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Telekinesis (Bluetooth Toy Integration for Fallout4)


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Posted

Telekinesis (Bluetooth Toy Integration for Fallout4)

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Brings native support for naughty devices (bluetooth or others) to Fallout 4.

 

Some of you might already know my Bluetooth Toy Integration for Skyrim, this is finally the version for Fallout4.

 

This is some first preview, I wanted to release early, so you guys can test it, configuration formats etc. are not stable yet. Currently, bone tracking should work with FusionGirl, CBBE and BodyTalk and Superhero Bodies (untested). You can add support for other bodies, by replacing HumanMale/HumanFemale files in F4SE/Telekinesis/Races/ if you know the bones.

 

Features:

  • This mod controls IRL strokers, vibrator based on in-game things (DD vibrator events, AAF Animations...).
  • It includes some sophisticated bone/mesh monitoring to move things like strokers in sync with actual mesh collisions  
    • >Demo-Video< 
    • THIS IS AND ALWAYS WILL BE EXPERIMENTAL, I DO NOT TAKE ANY RESPONSIBILITY IF YOU USE IT ON YOUR BODY
  • Devious Devices Integration
  • Entirely configurable through json (if animations don't work, or you want different behavior, edit the JSON actions or events)

 

Dependencies:

  • Address Library for F4SE
  • Mod Configuraiton Menu
  • AAF 1.7 or higher (Optional)
  • Devious Devices (Optional)

 


  • Submitter
  • Submitted
    12/05/24
  • Category
  • Requirements
    Address Library for F4SE Plugins, Mod Configuration Menu

 

Posted

Nice! Been waiting for a native buttplug.io project for fallout 4 since the only other one has limited support, I’m excited about a project that gets frequent updates and patches.
Id really like generic game triggers like Health, damage and rads outside of aaf. Keen for other authors mod integration too

Posted

😮

 

Just to confirm - without FusionGirl it won't work at all right? It's not like Skyrim one where it's just working from the beginning of animation till the end? I'm using standard CBBE and mod seems to work on integration level (detects my toy etc just like Skyrim one) but then nothing happens during animation. Also I believe there's no Debug option that would show some more info regarding mod operation.

 

When we use custom player/NPC races do we need to add json files for all custom races? Or is it possible to add some umbrella for cbbe body for all custom races? I mean I'm using for example Lupine race:

image.png.4bb7578bcecb8ed6b883da1ec4b50fd4.png

 

Should I explicitly add that? What would be form_id for this to put in json (because I assume it shouldn't contain mod index)? Or should it rather be pointing at race naked skin?

image.png.07071fba5d2d0f1f2e44acbac602a2b2.png

  • 2 weeks later...
Posted (edited)
On 12/7/2024 at 11:49 PM, Lapsio said:

😮

 

Just to confirm - without FusionGirl it won't work at all right? It's not like Skyrim one where it's just working from the beginning of animation till the end? I'm using standard CBBE and mod seems to work on integration level (detects my toy etc just like Skyrim one) but then nothing happens during animation. Also I believe there's no Debug option that would show some more info regarding mod operation.

 

 

Hey, sorry for the late answer. I didn't see the notification.

 

The debug function right now is looking at Telekinesis.log in F4SE plugin log in your home directory. That would be Documents\My Games\Fallout4\F4SE\Telekinesis.log. You can send/append that if you want me to debug it.

 

Quote

When we use custom player/NPC races do we need to add json files for all custom races? Or is it possible to add some umbrella for cbbe body for all custom races? I mean I'm using for example Lupine race:

image.png.4bb7578bcecb8ed6b883da1ec4b50fd4.png

 

Should I explicitly add that? What would be form_id for this to put in json (because I assume it shouldn't contain mod index)? Or should it rather be pointing at race naked skin?

image.png.07071fba5d2d0f1f2e44acbac602a2b2.png

 

 

 

So how it *should* work right now is that it uses DefaultRaceMale and DefaultRaceFemale.json if a race is not specified.

