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Procedural Penis Animations/Collision [Beta]


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Posted
31 minutes ago, flatearthertom3 said:

It would be cool if there  was a way to know what the PC is paired with to make creature specific adjustments. For example for horses I'd like to offset the VaginaPostion back a bit more along the y axis but not for other races/humans. If I understood the documentations correctly this is not possible right now because a config will always pertain to a specific race and what I'm asking for  would require the config to be specific to a pair (pc and whatever creature is in the scene). Correct me if I'm wrong though. 
Edit: I guess the workaround is to change the skeleton for the horse, adjust the mesh etc.

Soo I don't really like the idea of the penetrator effecting the orifice position - although some of the creatures DO have fairly poorly positioned bones in their penis (Baka did a good job of correcting, but there's still many problems for us non-animators using the bones). A better solution would be to allow for us to specify little schlong bone offsets to better align them with how you visually see the schlong. That way we could offset the bone positions directly in the center. I'm already doing that with the SOS schlong and the tip, so if I extended that to a "virtual bone" for new bones, and a "bone offset/override" config area that'd be good for creatures. Just a biiit tedious. 

 

22 minutes ago, OptionalLemon said:

Ah damn, I was just about to try this out in VR too. Thanks for the heads up!

Try it anyways and get back to us on the issues/crashes so it can be fixed

 

 

11 minutes ago, lappen6327 said:

will it be Possible in the future to do that with the hands?

There's no real limitations, just programming time/testing. Only issue I can think of is if the animation is super offset, she's going to be absolutely torturing the man's penis lol. For now, not planned - although neither was creature support and look where we are now just a few days later lol. I get bored

 

 

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

 

Also for those using 0.0.12-WIP - don't get too comfortable with your config. I'm going to replace that spline with a more predictable corner system instead. The splines are just annoying to work with since you can't be precise.. 

Posted
2 minutes ago, Bigglsby said:

@asdt123123

 

With the Deer (aka Dear), the ABC config file is missing the "PenisClipFix": true parameter. 

 

Short term it can be added, but would be good to include in the next version.

That's an override config entry. If something isn't specified and you want to override the default config behavior - you add it. You can change virtually everything in the config assuming it pertains to that creature. I documented it pretty well in the config section on how it works. 

Posted (edited)
1 hour ago, asdt123123 said:

You probably have UBE, which means the default config values are being overriden by the ube.json. Or you have an error in your json. 

 

I am using UBE but i didnt pick the UBE option in the fomod since i mainly use UBE for futa stuff so the only config file I have is the default one, and when I make any changes to it, it just doesn't apply in game, nor does reloading or pausing work. I even reintalled the mod multiple times and ONLY changed the hook position to 2, handleopening to false, and only modified the offset and depthoffset of vagina and anus, and still nothing changes in game, so it can't be an error with the config either.

 

I did find a small workaround with the UBE penis by raising the penis height in racemenu which gave me much better alignment in sexlab scenes, although for some reaosn any cowgirl scene, regardless if its vaginal or anal, always tries too hook the penis in to the anus node. I spent like 3 hours trying to figure out the json thing last night to no avail so this is the best i could do to fix it for now. Still no idea as to why the accuratepenetration config just doesn't work for me in terms of changing numbers in the offsets.

Edited by JL28
grammar edit
Posted
18 minutes ago, asdt123123 said:

That's an override config entry. If something isn't specified and you want to override the default config behavior - you add it. You can change virtually everything in the config assuming it pertains to that creature. I documented it pretty well in the config section on how it works. 

 

Gotcha, add if desired.

 

I noticed that one creature entry was missed in the .json - Ash hopper/scrib.  I added to your default config file and attached for perusal.

 

bakafactory_abc.json

Posted
2 hours ago, asdt123123 said:

We might need some animation/skeleton person to remake some of the skeletons for this mod. Honestly if someone just added one extra bone to the SOS schlong of humans it could make bending super realistic. I just don't know how that would work outside of this mod - like if a mod animations schlong node 6 but we've added a 7th.

 

There is a mod by Acro called Mu Skeleton Editor.

It allows to dynamically add/edit bones to whatever skeleton via .json files.

Check spolier tag under "Json form" on that mod page.
It will add a new requirement, but it is all dynamic without compatibility nightmare.

Posted
20 minutes ago, Nagib said:

 

There is a mod by Acro called Mu Skeleton Editor.

