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ASF - Autonomous Sex Framework


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Posted
On 5/26/2026 at 9:49 AM, Dr.Modz said:

I was finally able to get it work after numerous trials and errors. not sure what the issue was but I had to download some specific mod whose version was off or something. Honestly I kind of like the enforcer standalone version because it feels a little bit more immersive. I'm thinking using that mod and the outfit composer may be a good combination.

Glad to hear you got it working.


It sounds like you are using SES2. I agree with your sentiment. Without dialogue and some story it does not capture the Slaverun feel. As noted on its download page it is best paired with story mods which do add that atmosphere. Public Whore, Licenses, and especially LMAO, add quite a bit of atmosphere. But part of me still misses Slaverun stories and quests. Hopefully one day Kenjoki and I will have free time to patch ASF into Slaverun Reloaded 5.0. But I am off playing other games right now so it might be a while.

Posted

This looks cool, wish more people used this framework. Was playing with the SL nights mod and was abducted by Astrid, the captives just decided to have a good time..

 After a scene is over, can you use this framework to send them back to what they were doing before instead of staying on top of the bed?

  • 1 month later...
Posted

When I found this mod, I was initially excited, but I couldn't get it to work. When testing it with spells, the mod doesn't detect any actors (a notification appears). I tried changing the settings, but nothing worked. It's a shame; I had high hopes...

Posted

Could I exclude some beds with "ASF_ScenePos_Chance_0" or is there some other way of doing this as it seem ASF and creature framework don't seem to communicate properly with each other. I've dropped some invisible bedrolls around and sometimes one of them is picked at the same time for scenes even when one or the other scene is already in full action. Have seen it happen both ways, like bed already occupied with ASF but CF still picks it up or vice versa. No biggie as that stuff it pretty minimal in my game.

Also i feel like when npc is in pillory and  scene starts it filters out aggressive tag, and theres not many bondage animations without that tag. Most likely something on my end in SL configuration but was trying everything around the other day trying to get pillories to work.

Otherwise works as advertised.

Posted

@ZakkBaker There is an ASF debug spell the player can cast on actors to debug whether they are eligible. I forget if there is an MCM option to learn those spells. If not type help asf 4 spel to find all ASF spells and add the one that mentions debug to the player. Then select the spell in your inventory and cast on actor to get a debug menu to popup. One of the options is to diagnose the actors validity. It outputs information to the console.

 

Actors are only available when they pass dozens of checks. The checks prevent interrupting scenes and other player interactions. More than likely all of the actors you manually added were temporarily unavailable for some reason. If you keep playing the game you may notice they become available. Or you can debug to find out exactly why they failed to pass the most recent check. Checks happen on package changes so there can be some delay in detecting a newly available actor. Which is great for performance. But means it can take a bit of time if you are sitting there monitoring only one actor. My advice it to keep playing the game.

 

@apEna You can exclude a type of bed using keywords. But not individual beds. KID distributes keywords to base objects. So CommonBed3 is one base object. You can exclude that style of bed in the entire game. But if you want to exclude one specific instance of that bed, say in Castle Volikahr, you can not do that with KID alone. 

 

Fortunately you can probably exclude all invisible bedrolls once you figure out what EDID they use.  

 

I suspect your pillory issue is due to SL filtering out aggressive animations. ASF's Random Sex does not mark actors as victims. It does not have enough info to know whether an actor is a victim or not. If you have SL setup to filter out aggressive animations unless there is a victim you will not see very many pillory anims.

 

Until other mods are released that replace ASF's Random Sex feature with targeted sex I do not have a perfect solution to that issue. You would need to update your SL settings to stop filtering animations or be satisfied with the animations SL filters out.

Posted
5 hours ago, kaxat said:

Actors are only available when they pass dozens of checks. The checks prevent interrupting scenes and other player interactions. More than likely all of the actors you manually added were temporarily unavailable for some reason. If you keep playing the game you may notice they become available. Or you can debug to find out exactly why they failed to pass the most recent check. Checks happen on package changes so there can be some delay in detecting a newly available actor. Which is great for performance. But means it can take a bit of time if you are sitting there monitoring only one actor. My advice it to keep playing the game.

 

I used spells in several places (in Whiterun and in my own fort), and the notification said the actors weren't eligible, even though they weren't performing anything other than sandboxing. The settings were correct, and the scene animations were definitely there. Perhaps the actor availability requirements are too strict? The mod has great potential, but it's currently unusable for the average player.

I'll check the console logs to figure out why...

Posted
5 hours ago, kaxat said:

Actors are only available when they pass dozens of checks. The checks prevent interrupting scenes and other player interactions. More than likely all of the actors you manually added were temporarily unavailable for some reason. If you keep playing the game you may notice they become available. Or you can debug to find out exactly why they failed to pass the most recent check. Checks happen on package changes so there can be some delay in detecting a newly available actor. Which is great for performance. But means it can take a bit of time if you are sitting there monitoring only one actor. My advice it to keep playing the game.

 

I used spells in several places (in Whiterun and in my own fort), and the notification said the actors weren't eligible, even though they weren't performing anything other than sandboxing. The settings were correct, and the scene animations were definitely there. Perhaps the actor availability requirements are too strict? The mod has great potential, but it's currently unusable for the average player.

I'll check the console logs to figure out why...

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