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Posted
On 8/31/2025 at 10:09 PM, orehomu said:

The probability of leaking is set based on friendship level, so please check that.

If the settings are correct, please make sure that required mods such as Skypatcher are installed.

I made this patch because I really love the wetself OnDying feature and wanted to see it actually work. If you check my posts on this site, the only two things I've done here are: first, asking how to trigger this feature when I didn’t know how to make mods yet, and second, after learning modding, implementing it myself. I hope you don’t mind me taking the initiative.

Posted
On 9/24/2025 at 2:47 AM, LoneSurvivorMax said:

Still no stream on PC after this update. When I roll back to 1.7.2 it works fine.

I'll try to see if I can reduce the processing load.

Posted
On 9/24/2025 at 8:08 AM, IceWitch33 said:

Okay, so I actually managed to get the list of the Private Needs animations to show up on the Open Animation Replacement program and I decided to place all files that the mod consists of, into their corresponding folders, but even then, the mod won't show up in MCM.  So I'm still wondering if I'm missing a step or two in the installation process

I've never experienced a similar problem in my environment, so I don't know, but I think it's a good idea to check that all required mods are the latest versions and are applied.

Posted
On 9/24/2025 at 7:42 AM, Reeaeeae said:

Would it be possible to turn off spawning excrement? I really have no use for it and it clutters up my world space.

It will be automatically deleted when the cell is detached, so I don't think it will remain in world space.
I will look into whether it is possible to prevent waste from remaining.

Posted
On 9/24/2025 at 1:06 PM, arlo2 said:

I have a question. When I turn off stagger, does that stop you from peeing yourself?

I just tested it and even at 100% bladder with staggering turned off, I won't pee myself. Maybe I wasn't patient enough, although I did wait for ~2 minutes.

I had thought turning off stagger would only disable stagger, but you'd still pee yourself. But from my observations you can turn off stagger, and since staggering is off, therefore you won't pee yourself.

 

Is peeing yourself directly tied to staggering, therefore when you disable staggering, you essentially disable peeing yourself? If that's the case, maybe in a future update you can change it so you can pee yourself without the need to stagger.

The leak check is performed when the character is staggered, so if you turn staggering off, leaks will not occur. 

It will probably take some time to make it so that only leaks occur.

 

Posted (edited)
On 9/24/2025 at 4:37 PM, beariskill55 said:

I truly appreciate all the work you’ve done on this mod.
Could you please provide the pee-peeing event handler you mentioned?
I would be extremely grateful if you could share it

There are three event handlers:

 

* Peeing starts without animation

RegisterForModEvent("PNO_UrinateStart", "OnUrinateStart")

Event OnUrinateStart(int bladderLv, Form frmActor, float Magnitude = -1.0, int timeout = -1, bool bWetSelf = false)
 

* Stopping peeing

RegisterForModEvent("PNO_UrinateFinish", "OnUrinateFinish")

Event OnUrinateFinish(Form akActor)

 

* Executing the excretion animation

RegisterForModEvent("PNO_ExcreteAnimStart", "OnExcreteAnimStart")
Event OnExcreteAnimStart(bool bPoop, Form frmActor, Form furnitureRef)

 

* "Start peeing without animation" sample

- Causes the "akTarget" Actor to unconditionally "Maginitude:0.0~1.0, -1.0 as force" pee for 10 seconds "timeout".
- The force of the pee is determined by the amount of urine stored in the bladder "bladderLv:0~5, -1 as Values managed by mod".

- Peeing inflicts the Wetting debuff "bWetSelf"

 

Int iModEventHandle = ModEvent.Create("PNO_UrinateStart")
ModEvent.PushInt(iModEventHandle, -1)
ModEvent.PushForm(iModEventHandle, akTarget)
ModEvent.PushFloat(iModEventHandle, -1.0)
ModEvent.PushInt(iModEventHandle, 10)
ModEvent.PushBool(iModEventHandle, true)
ModEvent.Send(iModEventHandle)

Edited by orehomu
Posted
6 hours ago, CharleneHu said:

I made this patch because I really love the wetself OnDying feature and wanted to see it actually work. If you check my posts on this site, the only two things I've done here are: first, asking how to trigger this feature when I didn’t know how to make mods yet, and second, after learning modding, implementing it myself. I hope you don’t mind me taking the initiative.

Thank you for providing the patch.

I didn't know that using "setDontMove()" would apply the spell to dead players as well.

In the next update, I will release the mod with the patch incorporated.

Posted
2 hours ago, orehomu said:

이벤트 핸들러는 세 가지가 있습니다.

 

* 애니메이션 없이 오줌이 시작됩니다.

