dentonjc Posted May 17, 2025 Author Posted May 17, 2025 This is merely a proof of concept (screenshots below). I haven't yet decided if I'm going to do blowjob animations at all. Too much technical overhead. The most notorious problem is that the NAF doesn't bother to revert facial animation to its original state and leaves actors with open maws forever, looks terrible I've tried to solve it by slipping it the idle state animation but seems not to be working. Â Â 7
dentonjc Posted May 18, 2025 Author Posted May 18, 2025 Think this is the best I've managed to squeeze. Â Don't miss short video sample in the archive! Feedback welcome. Andreja_making_Some_guy_Happy.rar 12
dentonjc Posted May 21, 2025 Author Posted May 21, 2025 Watch the demonstration video of how indirect furniture targeting works in Ebanex! Â Normally, you can't shoot non-interactive objects in the game or, more specifically, they don't send event on active magic effect handler. But Ebanex is able to scan predefined static objects around the live targets and use them with some probability as the location for having sex. If a target "is using" a fit object it will be used with 100% prob (as in this video). IndirectTargeting_Demo.rar 2
dentonjc Posted May 21, 2025 Author Posted May 21, 2025 On 5/19/2025 at 6:41 PM, djay135 said: release date when?? Â Â Please be patient, I will release as soon as possible. 4
dentonjc Posted May 22, 2025 Author Posted May 22, 2025    How positioning works in Ebanex (in literally two words).    When the tool finds (or gets) an object to place the animation over, it doesn't actually place the actors directly on it. First, it creates an invisible marker and place it on the object then. Next, it places the actors on that marker.    This technique allows to achieve several goals.      First of all it helps to fix so called "misplaced root" issue.    Some objects in Starfield have their root not in the geometrical center of them. Stroud or HopeTech Bunk Beds or Stroud Lavatory for example: their root is heavily shifted aside of the sturctures themselves. When NAF starts an animation it places the actors in the root position then adds a shift predefined in glb-file. But I presume it displays only a visual representation of animation. The actors themselves still stay (invisible) in the root position during the whole animation!    When the root is centered (in most cases) it's ok. But when it's shifted (as with Stroud Lavatory for example), the actors are being "animated" where you place them while composing, but the invisible actors "ingame" stay in the root of the object. You don't see them, but you can feel them as an invisible and still palpable obstacle They often virtually block access to the object they occupy (e.g. ship's ladders). It's very disappointing actually.    The solution is here: you compose animation in the geometrical center of the "wrong" object, then place a marker in that center, then place the actors on that marker, bingo!        Second, it helps to avoid such ambiguous feature of MoveTo function as "entering" a target into an object when it's interactive. Say, if you move Player to the bed it will enter that bed and begin to sleep instead of having fun time Discurageous as well. Use a marker then, it hasn't entering feature.        Third, the markers help to re-calculate the final actors' coordinates including the angle around Z-axis. When it helps? When you have at least four Bunk Bed variants, totally identical but rotated by 90 degrees relatively to each other. Why render four sets of the same animation if you can perform sine-cosine transformation for a fresh placed marker? Pity, NAF doesn't provide a tool for the scene rotation.  Thank you for your time! I hope it was somewhat entertaining.  3
djay135 Posted May 22, 2025 Posted May 22, 2025 (edited) On 5/21/2025 at 1:39 PM, dentonjc said: Â Â Please be patient, I will release as soon as possible. coll. good work. also hopefully you release it on nexus mods so you can get more visibility. Edited May 22, 2025 by djay135
