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trognog

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  1. The poop despawns in most cells as any other item after a while (although it might take a long while for cells to refresh). It does not despawn in cells where other loot doesn't either. So theoretically you could poop in your house so much that everything breaks. That is unlikely to happen though and if it really goes that far, a save could be easily salvaged. It is a non persistent item and behaves like if you would spawn in cheese via console. The puddles are impact effects and behave similar to blood splatters. I don't exactly know when they get cleaned up, but at some point they do. I believe that is the cleanest way to handle items put into the world. You could track the poop with scripts that add despawn timers, but that just creates references which tend to easily break, which can cause severe problems down the road, especially on installing/uninstalling the mod. So best leave it to the vanilla garbage collector of Skyrim.
  2. Not sure what could cause this. Do you have partial stripping enabled in the PAF options? Usually the pee should always be visible. For debugging you could try to change your gender in Sexlab. If the stream is visible after toggling that I probably messed up to apply the correct animation. If so please give me a note, I cannot currently reproduce the issue.
  3. I am currently refactoring, but I haven't decided yet if I make Sexlab an optional module. Apart from the integration, I use Sexlab to detect gender for the core survival features to play the correct animations. But maybe I can do it differently. It just supplied an easy API for it which other mods use as well. I tried Dirt and Blood and it looked compatible on the first look. Is there a specific incompatibility you have noticed? I only checked if overlays were applied and it seemed to be that case. But I didn't test most features. ZAZ isn't a hard dependency anymore, but I still use its assets. I haven't found any other particle effects I could use. I have dabbled with animations and somehow even managed to include some, but how the ZAZ crew managed to do this is still a mystery to me. I will always play with slavetats and I think it is a mod everyone should use, because it is so awesome, but I might change how overlays are applied with the help of racemenu. Just to drop further dependencies. I think slavetats is still state of the art to do that though, so I will only drop it if it doesn't lead to compatibility issues. DAR seems great, but integration would take some time. For the time being I will stick to FNIS and Nemesis Thank you soo much! I noticed it and tried to correct the alignment of the animation marker with nifscope and manual editing. But I always managed to somehow destroy the file while doing so. Will certainly include that! There currently isn't a way to speed things up, but I also think that it is too long right now for normal gameplay. I will look at the timing again and maybe include an option to adjust it to a certain degree.
  4. Not too well, this is why I added a function to add some at least. I don't think I ever found an outhouse in vanilla. I just recently found Dooty, which screams for integration. JK is on my modlist too. Dooty and JK seem to be compatible as I have both seen on the modlist I follow. Currently still running a minimal setup for testing though, so it might take a while.
  5. It seems we now have animated arseholes. Games without that just aren't playable. I love Fallout 4 and thought about converting PAF. But everytime I started modding I kept writing some weird patches to make my game less weird. I love Fallout 4, but damn is it a buggy mess...
  6. I actually don't know what could be the issue here and why it wouldn't work and would say that it does support different races (untested). I actually have it on my list that I need to check if a tracked PAF NPC is a horse. And even that should work, at least for the game logic in the background, there just aren't any animations for horses. I have a few functions that check if the character is valid to play animations on. Most of these checks I delegate to Sexlab. Are these races working there correctly? But if PAF reports that you have to pee and then it says that you don't when you try to do that, it failed these specific checks: bool function PlayerReady() return !(PlayerREF.IsInCombat() || PlayerREF.GetSitState() != 0 || PlayerREF.GetSleepState() != 0 || PlayerREF.IsOnMount() || PlayerREF.IsSneaking() || PlayerREF.IsSwimming()) endFunction bool function ReadyToAnimate(Actor a_actor) return PlayerReady() && SexLab.ValidateActor(a_actor) == 1 && !isAnimating && !IsInMenuMode() endFunction the flag isAnimating is used internally by PAF. It is only relevant if you are already playing a PAF animation. That would probably leave the Sexlab validation failing. Perhaps it would work if you find some Sexlab compatibility patches for the races you are using. I use the validation from Sexlab to keep PAF from playing any animations while any Sexlab animation plays and it also checks for some additional things that must be true for character being able to play animations.