It allows to dynamically add/edit bones to whatever skeleton via .json files.

Check spolier tag under "Json form" on that mod page.
It will add a new requirement, but it is all dynamic without compatibility nightmare.

Yeah you can modify the skeleton at runtime, but it wont influence the mesh. It must be attached to a skin instance of the BTriShape. Which also means the physical vertex weights of the mesh must contain that bone. Like "I am influenced 50% by Bone Index 3 and 50% by Bone Index 4.".

 

The only way to do that during runtime would be by modifying the raw vertex buffer, modifying the whole shape to insure your new bone has proper influence, then recalculating the skin partition. Which is very complex and would not be a 1 size fits all solution for all schlong types. No CLUE how stuff like SMP would react to that either. 

 

Best way to do it would be just modifying the mesh/skeleton outside the game. Using weight paint on outfit studio. 

 

1 hour ago, JL28 said:

 

I am using UBE but i didnt pick the UBE option in the fomod since i mainly use UBE for futa stuff so the only config file I have is the default one, and when I make any changes to it, it just doesn't apply in game, nor does reloading or pausing work. I even reintalled the mod multiple times and ONLY changed the hook position to 2, handleopening to false, and only modified the offset and depthoffset of vagina and anus, and still nothing changes in game, so it can't be an error with the config either.

 

I did find a small workaround with the UBE penis by raising the penis height in racemenu which gave me much better alignment in sexlab scenes, although for some reaosn any cowgirl scene, regardless if its vaginal or anal, always tries too hook the penis in to the anus node. I spent like 3 hours trying to figure out the json thing last night to no avail so this is the best i could do to fix it for now. Still no idea as to why the accuratepenetration config just doesn't work for me in terms of changing numbers in the offsets.

Check the logs for details. It's in your skse logs folder. AccuratePenetration.log or some shit. 

 

Cowgirl scene might be wrongly flagged as anal on sexlab. Check it's tags. 

 

It's entirely possible the mod isn't even loading and what you're seeing is just the normal sexlab animation 

Posted (edited)
2 hours ago, asdt123123 said:

Check the logs for details. It's in your skse logs folder. AccuratePenetration.log or some shit. 

 

Cowgirl scene might be wrongly flagged as anal on sexlab. Check it's tags. 

 

It's entirely possible the mod isn't even loading and what you're seeing is just the normal sexlab animation 

 

Here's what the accurate penetration.log says

 

[14:12:00.965] [9160 ] AccuratePenetration v0-0-1-0
[14:13:44.145] [12860] Installed frame hook
[14:13:44.145] [12860] [FHDT] Installing Call-Site Hook...
[14:13:44.145] [12860] [FHDT] If you crash here, please give me your crashlog! Means your FHDT version is (significantly) different
[14:13:44.154] [12860] [FHDT] Found CALL instruction at offset +56
[14:13:44.154] [12860] [FHDT] Original function is at 7FFD95A683A0
[14:13:44.154] [12860] [FHDT] Call-Site Hook installed successfully.
[14:13:44.154] [12860] Input Handler Registered

[14:13:44.154] [12860] SceneManager: Background thread started.

 

Its obviously working. My characters cock looks like it does in the example gifs during sexlab scenes, it's just the alignment isn't great. I went in to nifskope and followed the tutorial and matched my values in the config to what i set in nifskope and everything but like i've said it doesn't seem to be applying in game despite the fact that thye mod is working and running. I'm not really sure what other values to tinker with to make it better. Can anyone who tends to use thicker bodyslide presets for their npcs post their configs so i can try them out and see if it helps?

Edited by JL28
grammar edit
Posted
22 minutes ago, Horn-Y Addicted said:

@asdt123123 btw, with the next beta / alpha release  could you please add descriptions (comments) in the config file for PPA? 
 

Everything is very well documented on the page. I don't put it in the config because that would be messy since JSON doesn't support comments. Would also waste CPU cycles having to read those pointless words every time you reload the config

 

1 hour ago, JL28 said:

 

Here's what the accurate penetration.log says

 

[14:12:00.965] [9160 ] AccuratePenetration v0-0-1-0
[14:13:44.145] [12860] Installed frame hook
[14:13:44.145] [12860] [FHDT] Installing Call-Site Hook...
[14:13:44.145] [12860] [FHDT] If you crash here, please give me your crashlog! Means your FHDT version is (significantly) different
[14:13:44.154] [12860] [FHDT] Found CALL instruction at offset +56
[14:13:44.154] [12860] [FHDT] Original function is at 7FFD95A683A0
[14:13:44.154] [12860] [FHDT] Call-Site Hook installed successfully.
[14:13:44.154] [12860] Input Handler Registered

[14:13:44.154] [12860] SceneManager: Background thread started.