 

That means you don't necessarily need to define every single race or custom race, if it just has a default pelvis and head bone.

 

BUT if that doesn't work or the collisions don't match you might need to define a custom race. You can also adapt DefaultRaceFemale.json etc, but that will only work for you and might break other things.

 

If you choose to specify a custom race, the form_id should be actual ID of the TESRace Form in the game (i.e. as seen in your screenshot for the RACE object). I understand that this is a problem with load order changing that, cause I did not think of custom races, so that will probably change in the future.

 

 

 

Edited by gerroth
Posted

Has anyone else tried this with the NG update?  I am have the NG address library, but I am not seeing that the DLL is loading successfully, and I am not seeing a telekinesis.log in the F$SE folder.  I get in game, and I have the MCM menu, but it fails to connect to anything.

Posted
21 hours ago, shelmina said:

Has anyone else tried this with the NG update?  I am have the NG address library, but I am not seeing that the DLL is loading successfully, and I am not seeing a telekinesis.log in the F$SE folder.  I get in game, and I have the MCM menu, but it fails to connect to anything.

 

The general F4SE log should contain a line for each plugin and why its not loading.

 

I build a version for the NG patch, I assume that you've selected that during installation.

 

If its not working I'm interested in that log entry. Unfortunately I could not test NG myself yet.

 

 

Posted (edited)
17 hours ago, gerroth said:

 

The general F4SE log should contain a line for each plugin and why its not loading.

 

I build a version for the NG patch, I assume that you've selected that during installation.

 

If its not working I'm interested in that log entry. Unfortunately I could not test NG myself yet.

 

 

Thank you, that is what I was missing  I was looking everywhere for a patch that did not exist.

 

So I have reinstalled several times and I am 99% sure it is installing the 984 version of the DLL based on the size of the DLL I see in my F$ plugin directory.  I am still getting this message from F4SE.
 

Quote

checking plugin Telekinesis.dll
plugin Telekinesis.dll (00000000  00000000) no version data 0 (handle 0)

 

Edited by shelmina
more info
Posted (edited)
11 hours ago, shelmina said:

Thank you, that is what I was missing  I was looking everywhere for a patch that did not exist.

 

So I have reinstalled several times and I am 99% sure it is installing the 984 version of the DLL based on the size of the DLL I see in my F$ plugin directory.  I am still getting this message from F4SE.

 

I think I understand the issue, I'll try do a patch

 

Edited by gerroth
Posted
23 hours ago, shelmina said:

Thank you, that is what I was missing  I was looking everywhere for a patch that did not exist.

 

So I have reinstalled several times and I am 99% sure it is installing the 984 version of the DLL based on the size of the DLL I see in my F$ plugin directory.  I am still getting this message from F4SE.

 

Can you try if this works for Version 1.10.984?

 

Just replace the dll

Telekinesis.dll.zip

Posted (edited)

Gonna need to test all those race configs, sorry sweetie

 

 

Spoiler

schwitz2.jpg

 

 

Edited by gerroth
  • 2 weeks later...
Posted

I must be doing something very wrong with this .... i can get everything to work in terms of game scenes, i can connect my toys ( lovense) and they work in initface but there is just zero connection from the game via the MCM to that server. Tried on phone etc etc, nada, nothing. Is there some magic setting that will get the game and initface to talk to each other?

 

Tried a hosts entry, fixed IP etc etc - nada nothing. Test connection from the initface web page works fine so i know it's not the initface server that's not working.

 

Even with the updated DLL file, still no connection.  Any help or suggestion / any kind of command line diags you can run from the game console would be much appreciated!

Posted (edited)
On 1/11/2025 at 4:03 PM, UBBF said:

I must be doing something very wrong with this .... i can get everything to work in terms of game scenes, i can connect my toys ( lovense) and they work in initface but there is just zero connection from the game via the MCM to that server. Tried on phone etc etc, nada, nothing. Is there some magic setting that will get the game and initface to talk to each other?