RegisterForModEvent("PNO_UrinateStart", "OnUrinateStart")

이벤트 OnUrinateStart(int bladderLv, Form frmActor, float Magnitude = -1.0, int timeout = -1, bool bWetSelf = false)
 

* 오줌 누는 것을 멈추다

RegisterForModEvent("PNO_UrinateFinish", "OnUrinateFinish")

이벤트 OnUrinateFinish(Form akActor)

 

* 배설 애니메이션 실행

RegisterForModEvent("PNO_ExcreteAnimStart", "OnExcreteAnimStart")
이벤트 OnExcreteAnimStart(bool bPoop, Form frmActor, Form furnitureRef)

 

* "애니메이션 없이 오줌 누기 시작" 샘플

- "akTarget" 액터가 무조건 "Maginitude:0.0~1.0, -1.0 as force"로 10초간 소변을 배출합니다.
- 소변의 강도는 방광에 저장된 소변의 양에 따라 결정됩니다. "bladderLv:0~5, -1 as Values managed by mod".

- 오줌을 누면 젖음 약화 효과 "bWetSelf"가 발생합니다.

 

Int iModEventHandle = ModEvent.Create("PNO_UrinateStart")
ModEvent.PushInt(iModEventHandle, -1)
ModEvent.PushForm(iModEventHandle, akTarget)
ModEvent.PushFloat(iModEventHandle, -1.0)
ModEvent.PushInt(iModEventHandle, 10)
ModEvent.PushBool(iModEventHandle, true)
ModEvent.Send(iModEventHandle)

Thank you, orehomu. I tried to make some changes myself using the event handlers you provided and ChatGPT, but unfortunately I couldn’t get it working since I’m new to modding. I’m still very grateful for your kindness, and I look forward to your future mods.
P.S. I don’t want to give up, so I’ll try to look for other approaches.

Posted (edited)

I presume once again, I am having an issue purely on my end, but I'd be remise if I didn't share.

 

Funnily enough, I actually reported an issue that was the complete opposite of the one I'm having now awhile ago (Footsteps made no noise). When the PC is running the Holding in pee idle/Basement section of OAR (Not sure what its exactly called). I get double footstep noises. 

 

Not sure why, but if I were to guess it may be a conflict with Immersive Sound Compendium? As I believe that adds footstep noises? Not sure if OAR provides the sounds for footsteps or if its tied to the hkx animation file itself. 

 

 

Edited by The Lonesome Spirit
Posted
8 hours ago, orehomu said:

Thank you for providing the patch.

I didn't know that using "setDontMove()" would apply the spell to dead players as well.

In the next update, I will release the mod with the patch incorporated.

Hi Orehomu,

Thank you so much for your kind response and for considering my patch for the next update! I’m thrilled to hear that it’s helpful and that you’re planning to include it. The SetDontMove() workaround was a bit of a lucky find while experimenting, and I’m really happy it works for the wetself OnDying feature.

If you need any more details about the patch or want me to test anything specific for the update, please let me know—I’d be glad to help. Thanks again for creating such a fantastic mod and for being so open to community contributions! Looking forward to the next release!

Best, CharleneHoo.

Posted
9 hours ago, orehomu said:

I've never experienced a similar problem in my environment, so I don't know, but I think it's a good idea to check that all required mods are the latest versions and are applied.

 

Hey, I just wanted to say first of all that I really do appreciate responding back to me about this stuff.  Secondly, I did look into everything that I believe I need to look into, and it didn't look like I had to update anything.  So I guess I might just be screwed lol.  But hey, I'm sure I'm just messing something up on my end of things. 

 

Anyway, thanks for the help and I'm glad to see that a lot of other people are able to enjoy this mod.  o/  

Posted (edited)
On 9/26/2025 at 8:56 AM, The Lonesome Spirit said:

I presume once again, I am having an issue purely on my end, but I'd be remise if I didn't share.

 

Funnily enough, I actually reported an issue that was the complete opposite of the one I'm having now awhile ago (Footsteps made no noise). When the PC is running the Holding in pee idle/Basement section of OAR (Not sure what its exactly called). I get double footstep noises. 

 

Not sure why, but if I were to guess it may be a conflict with Immersive Sound Compendium? As I believe that adds footstep noises? Not sure if OAR provides the sounds for footsteps or if its tied to the hkx animation file itself. 

 

 

The footstep sounds should be described in the hkx file.
I used this hkx file as provided, so I haven't looked into the implementation.

Are there any mods or anything that could help me with how to fix the problem?

