be safe to click multiple times and do stupid stuff, but always watch notifications. If you can see a notification, it means that the action was registered and will be executed soon, do not repeat it. If you clicked once and you cannot see a notification, it means that the click was not registered by the game and you should try again.

 

GlassCoffin.zip:

 

Required if you want to use Glass Coffin furniture (which I really recommend, very interesting!).

 

Adding new furnitures:

 

For this it is required to edit brff_mapping.json file in the Data directory of the mod:

 

{
    "category_for_menu_configure_as_you_wish": {
        "CKEditorId": "animEvent",
        "CKEditorId": "animEvent",
        "CKEditorId": "animEvent"
    },
    
    "category_for_menu_configure_as_you_wish": {
    	"CKEditorId": "animEvent",
        "CKEditorId": "animEvent",
        "CKEditorId": "animEvent"
    }
}

 

To find animEvent:

  1. CK -> Load ZAP -> GAMEPLAY -> Animations -> 0_Master.hkx -> IDLE ANIM with ActivateRootChar inside it -> ZazFurniture.
  2. Here you need to find a record matching furniture you want to add, these are bond with a keyword in the Conditions section (see below).
  3. Anim Event name will be in the *_Loop child element.

 

Spoiler

1.thumb.jpg.9fe7d65059ed17e6e999f86b1d8a9316.jpg

Spoiler

3.jpg.599be45a7d033421363975513b8c27fc.jpg

Spoiler

2.jpg.4e2dcfbdd46001269a868d652c5ab2e3.jpg

 

Unfortunately I don't know how to do this differently. The advantage is that you can configure menu categories as you wish and only have furnitures you are using on the list. For now I'm not going to add more furnitures myself.

 

Usage for modders:

 

Add my plugin as a master using SSEEdit. Then you have BRFF_Controller script with straightforward Add() and Remove() methods. Do not use any other method (unless you know what you are doing of course :P).

 

SKSE events are now sent on Add/Remove an NPC to/from the furniture:

 

Event OnAdd(Form victim, Form furn)
Event OnRemove(Form victim, Form furn)

 

Permissions:

 

Any non-commercial usage is allowed.


  • Submitter
  • Submitted
    07/29/2024
  • Category
  • Requirements
  • Regular Edition Compatible
    No

 

Posted (edited)

This looks interesting, thanks, and anything that provides a fully fixed, properly aligned, NPC, on a piece of furniture that will not move should be fairly revolutionary

 

But - and I might have misunderstood your description - is using the CK the only way to find the info needed to amend the .json?  A lot of us have probably taken one look at that and then run 3, 4, 5 or even more miles away

 

If so, your mod might not be as broadly used by those of us with that particular phobia as it may well merit

 

DQW

 

 

 

 

Edited by DonQuiWho
Posted

Well, you can probably use SSEEdit as well, but don't worry, I will be adding new furnitures to the json file myself and updating this mod. I don't have an idea on how to avoid this. There are some furnitures already added, so you can see how it looks like without messing with this file.

Posted

That's interesting, I didn't know that there is Display Model mod for SE, I thought it's for LE only! I will definitely take a look today, thank you.

Posted
31 minutes ago, BrightRider said:

That's interesting, I didn't know that there is Display Model mod for SE, I thought it's for LE only! I will definitely take a look today, thank you.

 

You're looking for

 

SXL dse-display-model-vbeta7

 

Think that's on DarkConsole's Github

 

There are also some addons.  The one I use, which includes some animated furnitures, is

 

1158968611_(DM3)PRJFurniturePackv1_1-1

 

It's first class, and I think that can be found somewhere on LL

 

Both are very good, although the NPC posed can be 'unseated' at times by mods that scan for, and use, qualifying NPCs.  Aroused Creatures is an example.  The NPC can get 'returned' to the furniture item, normally on the PC's cell re-entry, but it can be inconsistent at points

 

Hope that helps

 

DQW

 

 

Posted (edited)

I tested this mod quickly, but in my opinion this is something completely different, it's a pack of new furnitures you can use. It looks interesting, but it's quite buggy (crashed my game multiple times, you cannot hit an NPC on furniture without consequences) and furnitures are not animated. My mod in theory can be used with any furniture (assuming that there is a record in JSON file) and can be treated as kind of replacement for vanilla game furniture system.