 

Tried a hosts entry, fixed IP etc etc - nada nothing. Test connection from the initface web page works fine so i know it's not the initface server that's not working.

 

Even with the updated DLL file, still no connection.  Any help or suggestion / any kind of command line diags you can run from the game console would be much appreciated!

 

You don't necessarily need intiface it should work out of the box with the in-process server (that is default)

 

Can you give me the application logs? Its in My Games\Fallout4\F4SE\Telekinesis.log

 

Also info on the specific game version you are runnign would be great. Its probably some issue with the DLL not being loaded, so F4SE***.log files in that same directory would probably be helpful. 

Edited by gerroth
Posted (edited)
On 1/18/2025 at 10:53 AM, gerroth said:

 

You don't necessarily need intiface it should work out of the box with the in-process server (that is default)

 

Can you give me the application logs? Its in My Games\Fallout4\F4SE\Telekinesis.log

 

Also info on the specific game version you are runnign would be great. Its probably some issue with the DLL not being loaded, so F4SE***.log files in that same directory would probably be helpful. 

 

Will dig that out for you later - game version is .183 .... if i use Gift, most of it works -  actually, when i l ook at that log file, it looks like it has been trying to vibrate my TV!!!!  ANy pointers gladly accept as i don't think Gift is quite working 100% either.

Telekinesis.log

Telekinesis.log

Edited by UBBF
Added 2nd log trying Telekinesis again
Posted

And what tickled me today .... with the shocking orgasm denial plug in ... it actually worked. So i'm still not sure if this is your plugin goofing around or  just the usual 'Fallout' with Fallout and mods.

 

Attached the log from later today so you can see where it's working.

Telekinesis.log

Posted

Hey 

On 1/21/2025 at 8:43 AM, UBBF said:

Will dig that out for you later - game version is .183 .... if i use Gift, most of it works -  actually, when i l ook at that log file, it looks like it has been trying to vibrate my TV!!!!  ANy pointers gladly accept as i don't think Gift is quite working 100% either.

Telekinesis.log 92.94 kB · 3 downloads

Telekinesis.log 360.23 kB · 1 download

 

The issue seems that you run the "Test" connection mode most of the time (in MCM its called "None"), which results in nothing happening. I use that mode for internal tests (like creating the fake devices in the video) but the public DLL is compiled for not supporting that. Is should probably make it impossible to set that from MCM.

 

You are in that mode for 7 minutes, then you fix it and change to "In-Process", but until then, nothing could have happened.

 

Your vibrator is configured correctly, but after fixing the connection mode you don't actually do something that would trigger your vibrator. The easiest way is to start an AAF animation with 2 characters that has male-on-female penetration.

 

The small log: (92kb):

 

Spoiler
At the very beggining of the session you switch to "None" connection mode, which does nothing.
 
2025-01-21T06:58:10.299492Z  INFO ThreadId(30) telekinesis: lb_connect settings=ClientSettings { connection: Test, in_process_features: InProcessFeatures { bluetooth: false, serial: true, xinput: true }, pattern_path: "Data\\F4SE\\Plugins\\Telekinesis2\\Patterns" }
2025-01-21T06:58:10.299707Z ERROR ThreadId(30) telekinesis: connection error a=Compiled without testing support
2025-01-21T06:58:11.627788Z ERROR ThreadId(31) telekinesis: State empty
2025-01-21T06:58:11.628558Z ERROR ThreadId(31) telekinesis: State empty
2025-01-21T06:58:14.421173Z ERROR ThreadId(32) telekinesis: State empty
2025-01-21T06:58:19.629828Z ERROR ThreadId(29) telekinesis: State empty
2025-01-21T06:58:19.803684Z ERROR ThreadId(31) telekinesis: State empty
2025-01-21T06:58:19.804490Z ERROR ThreadId(31) telekinesis: State empty

 

The big log (360kb):

 

Spoiler

You first connect with connection-parameter "Test" (or None in MCM), which does nothing, because thats an option that will only work if you compile the plugin with "Test" support. So during that time the plugin will do nothing.