 

Its obviously working. My characters cock looks like it does in the example gifs during sexlab scenes, it's just the alignment isn't great. I went in to nifskope and followed the tutorial and matched my values in the config to what i set in nifskope and everything but like i've said it doesn't seem to be applying in game despite the fact that thye mod is working and running. I'm not really sure what other values to tinker with to make it better. Can anyone who tends to use thicker bodyslide presets for their npcs post their configs so i can try them out and see if it helps?

Post your config here and I'll see if it works for me. The config HAS to be loading, or the penises in-game would be freaking the hell out. So the fact your config isn't working seems like either:

  • OS problem - file not being saved
  • You have multiple instances of the file
  • You have an override config overriding you (You already mentioned that's not the case)
  • Maybe you misunderstand parts of the config? Can you toggle on debugs?
Posted (edited)
48 minutes ago, asdt123123 said:

Post your config here and I'll see if it works for me. The config HAS to be loading, or the penises in-game would be freaking the hell out. So the fact your config isn't working seems like either:

  • OS problem - file not being saved
  • You have multiple instances of the file
  • You have an override config overriding you (You already mentioned that's not the case)
  • Maybe you misunderstand parts of the config? Can you toggle on debugs?

 

Here's my config file. Maybe you can see if i did something wrong lol. Its certainly possible im missing something in the config itself thats a reason why its not taking effect in game. Also, would having the game remain unpaused when the console is open mess with the pausing/reloading of the config?

accurate-penetration.json

Edited by JL28
added info
Posted
52 minutes ago, asdt123123 said:

Everything is very well documented on the page. I don't put it in the config because that would be messy since JSON doesn't support comments. Would also waste CPU cycles having to read those pointless words every time you reload the config

Comments are rand or read by what is ran but the program/software, it should skip it because its not part of the code, all the comments are there for is to tell others why you did what you did, what was done.  If a program is reading and "running it" then that program is not very well designed and it would cause issues.

Posted

I tested again. Now the version 0.0.11 and it's working great. The only "problem" i found is the balls not movind in some animations like cowgirl and in some oral scenes, not all. Idk if this is possible to fix, but not a big problem. And it still have the bug where the vagina closes more than the preset is in anal animations. Just saying a feedback.

Your mod is awesome, you are a perv mage from another realm. Your contribution added a lot to the sex animations. I will continue following the progress. Thank you again.

Posted (edited)
2 hours ago, asdt123123 said:

Everything is very well documented on the page. I don't put it in the config because that would be messy since JSON doesn't support comments. Would also waste CPU cycles having to read those pointless words every time you reload the config

Yeh, i know it's documented in the froint page, but I feel like it would be best to include it directly in the config json, so one doesn't have to go back to the mod page and search for specific string's function and Alt-Tap non stop. 
Though if comments do cost resources while the game is running then no. It's fine as it is!

Edited by Horn-Y Addicted
Posted
9 hours ago, asdt123123 said:

Responses: 

  1. Try the 0.0.12 alpha version I posted above. This is unofficial - I have yet to test it fully but has more signatures for FSMP to scan for. I would re-install FSMP just in case too
  2. I don't have VR so I can't reverse engineer it with ghidra. I only have AE. You would have to provide very detailed information to me with exactly what's wrong - like what's not working. Crash logs, etc. I may even need you to perform some memory block dumps so I can verify the assembly of the offsets I'm using. I believe someone said it stopped working after version 0.0.5 too which is indicative of the mouth handling update. 
  3. Not the human's, but you can mess with the algorithm per creature (the abc overrides config). "PreserveSchlongHavokState" will be needed for most creatures due to their weird bone structures, that flags essentially tells my system: Use havok's penis as it exists, and work around it. 
  4. Deer, same thing. "PreserveSchlongHavokState".  The abc config is very lightly tested and was machine generated using baka's cbpc configs. It's very WIP. Make sure you report back here with good creature config values!

 

 

SkyrimVR works with your 0.0.12 version and quite well to boot.

 

The Deer clipping has been solved, I overlooked a typo in the "PenisClipFix" I had added.

