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Before we start:

  • Alpha Software - this mod may destroy your machine, ruin your life or bring about global nuclear Armageddon. YOU HAVE BEEN WARNED.
  • Modders' Resource. No Normally playable content. This is a sex framework, meaning that it doesn't add content itself but rather makes it easier for other modders to add content.
  • Limited Functionality. This is a quick and dirty adaptation of Crazy6987's sex gun into a format more easily used by modders. Compared to Sexout or SexLab, this is severely lacking in features. On the other hand, it has all sorts of advantages over nothing at all. Just, let's keep expectations realistic to start with.
  • Upgrading from 0.0.1: Delete the old BSA2 archives! One of them has been renamed as four_play - Main.bsa2 as per the convention. The other one, the textures archive, has disappeared altogether since I'm not adding any textures. Delete the Data/Scripts/four_play folder as well.


What It Is

 


A sex animation framework based on Crazy6987's sex animations.

 

Installation

 

Use the mod manager of your choice. Or just copy the archive contents into Fallout 4\Data. There's no installers or wizards to worry about.

 

Software Demo

 

Open the console and type "coc 4test" to get to the test cell. The terminals there have some information and some test options that can double as demo scenes.

 

How to use it

 

The source is included in the archive, and that's probably your best documentation. Briefly however:

 

The module name space is "four_play" and the main quest is four_play:Main

 

There are two entry points for the module: four_play:Main.four_play and four_play:Main.four_play_main.

 

Umm... I could have probably used a little more imagination in some of those names... Nevermind.

 

four_play:Main.four_play(actor a0, actor a1=None, float duration=30.0)

 

This takes two actors, picks a random two person animation and starts it going for 30 seconds. You can override the time with the duration flag. If a1 is None, a solo animation is chosen for a0. This function tries to make sure there's a male actor in the male role (all current animations are solo or m/f) and will swap a0 and a1 to make that happen.

 

There are also a couple of parameters that probably shouldn't be there. "happy" is supposed to set a happy expression on the actors faces. I forgot about it until I came to write this. "start_mark" is a marker that can be used to position a0 before sex starts. This is implements but broken, so don't use it.

 

function four_play_main(Actor a0, Idle i0, Actor a1=None, Idle i1=None, keyword arch0=none, keyword arch1=none, objectreference start_mark=none, float duration=30.0)

 

This is a lower level function. Actors a0 and a1 are used in the male and female position respectively, So if you want your female PC to ream Kellogg with a strapon, this is the one to call. Both idles are specified separately, and in principle can take any animation supplied. The Arch parameters are facial animation archetypes intended to change the expression, duration is how long the animation lasts and start_mark is broken and should not be used.

 

When either of these functions are called, the a1 actor is moved next to a0 and the idles are started. Actors are stripped and re-dressed - usually, anyway.

 

Callback

 

The mod sends a custom event called animation_over with the two actor as arguments. This should let you pick up control after an animation ends. There doesn't seem to be a way to raise a custom event on another form., so there's no way to register for events from an actor - you'll need to make sure the event you get is for the actors you expect.

 

Known Issues

 

No control of a running scene: You can't change the animation, restart, reposition or any of the cool sexlab features most of us are used to.

 

Single Stage Only: Only one simple loop is animated. There's no syncing of animation, no multi-stage animations just one loop.

 

Ground Pounder Weirdness: The "ground pounder" animation has the female floating about three foot off the ground for some reason. Seems to be an issue with the animation. Maybe.

 

Survival Options, v1.62. This mod has an inventory item that saves the game in Survival Mode. It seems to conflict with the mod for some reason.

 

And probably thousands more - I'll update the list as I remember them (or am reminded!)

 

Custom Races

 

Custom races need to be registered from a script. I've made this as easy as I can:

race property my_race auto; ...four_play:Main.register_race(my_race)


Troubleshooting Guide

 

I can't get to the test cell!

 

The test cell is just a cell like any other interior location in the game. You got there by typing

coc 4test


from the console. If you can't get there, it almost certainly means the mod isn't loaded. Check your mod manager and make sure the esp is selected.

 


Stripping isn't working!

 

As of 0.0.4 stripping uses F4SE 0.3.0 So make sure that's installed and up to date.

 

No, really! Stripping isn't working!