 

2025-01-21T07:43:49.653525Z ERROR ThreadId(03) telekinesis: connection error a=Compiled without testing support

 

7 minutes you reconnect multiple times with "In-Process":

 

     2025-01-21T07:50:44.355009Z  INFO ThreadId(05) telekinesis: lb_connect settings=ClientSettings { connection: InProcess, in_process_features: InProcessFeatures { bluetooth: true, serial: false, xinput: false }, pattern_path: "Data\\F4SE\\Plugins\\Telekinesis2\\Patterns" }

 

After that, you only trigger an "inflate" event, not a vibration event, probably cause you equipped a plug:

 

2025-01-21T07:50:54.880648Z  INFO ThreadId(129) telekinesis::dd: dd workaround thread
2025-01-21T07:51:09.049019Z  INFO ThreadId(55) telekinesis: lb_process_event event_name="dd.inflate" str_arg="" num_arg=0.0

 

Then you start a scene that would have triggered the vibrator, once a penetration with the player happens, but the session happens before it detecfts one. Note that theres a delay of 600ms before the tracking happens, to avoid movements from initial alignments.

 

2025-01-21T07:51:29.189885Z  INFO ThreadId(152) telekinesis: lb_scene scene_name="SC-FMM-Human-Floor03-04Gangbang" speed=100 time_secs=-1.0

 

 

 

 

Posted (edited)
On 1/21/2025 at 7:07 PM, UBBF said:

And what tickled me today .... with the shocking orgasm denial plug in ... it actually worked. So i'm still not sure if this is your plugin goofing around or  just the usual 'Fallout' with Fallout and mods.

 

Attached the log from later today so you can see where it's working.

Telekinesis.log 67.17 kB · 0 downloads

 

So these animations should have triggered collision, but it seems to not detect a collision.

 

Are you using "BodyTalk" as Male and "FusionGirl" as female bodies?

 

You can change the log level in F4SE/Plugins/Telekinesis2/Logging.json to Trace, then you will get more detailed info on the "distance" of the colliding meshes in the log

 

{
  "log_level": "Trace"
}

 

 

Edited by gerroth
Posted

Thank you - I will go and do that and see what it brings up. I hadn't played F04 in a LONG time, i'm quite good with IT generally but some of this mystifies me.

Posted (edited)
On 1/21/2025 at 2:19 AM, TexasRaiderz said:

Is there a list of supported irl toys or brands somewhere?

 

Look at the FAQ of the skyrim version -> Limitations:

 

https://github.com/garryrot/telekinesis?tab=readme-ov-file#4-faq

 

Basically, anything that works with Intiface/Buttplug.io works, for ulta-specific things some assembly might be required. Refer to the intiface/buttplug documentation for that.

Edited by gerroth
  • 2 weeks later...
Posted (edited)

OK - done some reinstalling / cleaning but still the only things that register at the toys end are shocks and only from the shocking collar / toys. Nothing else at all. I'd really appreciate a few pointers for where to look to resolve this, not least as i'd like to learn a bit / see what's really going on. 

 

Animations are all now working perfectly so it must be this collision thing - do you know where i need to go looking to work this out? Don't need the whole answer, as i said, it's good to go and learn some stuff.

 

 

telekexport.txt

Edited by UBBF
Posted (edited)

2025-02-03T19:38:24.091666Z  INFO ThreadId(28) buttplug::server::device::configuration: Found protocol "lovense" for specifier BluetoothLE(BluetoothLESpecifier { names: {"LVS-EL01"}, manufacturer_data: [], advertised_services: {454c0001-0023-4bd4-bbd5-a6920e4c5653}, services: {} }).
2025-02-03T19:38:24.091702Z TRACE ThreadId(28) device creation{name=LVS-EL01 address=PeripheralId(88:1A:14:8C:A9:12)}: buttplug::server::device::server_device: Connecting to BtleplugHardwareCreator { name: "LVS-EL01", address: PeripheralId(88:1A:14:8C:A9:12) }
2025-02
-03T19:38:24.093198Z TRACE ThreadId(28) buttplug::server::device::hardware::communication::btleplug::btleplug_adapter_task: Device 88:1A:14:8C:A9:12 found, no advertised name, ignoring.2025-02-03T19:38:24.096881Z TRACE ThreadId(28) buttplug::server::device::hardware::communication::btleplug::btleplug_adapter_task: Unhandled btleplug central event: 

 

I think that looks like the error i it's ignoring my toy -  how rude!!!!