dentonjc Posted May 23, 2025 Author Posted May 23, 2025 (edited) 1 hour ago, SciFiSky2330 said: Probably a dumb question, but to be certain, will we be able to use this mod to make our player character have sex with a chosen npc? Or will it just be npc on npc sex? AMAZING work, by the way!  Both variants, but personally I prefer npc-npc interaction.  First of all Ebanex is a weapon which shoots some target to get it copulating, and you can't shoot yourself. This problem is solved this way: if the distance to a target is relatively small (e.g 1-2 of ingame units) Ebanex will use Player as one of the actors. In its turn this inflicts several tech problems. You lose normal control, you "enter" furniture (solved now), at last you can't shoot further while fucking. It's very inconvenient for my taste (try SnuSnuField and you'll get it). Therefore Ebanex optionally uses a fake-player quirk: when it detects that Player must be involved, it spawns a dummy actor, copies Player's appearance to that dummy and gets it acting. You see yourself naked and fucking from aside It's being deleted after use of course. This feature is optional but is always on now, because I haven't got spare time to test the real player's action.  Edited May 23, 2025 by dentonjc 2
dentonjc Posted May 28, 2025 Author Posted May 28, 2025 Informational update.  Now cracking so called "combined" furniture objects. These objects consist of several single objects placed side by side. E.g. "metal frame couch" which isn't a couch at all, but a set of metal frame chairs snapped together. Bethesda's hell... Sorry dudes, I can not drop this because such furnitures are too widely used in the game's world 🙂  9
dentonjc Posted June 7, 2025 Author Posted June 7, 2025 The work is not abandoned, just busy making poses and scripting. Â Â 13
randomthug Posted June 8, 2025 Posted June 8, 2025 We're all rooting you on, got me to not lurk after finding this thread for the first time today. This is fantastic work.Â
dentonjc Posted June 11, 2025 Author Posted June 11, 2025 4 hours ago, SirDuke said: THIS is awesome Need somebody to help testing? Â Before release I'd wish to send you loose mod files for manual install and some testing if you don't mind. Â
dentonjc Posted June 11, 2025 Author Posted June 11, 2025 A bit of foot-fetish with perfect Issa Eklund  4
dentonjc Posted June 11, 2025 Author Posted June 11, 2025 A research workbench at its best use. Â Â 7
Vallsz Posted June 13, 2025 Posted June 13, 2025 (edited) Great work. Take your time, I know it's hard to ignore all the furniture. This game has so many assets to work with. Now if we could just get a high poly male/female body SOS or CBBE equivalent that will be consistently updated. Too bad this one was only player body and seemingly was abandoned. It was the best attempt we've had after Slim Fit. https://www.nexusmods.com/starfield/mods/12457 Edited June 13, 2025 by Vallsz 1
DIYDeath Posted June 18, 2025 Posted June 18, 2025 This looks great so far, gj! Starfield really needs a proper sex mod like this! Hope it can be rigged to work with mods like Enslaved, etc.
Vallsz Posted June 20, 2025 Posted June 20, 2025 We definitely need a pool table and ping pong table animation lol 1
dentonjc Posted June 24, 2025 Author Posted June 24, 2025 On 6/20/2025 at 3:31 PM, Vallsz said: We definitely need a pool table and ping pong table animation lol   You've got it. The thing is so clumsy, it easily will go for a double-bed or sort of, frankly I don't see what kind of unique animation I could do here... May be I could utilize that net over there somehow... 2
dentonjc Posted June 26, 2025 Author Posted June 26, 2025 (edited) 21 hours ago, poor1 said: suggestion: replace the pistol model with something like a digipick or a banana   Interesting idea. May be somewhat like an option in the future. But isn't the banana supposed to be a melee weapon? Anyways I don't see it firing the projectiles which is crucial in current Ebanex' mechanics :-) Using a pistol has its advantages. E.g. you're able to start an animation from the great distance, even beyond the line of sight of an enemy. Due to its modular nature you get a slightly different pistol (with different effects) each time you load, and that's fun too for my opinion. Edited June 26, 2025 by dentonjc
Vallsz Posted June 30, 2025 Posted June 30, 2025 (edited) On 6/24/2025 at 1:49 AM, dentonjc said: Â You've got it. The thing is so clumsy, it easily will go for a double-bed or sort of, frankly I don't see what kind of unique animation I could do here... May be I could utilize that net over there somehow... Â Fallout 4 has some good reference points for pool table animations. Like one npc standing while the other is sitting on top of it. That's why I was surprised animations didn't just get ported over from Fallout as this game has a lot of the same furniture assets. Edited June 30, 2025 by Vallsz 2
Fabrice123 Posted July 7, 2025 Posted July 7, 2025 I'd love to try this mod. Does it work on the latest version of Starfield? This mod is super cool. It's a shame there aren't many people making many mods like this. I can't wait for it to come out.
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