What I noticed though is that F5 doesnt really seem to work on my end, I have to restart my game for changes in the .json to take effect.

The Skeever I have been fiddling with and improved it a bit not sure if what I wrote is entirely correct, therefore i would appreciate some input, also I'm using BHUNP UNPB body for this one:

{
        "_comment": "Skeever",
        "Races": [
            "Skyrim.esm|013201",
            "Skyrim.esm|0C3EDF"
        ],
        "PenisBones": [
            "SkeeverD 02",
            "SkeeverD 03",
            "SkeeverD 04",
            "SkeeverD 05",
            "SkeeverD 06",
            "SkeeverD 07"
        ],
        "PenetratorGirth": 0.5,
        "TipExtension": 0.1,
        "PreserveSchlongHavokState": true,
        "PenisClipFix": true,
        "VaginaPosition": {
            "Anchor": "NPC Pelvis [Pelv]",
            "Offset": [0.0, -1.7, -4.0],
            "DepthOffset": [0.0, -2.1, 1.0],
            "CollisionCylinderRadius": 1.0,
            "CollisionCylinderHeightModifier": 0.7
        }
    },

 

Apart from that, how could I create memory block dumps for you?

Posted

Is it possible to add a setting to offset where this mod sees the y axis for the bone "NPC Genitals06 [Gen06]". I'm using TRX schlong and by default that bone is set quite far back from the tip, when compared to default SOS schlongs. In oral animations the bend is occurring quite late so you can see it poke out the back of the head before bending down the throat. Admittedly you can rectify this by setting the "Short" slider in Bodyslide to 100% and when doing so the penis curving down the throat works very well.

 

Not sure if the "TipExtension" is supposed to do this but I am not seeing any effect when making the number larger. At least not in oral animations.

Posted

just upgraded to the latest version can hardly wait till ostim standalone works and its perfect for futa with the futa true gentleman addons imagine if the ostim standalone strapons worked it getting better all the time it awesome

Posted
54 minutes ago, GusCrow said:

I tested again. Now the version 0.0.11 and it's working great. The only "problem" i found is the balls not movind in some animations like cowgirl and in some oral scenes, not all. Idk if this is possible to fix, but not a big problem. And it still have the bug where the vagina closes more than the preset is in anal animations. Just saying a feedback.

Your mod is awesome, you are a perv mage from another realm. Your contribution added a lot to the sex animations. I will continue following the progress. Thank you again.

You could try to change the hook position to 2, I haven't seem that issue myself. "have the bug where the vagina closes more than the preset is in anal animations." don't know what this means. Some animations like Billy's force the holes open, maybe that's what ur talking about.

 

 

2 hours ago, tonitrulupus said:

Comments are rand or read by what is ran but the program/software, it should skip it because its not part of the code, all the comments are there for is to tell others why you did what you did, what was done.  If a program is reading and "running it" then that program is not very well designed and it would cause issues.

JSON doesn't support comments. There is no such thing as skipping, it has to read the block of text into memory regardless to match it to a valid key - waste of resources. Config would need over ~200 lines of text to fully explain everything. Pointless overhead when you can just look at the nice cleanly formatted documentation + pictures I have on the page and also means I don't have to type the same thing twice.  

 

51 minutes ago, Horn-Y Addicted said:

Yeh, i know it's documented in the froint page, but I feel like it would be best to include it directly in the config json, so one doesn't have to go back to the mod page and search for specific string's function and Alt-Tap non stop. 
Though if comments do cost resources while the game is running then no. It's fine as it is!

It's too much to document and it will become more and more excessive as more configuration is added. If I used a format like YAML they could be actual comments, but I prefer JSON due to the libraries  on C++ that allow super easy serialization. 

 

41 minutes ago, Skorm- said:

 

SkyrimVR works with your 0.0.12 version and quite well to boot.

 

The Deer clipping has been solved, I overlooked a typo in the "PenisClipFix" I had added.

What I noticed though is that F5 doesnt really seem to work on my end, I have to restart my game for changes in the .json to take effect.