 

Do i just need to get a diffferent bluetooth adapter .....

 

edit: reverted to CBBE  body and the log file looks very different and much better. I still think it's my BT adapter causing the main issue so ordered another one. Will see how that goes.

Telekinesis.log

Edited by UBBF
Posted (edited)
On 2/2/2025 at 2:53 PM, UBBF said:

OK - done some reinstalling / cleaning but still the only things that register at the toys end are shocks and only from the shocking collar / toys. Nothing else at all. I'd really appreciate a few pointers for where to look to resolve this, not least as i'd like to learn a bit / see what's really going on. 

 

Animations are all now working perfectly so it must be this collision thing - do you know where i need to go looking to work this out? Don't need the whole answer, as i said, it's good to go and learn some stuff.

telekexport.txt 9.15 kB · 0 downloads

 

Shocks are not done by this mod at all (because buttplug.io cant do it), so thats something you would have to do with GIFT probably.

 

23 hours ago, UBBF said:

2025-02-03T19:38:24.091666Z  INFO ThreadId(28) buttplug::server::device::configuration: Found protocol "lovense" for specifier BluetoothLE(BluetoothLESpecifier { names: {"LVS-EL01"}, manufacturer_data: [], advertised_services: {454c0001-0023-4bd4-bbd5-a6920e4c5653}, services: {} }).
2025-02-03T19:38:24.091702Z TRACE ThreadId(28) device creation{name=LVS-EL01 address=PeripheralId(88:1A:14:8C:A9:12)}: buttplug::server::device::server_device: Connecting to BtleplugHardwareCreator { name: "LVS-EL01", address: PeripheralId(88:1A:14:8C:A9:12) }
2025-02
-03T19:38:24.093198Z TRACE ThreadId(28) buttplug::server::device::hardware::communication::btleplug::btleplug_adapter_task: Device 88:1A:14:8C:A9:12 found, no advertised name, ignoring.2025-02-03T19:38:24.096881Z TRACE ThreadId(28) buttplug::server::device::hardware::communication::btleplug::btleplug_adapter_task: Unhandled btleplug central event: 

 

I think that looks like the error i it's ignoring my toy -  how rude!!!!

 

Do i just need to get a diffferent bluetooth adapter .....

 

edit: reverted to CBBE  body and the log file looks very different and much better. I still think it's my BT adapter causing the main issue so ordered another one. Will see how that goes.

Telekinesis.log 798.23 kB · 0 downloads

 

It seems that you are still not getting collisions.

 

Looking at your log, the observation of the meshes starts but it detects no collisions until the end:

 

Spoiler

 