Edited by orehomu
Posted
On 9/26/2025 at 9:13 AM, CharleneHu said:

Hi Orehomu,

Thank you so much for your kind response and for considering my patch for the next update! I’m thrilled to hear that it’s helpful and that you’re planning to include it. The SetDontMove() workaround was a bit of a lucky find while experimenting, and I’m really happy it works for the wetself OnDying feature.

If you need any more details about the patch or want me to test anything specific for the update, please let me know—I’d be glad to help. Thanks again for creating such a fantastic mod and for being so open to community contributions! Looking forward to the next release!

Best, CharleneHoo.

Thank you very much for your cooperation.
I have merged the patch you provided into 1.7.5.

Posted
On 9/26/2025 at 9:35 AM, IceWitch33 said:

 

Hey, I just wanted to say first of all that I really do appreciate responding back to me about this stuff.  Secondly, I did look into everything that I believe I need to look into, and it didn't look like I had to update anything.  So I guess I might just be screwed lol.  But hey, I'm sure I'm just messing something up on my end of things. 

 

Anyway, thanks for the help and I'm glad to see that a lot of other people are able to enjoy this mod.  o/  

I'm sorry I couldn't be more helpful.

In the next update, I will address the issue where papyrus doesn't display in MCM due to its load upon initial installation.

Posted (edited)
1 hour ago, orehomu said:

The footstep sounds should be described in the hkx file.
I used this hkx file as provided, so I haven't looked into the implementation.

Are there any mods or anything that could help me with how to fix the problem?

 

This mod - Third Person 1H Sprint - Double Footstep Sound Fix (OAR) may help fix the issue or shine some light on a fix? It may not, I'm fairly certain that Immersive Sounds - Compendium, is causing the conflict, as turning down the footsteps volume slider in the settings fixes the issue. It however gets rid of footstep noises when Basement animations are not running. 

 

I asked ChatGPT to help me solve the issue, here is what it told me:

 

Quote

Nice catch on what’s happening. You’re basically getting two triggers per step:

  • ISC changes the footstep sound descriptors that play when the animation fires the usual FootLeft/FootRight events.

  • Your PNO/OAR replacement animation also has its own sound annotations baked into the HKX (often a SoundPlay-type annotation or custom footstep events).

  • Result: one sound from the animation’s custom sound event, plus one from the normal footstep event that ISC routes to its new sounds.

You’ve got three clean ways to end up with only one source.

Option 1: Remove the sound annotations from the HKX (best, if you can edit)

Goal: keep FootLeft/FootRight so ISC works; remove any SoundPlay or custom footstep sounds inside the animation.

How:

  1. Extract the HKX.

  2. Use a tool like hkanno / hkxpack-sse to export annotations.

  3. Delete only the sound-related annotations. Common names to look for:

    • SoundPlay or PlaySound

    • sndFootstepLeft / sndFootstepRight

    • Any custom-named sound events in the annotation list
      Keep FootLeft / FootRight.

  4. Repack the HKX and place it back in your OAR set.

Result: the animation still times footsteps; ISC provides the actual audio; no doubles.

Option 2: Use an OAR rule to strip the animation’s sound annotations (no HKX edit)

If the mod author wants to ship a fix without editing HKX, OAR can handle event-level controls.

  • In the OAR JSON rule for that specific PNO animation, add an annotation filter that removes the sound events but keeps FootLeft and FootRight.

Example skeleton (adjust event names to match what the HKX actually uses):

 

{
  "name": "PNO run anim without extra SFX",
  "priority": 200,
  "conditions": [ /* your OAR conditions here */ ],
  "annotations": {
    "remove": ["SoundPlay", "sndFootstepLeft", "sndFootstepRight"]
  }
}
 

------------

Notes:

  • Exact keys depend on the OAR version and the animation’s events. If you’re unsure of names, enable OAR debug logging for annotations, or quickly export the HKX annotations once to read the list.

  • Do not remove FootLeft or FootRight; those are what feed ISC.

Option 3: Make the animation’s custom sound a “silent” sound (last resort)

If you cannot edit HKX and OAR can’t remove those events in your setup:

  • Create a silent Sound Descriptor and point the animation’s event to it. This usually requires changing the event’s target, which you typically can’t do without editing the HKX; so this is mostly for authors who already control the assets.

  • You could also temporarily test by swapping your race’s FootstepSet to a silent one in SSEEdit, just to confirm which track is firing, but don’t ship that; it silences all footsteps.

Quick way to verify which channel is doubling

  1. Temporarily disable ISC. If the extra sound persists, the HKX is injecting it.

  2. Re-enable ISC and remove the OAR animation. If the double disappears, the OAR animation is the second source.

  3. With both on, turn on OAR annotation logging to see exactly which events fire per footfall.

What I’d recommend to the author

  • Prefer Option 2 for a lightweight compatibility rule: ship an OAR config that removes only the animation’s sound events.