The Skeever I have been fiddling with and improved it a bit not sure if what I wrote is entirely correct, therefore i would appreciate some input, also I'm using BHUNP UNPB body for this one:

{
        "_comment": "Skeever",
        "Races": [
            "Skyrim.esm|013201",
            "Skyrim.esm|0C3EDF"
        ],
        "PenisBones": [
            "SkeeverD 02",
            "SkeeverD 03",
            "SkeeverD 04",
            "SkeeverD 05",
            "SkeeverD 06",
            "SkeeverD 07"
        ],
        "PenetratorGirth": 0.5,
        "TipExtension": 0.1,
        "PreserveSchlongHavokState": true,
        "PenisClipFix": true,
        "VaginaPosition": {
            "Anchor": "NPC Pelvis [Pelv]",
            "Offset": [0.0, -1.7, -4.0],
            "DepthOffset": [0.0, -2.1, 1.0],
            "CollisionCylinderRadius": 1.0,
            "CollisionCylinderHeightModifier": 0.7
        }
    },

 

Apart from that, how could I create memory block dumps for you?

Either I have a mod that allows F1-12 in console, or you guys have a mod that blocks it. Try to use it in the ESC menu, the mod just checks if it's paused. You can also disable the console in the config somewhere, forgot the name of the entry. 

 

VaginaPosition has no effect unless you're fucking the skeever lol. It's for female humans (Or creatures if you got animations for that.....)

 

You might have some luck with these if you're trying to change the penis bend:
    "SolverStaticBendProjection": 2.0,
    "SolverDynamicBendProjection": false,
    "SolverDynamicBendProjectionMulti": 0.5,
    "SolverBendConeBase": 60.0,
    "SolverBendConeRange": 40.0,

 

17 minutes ago, Rogue1024 said:

Is it possible to add a setting to offset where this mod sees the y axis for the bone "NPC Genitals06 [Gen06]". I'm using TRX schlong and by default that bone is set quite far back from the tip, when compared to default SOS schlongs. In oral animations the bend is occurring quite late so you can see it poke out the back of the head before bending down the throat. Admittedly you can rectify this by setting the "Short" slider in Bodyslide to 100% and when doing so the penis curving down the throat works very well.

 

Not sure if the "TipExtension" is supposed to do this but I am not seeing any effect when making the number larger. At least not in oral animations.

Offset wouldn't help. You'd need to change the skeleton it's self, or just do what ur doing with bodyslide. You can maybe try ""SolverDynamicBendProjection": true" - but that schlong has only like half of it rigged. So the tip will never bend well, and the base will always bend a bit weird. 

 

You could move the first DepthOffset in the mouth further back, and the 2nd a little further down to give the schlong more time to bend down. But like I said, half that schlong has no bones - it's basically a dildo lol

Posted

Tried adding this to a new start and... it hangs alternate start before Racemenu opens up.  Black screen with ambient sounds.  Any idea why?

Posted
33 minutes ago, asdt123123 said:

VaginaPosition has no effect unless you're fucking the skeever lol. It's for female humans (Or creatures if you got animations for that.....)

 

You might have some luck with these if you're trying to change the penis bend:
    "SolverStaticBendProjection": 2.0,
    "SolverDynamicBendProjection": false,
    "SolverDynamicBendProjectionMulti": 0.5,
    "SolverBendConeBase": 60.0,
    "SolverBendConeRange": 40.0,

Female Skeevers when? Glad you had a laugh though.

 

Still the issue is not the bend but rather where the Skeever wants to insert his Penis, in this case the urethra. 

Which is why I was asking if it was possible to add Creature specific VaginaPositions.

Posted
1 hour ago, asdt123123 said:

You could try to change the hook position to 2, I haven't seem that issue myself. "have the bug where the vagina closes more than the preset is in anal animations." don't know what this means. Some animations like Billy's force the holes open, maybe that's what ur talking about.

 

 

JSON doesn't support comments. There is no such thing as skipping, it has to read the block of text into memory regardless to match it to a valid key - waste of resources. Config would need over ~200 lines of text to fully explain everything. Pointless overhead when you can just look at the nice cleanly formatted documentation + pictures I have on the page and also means I don't have to type the same thing twice.  

 

It's too much to document and it will become more and more excessive as more configuration is added. If I used a format like YAML they could be actual comments, but I prefer JSON due to the libraries  on C++ that allow super easy serialization. 

 

Either I have a mod that allows F1-12 in console, or you guys have a mod that blocks it. Try to use it in the ESC menu, the mod just checks if it's paused. You can also disable the console in the config somewhere, forgot the name of the entry. 

 

VaginaPosition has no effect unless you're fucking the skeever lol. It's for female humans (Or creatures if you got animations for that.....)