2025-02-03T22:51:47.309162Z  INFO ThreadId(222) observe_bones{id=64}: telekinesis::bones: observation task 64 started. bone1=HEAD - bone2=Penis_01. collision_sphere=Collision { outer_distance: 20.0, depth: 12.0, min_stroke: 0.25, error_tolerance: 0.35 }
2025-02-03T22:51:47.309168Z  INFO ThreadId(129) bp_scheduler::client: dispatch handle=-1
2025-02-03T22:51:47.309173Z  INFO ThreadId(224) observe_bones{id=65}: telekinesis::bones: observation task 65 started. bone1=Pelvis_skin - bone2=Penis_01. collision_sphere=Collision { outer_distance: 12.5, depth: 8.0, min_stroke: 0.25, error_tolerance: 0.35 }
2025-02-03T22:51:47.309241Z  INFO ThreadId(129) bp_scheduler::client: body_parts=[]
2025-02-03T22:51:47.309330Z DEBUG ThreadId(129) bp_scheduler::filter: filtering actuators=[Actuator(Lovense Ridge (Vibrate)), Actuator(Lovense Ridge (Rotate))]
2025-02-03T22:51:47.309348Z DEBUG ThreadId(129) bp_scheduler::filter: result self.actuators=[Actuator(Lovense Ridge (Vibrate))]
2025-02-03T22:51:47.309407Z  INFO ThreadId(129) bp_scheduler::client: dispatch handle=59
2025-02-03T22:51:47.309419Z  INFO ThreadId(129) bp_scheduler::client: body_parts=[]
2025-02-03T22:51:47.309418Z  INFO ThreadId(224) bp_scheduler::client: actuators=[Actuator(Lovense Ridge (Vibrate))] body_parts=[]
2025-02-03T22:51:47.309437Z DEBUG ThreadId(129) bp_scheduler::filter: filtering actuators=[Actuator(Lovense Ridge (Vibrate)), Actuator(Lovense Ridge (Rotate))]
2025-02-03T22:51:47.309457Z  INFO ThreadId(224) dispatching{handle=59 action="vibrate"}: bp_scheduler::player: play scalar variable duration=18446744073709551615.999999999s
2025-02-03T22:51:47.309490Z DEBUG ThreadId(129) bp_scheduler::filter: result self.actuators=[]
2025-02-03T22:51:47.309516Z DEBUG ThreadId(224) dispatching{handle=59 action="vibrate"}: bp_scheduler::player: var initialized last_var=0 self.handle=59
2025-02-03T22:51:47.309538Z  INFO ThreadId(129) bp_scheduler::client: dispatch handle=59
2025-02-03T22:51:47.309566Z  INFO ThreadId(129) bp_scheduler::client: body_parts=[]
2025-02-03T22:51:47.309551Z  INFO ThreadId(222) bp_scheduler::client: actuators=[] body_parts=[]
2025-02-03T22:51:47.309586Z DEBUG ThreadId(129) bp_scheduler::filter: filtering actuators=[Actuator(Lovense Ridge (Vibrate)), Actuator(Lovense Ridge (Rotate))]
2025-02-03T22:51:47.309600Z  INFO ThreadId(222) dispatching{handle=59 action="oscillate"}: bp_scheduler::player: play scalar variable duration=18446744073709551615.999999999s
2025-02-03T22:51:47.309620Z DEBUG ThreadId(129) bp_scheduler::filter: result self.actuators=[]
2025-02-03T22:51:47.309645Z DEBUG ThreadId(222) dispatching{handle=59 action="oscillate"}: bp_scheduler::player: var initialized last_var=0 self.handle=59
2025-02-03T22:51:47.309664Z DEBUG ThreadId(129) telekinesis: result: 59
2025-02-03T22:51:47.309676Z  INFO ThreadId(207) bp_scheduler::client: actuators=[] body_parts=[]
2025-02-03T22:51:47.309701Z  INFO ThreadId(207) dispatching{handle=59 action="constrict"}: bp_scheduler::player: play scalar variable duration=18446744073709551615.999999999s
2025-02-03T22:51:47.309715Z DEBUG ThreadId(207) dispatching{handle=59 action="constrict"}: bp_scheduler::player: var initialized last_var=0 self.handle=59
2025-02-03T22:51:47.321739Z  INFO ThreadId(224) observe_bones{id=63}: telekinesis::bones: observation task stopped
2025-02-03T22:51:47.321744Z  INFO ThreadId(222) observe_bones{id=62}: telekinesis::bones: observation task stopped
2025-02-03T22:51:50.084696Z  INFO ThreadId(03) telekinesis::bones: lb_dynamic_stop

 

 

 

If it had detect any collision it would look like this:

 

Spoiler

 