 

Turns out there's a known bug in F4SE 0.3.0 where the GetWornItem function doesn't work right unless Papyrus loads debug information. So do the following:

  • Edit %USERPROFILE%\Documents\My Games\Fallout4\Fallout4Custom.ini.
  • Add the following if absent:

[Papyrus]bLoadDebugInformation=1


Those of you who found that stripping started working when you enabled logging - this is why. Which means you can disable the logging if you wish so long as you keep the two lines above.

 


The GetWornItem bug is expected to be fixed in 0.3.1 which is currently under development.

 

F4SE is installed and up to date, I'm loading debug information and there's still no stripping

 

F4SE 0.3.0 also modifies some of the vanilla scripts. In particular Four-Play's stripping code needs the F4SE version of Actor.pex. The easiest way to ensure you're using this is to copy the data folder from the F4Se archive. It's easy to overlook this since the install instructions that come with F4SE 0.3.0 are out of date and don't mention this step at all.

 

Stripping isn't working, I tell you!

 

A lot of people have reported that enabling papyrus logging fixed their stripping issues. That probably means I need a wait or two somewhere in the code. Meanwhile, enabling logging seems to be a practical workaround. See "If All Else Fails" for how to do this.

 

Animations Aren't Working

 

Check you have the animations installed. Installing Crazy's Gun Mod will do the job, and you can check that the animations themselves work with Crazy's gun. If that works, go to the test cell (see above) and use the terminals to see if you can start animations that way. If the test cell works, then the problem is likely with a mod calling Four-Play. If it doesn't I'll need to look at it.

 

If All Else Fails

 

There's a lot that could go wrong and a lot of cases that I almost certainly haven't considered. If it's still not working the best way to proceed is to give me a log file to look at. To do that:

  • Follow the instructions here
  • start up a game session
  • coc to the test cell.
  • try and start an animation
  • leave the game
  • edit the log file in notepad
  • post the contents to pastebin.com
  • submit the pastebin page - this will give you a new web page with your pasted log file as its contents
  • post the url of the new pastebin page here along with a description of the problem


Dependencies:

 


F4SE: Now needed for stripping.

 

Crazy's Animation Gun: At the time of writing, Crazy hasn't signed in since before I started on this exercise. As such I've not been able to get his permission, so I don't feel comfortable bundling his animations. So you need the mod installed. You shouldn't need the esp loaded if you don't want it.

 

NSFW Strap-on dildo for FO4: Optional. If loaded and if a female actor is in the aggressive role, Four-Play will try and soft-load the strapon. I haven't really had a chance to test that yet, so it may not work.


  • Submitter
  • Submitted
    04/01/2017
  • Category
  • Requires
    F4SE, Crazy6987 - Sex Animation - Gun Version

 

Edited by CPU

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Thank you so much! Downloading now ...

 

Ps: Is it necessary to have all the DLCs as required masters? Not a problem for me personally, but maybe some people  will only have the base game.

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You're welcome. I think I'll go play something for a bit now - I'm knackered!

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Ps: Is it necessary to have all the DLCs as required masters? Not a problem for me personally, but maybe some people  will only have the base game.

Shouldn't be. I think what happened is I loaded up Armorsmith Extended to copy the nude ring from there, and when I saved I got the DLC dependencies. I'll have a look at cleaning them out. I can't think of any reason I would need anything from the DLC.

 

[edit]

 

Somehow, some of the navmesh tris in the DLCs got altered. Not sure how, I never touched the damn things. I can't seem to delete the navmesh, so I'm going to deep copy everything but the navmesh into a new esp and then re-navmesh the test cell. That should sort it out.

 

Something like this happened to me in Skyrim once, I seem to remember.

 

That still gives Armor Keywords as a master - that one could probably be useful to keep...

 

[edit]

 

I'm an idiot! It's Armor Keywords that's pulling the DLC in.

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@DocClox

 

I just made a Mindless sex mod for this http://www.loverslab.com/files/file/3925-four-play-mindless-sex-fo4s-gotta-fuck-em-all/ in the style of MatchMaker.

 

Everything works great, except a few minor issues. Excellent job with this

 

Some issues I have experienced (could just be problems on my end, also take your time, what you already have is already excellent :)):

- How comes a bunch of body textures/ meshes were packaged in the archive? Is this necessary? I imagine people probably wants to use their own body texture.