 

You might have some luck with these if you're trying to change the penis bend:
    "SolverStaticBendProjection": 2.0,
    "SolverDynamicBendProjection": false,
    "SolverDynamicBendProjectionMulti": 0.5,
    "SolverBendConeBase": 60.0,
    "SolverBendConeRange": 40.0,

 

Offset wouldn't help. You'd need to change the skeleton it's self, or just do what ur doing with bodyslide. You can maybe try ""SolverDynamicBendProjection": true" - but that schlong has only like half of it rigged. So the tip will never bend well, and the base will always bend a bit weird. 

 

You could move the first DepthOffset in the mouth further back, and the 2nd a little further down to give the schlong more time to bend down. But like I said, half that schlong has no bones - it's basically a dildo lol

About the vagina, if the bodyslide preset for example have a vagina showing lips, when an anal animation happens with this mod, the vagina appearance change, becoming more closed. This doesn't happens in oral or vaginal animations. I think the way this mod controls the anus is interfering in some vagina bones or something like that.

Posted (edited)

i cant believe PAA can even working with ABC, you are so fantastic. 

i have some confusion, i use 3ba(full cbpc) and ube anus, should i install with ube patch? i can't see any difference.

erin race mouth position is very strange, how could i disable functions about mouth in PPA?

and these screenshots are using 0.11,this horse penis should not insert at this animation. does this fix in 0.12? ScreenShot117.png.5a0c2c37c021e0f83ff2023fa61f7299.pngScreenShot118.png.f25125bf50f66a4100aa0fac4014e3d1.png

Edited by Mizusawa_omega
Posted
1 hour ago, Mizusawa_omega said:

i cant believe PAA can even working with ABC, you are so fantastic. 

i have some confusion, i use 3ba(full cbpc) and ube anus, should i install with ube patch? i can't see any difference.

erin race mouth position is very strange, how could i disable functions about mouth in PPA?

and these screenshots are using 0.11,this horse penis should not insert at this animation. does this fix in 0.12? ScreenShot117.png.5a0c2c37c021e0f83ff2023fa61f7299.pngScreenShot118.png.f25125bf50f66a4100aa0fac4014e3d1.png

That's just the nature of the mod. It thinks that penis is offset, and inserts it. You'll have to toggle the mod on/off during some scenes. In the future we'll be able to annotate these types of animations to avoid stuff like this, but that's low priority right now. 

Posted (edited)
3 hours ago, Skorm- said:

Female Skeevers when? Glad you had a laugh though.

 

Still the issue is not the bend but rather where the Skeever wants to insert his Penis, in this case the urethra. 

Which is why I was asking if it was possible to add Creature specific VaginaPositions.

If you turn on the penis bone debug, you'll see that for whatever reason the penis doesn't follow the bone. So if we offset the vagina to correct that, if the skeever penetrates from a different angle that offset will just make it worse. Reason it doesn't follow the bone well is likely due to how the bone vertex weights are painted. Each segment probably has a significantly different weight. 

 

A good idea might be to switch from the Baka factory skeleton/mesh for the problematic creatures, to the MoreNastyCritters's 1. 

 

We *might* be able to solve that for the HORSE by limiting the rotation cone much more. Like make the base 5. Or could just re-paint the horse schlong.

 

Edit: I checked it out really quick. The Horse on Baka's ABC has really bad weight painting for this mod's use-case. Half the schlong wont move correctly with the bones. 

The Skeever should work fine though. It's painted perfectly fine. 

Make sure you're using "PreserveSchlongHavokState": true and maybe "SolverDynamicBendProjection": true,

Edited by asdt123123
Posted (edited)
3 hours ago, asdt123123 said:

It's too much to document and it will become more and more excessive as more configuration is added. If I used a format like YAML they could be actual comments, but I prefer JSON due to the libraries  on C++ that allow super easy serialization. 

My point of it is, comments should not effect how the program or code is ran and has not effect on performance of the file/program, I do agree that it can become cluttered if the comments are to long, most only state the most information with the least amount of words.

 

 

 

After looking at what the json file actually is(never worked with it before) I can see why comments are not "allowed" or supported, The comments can be placed else where if needed, a text file in the mods/main program.  

json5 and toml also allow commenting as well but what the point of comments, when its used purely for a data

 

Just to let you know I have worked with different languages through the last 35 years, started in the 80's with ascII, and just in the last serval posts you have made I have learned a lot about the code used for Skyrim, thank you for sharing. 

Edited by tonitrulupus

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