2025-02-04T18:49:37.778853Z  INFO ThreadId(71) telekinesis::bones: control task started with settings dynamic.settings=DynamicSettings { move_at_start: true, starting_position: 1.0, min_resolution_ms: 80, min_ms_for_full_stroke: 200, stroke_max_ms: 2000, sampling_rate_ms: 50, initial_timeout_ms: 800, stroke_default_ms: 400 } selector_clone=Or([Tag("penis"), Tag("vaginal"), Tag("anal")])
2025-02-04T18:49:37.781847Z  INFO ThreadId(101) observe_bones{id=1}: telekinesis::bones: observation task stopped
2025-02-04T18:49:37.781856Z  INFO ThreadId(71) observe_bones{id=2}: telekinesis::bones: observation task stopped
2025-02-04T18:49:37.781866Z  INFO ThreadId(102) observe_bones{id=0}: telekinesis::bones: observation task stopped
2025-02-04T18:49:38.041170Z DEBUG ThreadId(71) observe_bones{id=3}: telekinesis::bones: state=InnerTurn dist=9.399721145629883 most_inward=9.399721145629883
2025-02-04T18:49:38.054808Z DEBUG ThreadId(71) buttplug::server::device::hardware::communication::serialport::serialport_comm_manager: Got 0 serial ports back
2025-02-04T18:49:38.143792Z  INFO ThreadId(71) observe_bones{id=3}: telekinesis::bones: sending inner turn!
2025-02-04T18:49:38.143811Z DEBUG ThreadId(71) observe_bones{id=3}: telekinesis::bones: state=MovingOut dist=10.242956161499023 most_inward=9.399721145629883
2025-02-04T18:49:38.143820Z DEBUG ThreadId(71) bp_scheduler::dynamic_tracking::tracking_mirror: moving outward
2025-02-04T18:49:38.143824Z DEBUG ThreadId(71) bp_scheduler::dynamic_tracking::tracking_mirror: setting var current pos depth=1.0
2025-02-04T18:49:38.181833Z DEBUG ThreadId(101) dispatching{handle=1 action_name="oscillate"}: bp_scheduler::player: var updated var=79 self.handle=1
2025-02-04T18:49:38.181830Z DEBUG ThreadId(71) dispatching{handle=1 action_name="constrict"}: bp_scheduler::player: var updated var=100 self.handle=1
2025-02-04T18:49:38.554017Z DEBUG ThreadId(102) observe_bones{id=3}: telekinesis::bones: state=OuterTurn dist=13.523292541503906 most_outward=13.523292541503906
2025-02-04T18:49:38.656549Z  INFO ThreadId(102) observe_bones{id=3}: telekinesis::bones: sending outer turn!
2025-02-04T18:49:38.656570Z DEBUG ThreadId(102) observe_bones{id=3}: telekinesis::bones: state=MovingIn dist=12.778454780578613 most_outward=13.523292541503906
2025-02-04T18:49:38.656578Z DEBUG ThreadId(102) bp_scheduler::dynamic_tracking::tracking_mirror: moving inward

 

 

I would suspect that the issue is still one of the body types, i.e. you either don't have FusionGirl or BodyTalk.

 

Also Female on Female animations don't work in your version yet and are skipped, I'm implementing that right now.

 

Spoiler

Do i just need to get a diffferent bluetooth adapter .....

 

Its definitely not an hardware issue.

 

 

Edited by gerroth
Posted

@UBBF I would suggest the following, double check if you run FusionGirl and BodyTalk.

 

If it still doesnt work try the following:

 

- Enable trace level in logging, you already did this in your first log, it will show you the actual "distances" between the colliding bones.

- Look at the lowest distance it calculates

- Increase the "outer_distance" in the collision spheres of Telekinesis2\Races\HumanRaceMale.json or Telekineiss2\Races\HumanRaceFemale.json until it matches the distance

 

This is also the process to create configurations for other body-types (like CBBE)

Posted

Will look at that - but my fix for the moment was to buy Skyrim and use your mod there.... where it works flawlessly.  Not that I needed an excuse to go shopping :-)

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