-The NPC never seems to reequip their clothes in my test (could just be a Mindless problem, IDK). The player does, but occassionally she equips a completely random item that is not even in the inventory

- Everytime a solo scene strikes (i.e. actor0 = player/npc and actor1 = none), i'll get two popups saying "Cannot strip". The masturbation then plays correctly. Am I implementing this wrong for Mindless? Or maybe the masturbation script is missing some if condition xyz != none somewhere.

- Mod Organizer can't read your BSA for some reason. I needed to extract the BSAs for the mod to work at all. Maybe just a MO issue. Maybe you should include a line in the OP about this. 

Again, very minor issues compared to the great break-through that you made after months of no progress for FO4. Congratulations and thank you again. :)

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- How comes a bunch of body textures/ meshes were packaged in the archive? Is this necessary? I imagine people probably wants to use their own body texture.

Not sure, to be honest. I just told the CK to create an archive then fiddled with it to make sure all the scripts and source files were included.

 

I did see there some textures I hadn't expected, but by that time I wanted to get the damn thing posed before I found another excuse to put off releasing it.

 

I'll look at it.

 

-The NPC never seems to reequip their clothes in my test (could just be a Mindless problem, IDK). The player does, but occassionally she equips a completely random item that is not even in the inventory

Damn. I thought I'd sorted that out. Oh well...

 

- Everytime a solo scene strikes (i.e. actor0 = player/npc and actor1 = none), i'll get two popups saying "Cannot strip". The masturbation then plays correctly. Am I implementing this wrong for Mindless? Or maybe the masturbation script is missing some if condition xyz != none somewhere.

I confess, I skimped on solo testing. Something else for the list smile.png

 

- Mod Organizer can't read your BSA for some reason. I needed to extract the BSAs for the mod to work at all. Maybe just a MO issue. Maybe you should include a line in the OP about this. 

Again, very minor issues compared to the great break-through that you made after months of no progress for FO4. Congratulations and thank you again. smile.png

That *is* odd. I just told the CK to make an archive. The workflow has changed a little from the Skyrim version though, so it's possible I'm missing a step or something. That said, packaging them from the Skyrim Menu never worked quite right either. Hmm...

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hey thanks for this maybe now i will be able to use the newer blender on building new animations i was getting sick of using the old one.

 

btw i sure hope this mod wasn't first april joke ??  :D

post-160974-0-59310800-1491066843_thumb.gif

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Just a heads up if you can't get in contact with Crazy for permissions.

 

The readme in his mod says:

Crazy6987 Animations - Feel free to modify and use my content as you wish

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- Mod Organizer can't read your BSA for some reason. I needed to extract the BSAs for the mod to work at all. Maybe just a MO issue. Maybe you should include a line in the OP about this. 

Again, very minor issues compared to the great break-through that you made after months of no progress for FO4. Congratulations and thank you again. smile.png

 

That *is* odd. I just told the CK to make an archive. The workflow has changed a little from the Skyrim version though, so it's possible I'm missing a step or something. That said, packaging them from the Skyrim Menu never worked quite right either. Hmm...

 

 

A few users of Mindless (ps: and Violate) are reporting similar issues with NMM too. They need to extract the BSA for anything to work at all.

 

Just a heads up if you can't get in contact with Crazy for permissions.

 

The readme in his mod says:

Crazy6987 Animations - Feel free to modify and use my content as you wish

 

Leito, will you be kind enough to bless us with your amazing animating skill at some point? :)

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- Mod Organizer can't read your BSA for some reason. I needed to extract the BSAs for the mod to work at all. Maybe just a MO issue. Maybe you should include a line in the OP about this. 

Again, very minor issues compared to the great break-through that you made after months of no progress for FO4. Congratulations and thank you again. smile.png

 

That *is* odd. I just told the CK to make an archive. The workflow has changed a little from the Skyrim version though, so it's possible I'm missing a step or something. That said, packaging them from the Skyrim Menu never worked quite right either. Hmm...

 

 

A few users of Mindless are reporting similar issues with NMM too. They need to extract the BSA for anything to work at all.

 

Just a heads up if you can't get in contact with Crazy for permissions.

 

The readme in his mod says:

Crazy6987 Animations - Feel free to modify and use my content as you wish

 

Leito, will you be kind enough to bless us with your amazing animating skill at some point? :)

 

Looking into it.