  • If they’re comfortable with asset edits, Option 1 is the cleanest end-state.

 

Hopefully this helps, sorry I can't be of more help, or if you can even replicate the issue. Some of the solutions GPT provided might only take into account if a user IS using Immersive Sounds - Compendium.

 

I kept asking, if there was a way to patch for people who use ISC and for those who do not, here is what GPT suggested:

 

Quote

hat’s a smart concern — you don’t want your mod (or patch) to break footsteps for people who aren’t using Immersive Sounds Compendium (ISC). Here’s how you can handle both groups:


The Core Issue

  • With ISC: You want OAR animations to send FootLeft/FootRight events only, so ISC’s descriptors handle the audio.

  • Without ISC: You still need the HKX’s built-in sound annotations, otherwise the player hears nothing.

So the fix has to be conditional: keep custom sound events if ISC is missing, but strip them if ISC is installed.


Two Main Approaches

1. Make an OAR conditional patch

- OAR rules can check for plugins.

- You could write an OAR JSON rule like:

 

{
  "name": "PNO Run Anim - ISC Compatibility",
  "priority": 200,
  "conditions": [
    {
      "type": "PluginIsLoaded",
      "plugin": "Immersive Sounds Compendium.esp"
    }
  ],
  "annotations": {
    "remove": ["SoundPlay", "sndFootstepLeft", "sndFootstepRight"]
  }
}
 

------------

 

This means:

  • If ISC is present, the rule removes the custom footstep sounds (letting ISC handle it).

  • If ISC isn’t loaded, the animation runs with its HKX sounds untouched.

2. Ship two versions (less elegant)

  • One OAR config for ISC users, another for non-ISC users.

  • They install whichever version matches their setup.

  • Works, but creates extra maintenance and user confusion.


Recommendation

Go with Approach 1 — conditional OAR rules. That way the mod is self-adapting. Users with ISC get clean, non-doubled footsteps; users without ISC still hear normal steps from the animation HKX.

 

 

 

Edited by The Lonesome Spirit
Posted
19 hours ago, The Lonesome Spirit said:

 

This mod - Third Person 1H Sprint - Double Footstep Sound Fix (OAR) may help fix the issue or shine some light on a fix? It may not, I'm fairly certain that Immersive Sounds - Compendium, is causing the conflict, as turning down the footsteps volume slider in the settings fixes the issue. It however gets rid of footstep noises when Basement animations are not running. 

 

I asked ChatGPT to help me solve the issue, here is what it told me:

 

 

Hopefully this helps, sorry I can't be of more help, or if you can even replicate the issue. Some of the solutions GPT provided might only take into account if a user IS using Immersive Sounds - Compendium.

 

I kept asking, if there was a way to patch for people who use ISC and for those who do not, here is what GPT suggested:

 

 

 

 

Thank you.
As you suggested, I will look into whether this can be addressed with the OAR patch.

Posted

I couldn't get the mod to work. I downloaded the mod, made sure the esp is enabled and finis registered it. However couldn't find the mcm menu, ran the console commend as well and still nothing.

Posted
 

I couldn't get the mod to work. I downloaded the mod, made sure the esp is enabled and finis registered it. However couldn't find the mcm menu, ran the console commend as well and still nothing.

 

 

Once again with this update my player character has no stream. I'm just going to stick with your old version. 

To address the loading issue, in the next update I will add "Scrab's Papyrus Extender" to the required mods to further reduce the processing load.

Posted
 

How can i disable the holding pee wetself animation?

Please do this from the OAR settings screen.
I plan to make this possible in MCM in the future.

Posted

HELLO EVERYBODY CAN SOMEONE TELL ME IS THIS MOD CONPATIBLE WITH DRIPPING WHEN AROUSED & FILL HER UP Baka EDITION - AND DO I NEED PRIVATE NEEDS REDONE !!

 

GREETINGS FROM AUSTRIA

 

Posted (edited)
 

HELLO EVERYBODY CAN SOMEONE TELL ME IS THIS MOD CONPATIBLE WITH DRIPPING WHEN AROUSED & FILL HER UP Baka EDITION - AND DO I NEED PRIVATE NEEDS REDONE !!

 

GREETINGS FROM AUSTRIA

 

They're not compatible, but they don't conflict either.

If you install them together, I recommend configuring them to display only the effects you need according to your preferences.

 

This is a separate mod from "Private Needs Redone", so no installation is required.

Edited by orehomu

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