 

I think there is no correlation, you can use both mods in the same time, but for Display Model furnitures use Display Model management, for ZAZ (and possibly others) furnitures you can use this mod.

Edited by BrightRider
Posted (edited)

I really appreciate the effort but before going any further it's probably better to look into OsmelMC's work.

Btw Im currently using it and its flawless so far

And i think it's really an underrated work.

Edited by saeid90
Posted

I won't hide the fact that I created this mod mostly because I need it for my own gameplay. I decided to share it, because why not, maybe it will be useful for someone. If OsmelMC works for you that's great, but it's rather not for me, it looks like huge, sexlab and stuff dependent thing and it doesn't seem to be concentrated on fixing furniture issues. I don't know if it's going to suite all my needs about it and to be honest I don't have time to analyze such a huge, complicated thing with a lot of functionality I don't need at all. Many thanks for the suggestion but I think I will continue with my concept.

Posted

There is also this. Never used it myself so I don't know of possible interactions between the two, but perhaps something to be just aware of. 😊

 

Posted

I'll Take the Display Model, OsmelMC's furniture system in SexLab Utility Plus, and Furniture Sex Framework are completely different mods that have nothing to do with what this mod does. Please read mod descriptions before commenting on said mods.

Posted
15 hours ago, funkbottom said:

I'll Take the Display Model, OsmelMC's furniture system in SexLab Utility Plus, and Furniture Sex Framework are completely different mods that have nothing to do with what this mod does. 

 

Yet that doesn't make them automatically compatible now, does it?

Posted

One request, could you please versioning your zips? Calling them all just brrf.zip without a version number is problematic. Say if one has 2 or 3 profiles and tries to sort out which ones are current and which ones are not.
(Also perhaps too late, but actually taking the time to spell out the name instead of using an abbreviation is always a good thing. Even just a few weeks after installing the mod few people will remember what that 4 letters in their mod list stand for.)

Posted
On 7/30/2024 at 2:06 PM, BrightRider said:

I won't hide the fact that I created this mod mostly because I need it for my own gameplay. I decided to share it, because why not, maybe it will be useful for someone. If OsmelMC works for you that's great, but it's rather not for me, it looks like huge, sexlab and stuff dependent thing and it doesn't seem to be concentrated on fixing furniture issues. I don't know if it's going to suite all my needs about it and to be honest I don't have time to analyze such a huge, complicated thing with a lot of functionality I don't need at all. Many thanks for the suggestion but I think I will continue with my concept.

As i said i really appreciate the effort

Specially if it can fix some of zap issues.😭

Osmelmc's mod works with tag editor (slate)

I thought maybe it can be used with other animations as well ( outside the SLAL packs) but im not sure.

But since his mod didn't work for you maybe its best to just ignore it.

Posted

Could I ask is it a replacement of ZAZ?  I mean, could I use it with mods required zaz as a master file?

Posted

Hi, that's weird, because I'm also playing on AE 1170 just now, and I have no issue. Hard to say what's going on. Does anyone else have this issue?

Posted

I get the error as well, but I'm still on version 1.6.659 and the relevant SKSE. I think it's 2.2.3 or 2.0.3 or whatever.

 

So I wasn't too worried about it since I'm on older version of the game/I figured that was the issue.

Posted
On 8/4/2024 at 3:48 PM, palracz said:

Hi 

 

I've got this error.... I play on AE 1170

 

 

Clipboard011.jpg

Same error again and again.... is the loadorder will help u?

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