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- How comes a bunch of body textures/ meshes were packaged in the archive? Is this necessary? I imagine people probably wants to use their own body texture.

Not sure, to be honest. I just told the CK to create an archive then fiddled with it to make sure all the scripts and source files were included.

 

 

 

90% of the Files in the BSA are not needed and there are 2 Scripts folders.

Go home CK, you´re drunk...

 

I had something like this with an early version of TD, though it should have only contained some animations and furnitures the Main.bsa was about 500mb big and the textures.bsa contained about half the textures of the game.

Programming at its bethst...

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90% of the Files in the BSA are not needed and there are 2 Scripts folders.

Go home CK, you´re drunk...

Heh. I googled BSA2 files to see if I could find some workflow tips. The best one I found said

  1. Create the archive from the CK menu
  2. Delete everything the CK suggests
  3. Add in the correct files

I'd forgotten what this was like :)

 

Spent this morning so far shameless goofing off. I'll resume work tonight or tomorrow. First priority is to fix the archives and the DLC dependencies. Then I think the solo animations and then concurrent scenes.

 

Thinking about it, I probably should have made this an ESM. Not that it's slowed vinfamy down at all :)

 

Maybe I'm better off just providing a SexLab style GetAPI global. Anyone have a preference?

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DocClox I dont care if you are a man, I will actively seek you out and give you a MASSIVE hug(GIEF address ;-D) :-P Will install in the next run :-D

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Great work, Sadly im to stupid to figure out how to use it... Has anyone had the problem that no animations work? I'm trying in the 4test cell but my game hates me for some reason.

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Hey Doc, great work.  If you need a beta tester, or in this case an alpha tester let me know.

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Great work, Sadly im to stupid to figure out how to use it... Has anyone had the problem that no animations work? I'm trying in the 4test cell but my game hates me for some reason.

 

OK. You're in the cell. You've used the terminals on the walls, I take it? One of them sends you back to Sanctuary, the others should have menus with animation options.

 

If you've done that, the next question is do you have Crazy's gun mod installed?

 

Hey Doc, great work.  If you need a beta tester, or in this case an alpha tester let me know.

 

I probably will once I get the base feature set sorted out. I'll let you know :)

 

Small update incoming. Nothing major - just removes the junk from the BA2 files and  gets rid of the dependencies on the DLC. Apparently the nudifying device was set up to strip various classes of NPCs from Far Harbor and Nuka World. And Antomatron Assaultrons as well. Got rid of the keywords and F4Edit cleaned the master's right up.

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Great work, Sadly im to stupid to figure out how to use it... Has anyone had the problem that no animations work? I'm trying in the 4test cell but my game hates me for some reason.

 

OK. You're in the cell. You've used the terminals on the walls, I take it? One of them sends you back to Sanctuary, the others should have menus with animation options.

 

If you've done that, the next question is do you have Crazy's gun mod installed?

 

 

So I installed this mod and all requirements, created a new save, teleport to 4test, use the terminal in the left room, exit the terminal = nothing. 

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That is huge differnce in size it is now only few kilobytes is this correct ??

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So I installed this mod and all requirements, created a new save, teleport to 4test, use the terminal in the left room, exit the terminal = nothing. 

 

 

OK, any chance you can get me the relevant section of the log file?

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That is huge differnce in size it is now only few kilobytes is this correct ??

 

Should be. The old one pulled in a pile of textures that weren't needed. This one is just the pex files, the source for those files and the positioning statics from Crazy's mod. I don't think there's anything else needs to go in there.

 

That said, I really do need to go back to a clean Fallout folder and reinstall everything using MO2. I'll never be able to test this stuff properly if I can't test against a guaranteed clean data folder and I don't currently have one.

 

Trouble is MO2 wasn't showing up all the mods I installed last time I tried it (or didn't seem to be). If that doesn't work I suppose there's always Wrye Bash...

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Hi, I've installed this mod (with all requirements) however, after some cheeky action  ;)  :) The NPC doesn't get re-dressed?


EDIT :: Oops, my bad it's already a known issue.

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So I installed this mod and all requirements, created a new save, teleport to 4test, use the terminal in the left room, exit the terminal = nothing. 

 

 

OK, any chance you can get me the relevant section of the log file?

 

 

I didn't find a single log file in my install so... No sorry.

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