  7. Ah, 4 seconds sound suspicious as that is exactly the time between two status checks where PAF does recalculations. The buffs are added by a script that decides which buffs need to be applied. Because I was too lazy to code checks for already applied buffs, I just removed all PAF buffs and re-added those that are still applicable. So the buff is removed very shortly and then re-added again. That probably leads to the flickering you see. Shouldn't do anything bad aside the flickering and it isn't a compatibility issue. I put it on the list to fix.
  8. There are buffs/debuffs if you have empty/full bladder/bowels or when you are dirty. You can disable the debuffs in the MCM. Personally I don't use them either. What was weird about them, did you get penalties even when you had an empty bladder/bowels?
  9. Did you run FNIS after installation? Animations registry has changed, so you need to generate a new behavior file. The logic remained the same. Did you reset the mod? Did you try to pee without a toilet? Do you have mods that change time progression?
  10. schlongsofskyrim.dll I believe. There are probably more files in your plugins folder, but you only need to overwrite this one.
  11. Should go in \Skyrim Special Edition\Data\SKSE\Plugins. Using the file from the Release folder should be safest (not the AVX ones). My mod manager failed to place it there as well, so I did so manually.
  12. It is not always about realism, but yes, the scaling is silly :D. Should be disabled by default. I do indeed want to make the mod lighter and remove old dependencies. Will reevaluate all addons. Here is a version without the ZAZ dependency with repackaged resources and a very crude vanilla survival integration... Still extremely VIP... -- snip -- removed file here, please use the version that is uploaded as release
  13. Thanks, will take a look at pregnancybelly. Got everything to compile again. Surprisingly it seems easier to set everything up now and I didn't need to hunt some of the more arcane dependencies. The modding package from racemenu is from 2018, but I believe they included some necessary compatibility stuff from oldrim. Will remove all these functions and revise the scaling system. Will also look at DD. Seems to be updated quite recently. It just needs a lot of script logic, as you have to check for blocked orifices in a lot of places. I will leave in those checks for the time being, they don't do anything bad if you don't use DD. Integrating other mods is otherwise far more simple. Also found ZAZ9. ZAZ is a huge dependency and I since I needed to redownload everything I have reached all the download limits for now... PAF only uses a tiny but essential piece of ZAZ (the particle effects for peeing mostly). Would really like to drop the dependency here, although ZAZ doesn't do anything bad in my experience. You could probably use any version you find somewhere, even the oldest ones. Still quite a huge chunk that isn't strictly needed... It was just a convenient package to use as it also supplies some fitting animations I use as default. Agreed and I could use anyone wanting to test. I am actually looking at reducing all dependencies to make the mod lighter. I just want to provide compatibility with other mods. Blood and Dirt is a prime example as it applies overlays that could conflict. Might not be possible with the base mod as it seems to use magic effects with an applied shader, but with stuff like dirt & blood & cum, which uses a better method of applying overlays, compatibility isn't too hard. It it probably as simple as using different overlay slots and hooking up to any cleaning actions in such mods mostly isn't too difficult. I think slave tats is still the best way to apply overlays (everyone should use slave tats), but I need to check some things so it doesn't conflict with other often used mods. Still, any integration sometimes requires overwriting scripts of the original mods (yes, that is a dirty way to integrate them). That is dangerous if said mods are newer than PAF, which most of them are by now... I would therefore heavily advice to not install any addons with the current version for the time being. First priority is indeed to strip that baggage, but the core mod should still run in its current form. General Info: You do NOT need the addons for PAF to be compatible with mods like INeed or KIC or the other survival mods. It will be compatible without it. It will fall back to a strictly time based needs integration and if you get cleaned in another mod, the dirt from PAF will stay and has to removed separately. I would recommend to not install addons or use some patched version some people provided in this thread. You are awesome btw!
  14. Decided to stick to FNIS, seems to be more compatible and in an overall better state. Will test the animation replacer later. I may remove the scaling options though. As far as I can tell on first glace, 3BA doesn't have a proper belly node? The morphs looks weird to say the least... was a gimmicky feature in the first place. Will try to fix the other stuff first. At least the basic functionality seems to work with the ZAZ8+ and the newest slavetats. Haven't tested much more at this point or any of the addons. Will very likely only test for Skyrim AE 1.6.640 for the time being. Thinking about the other integrations. Might kick out Devious Devices for now too. Bloats the code a bit for the additional checks. Does anyone use the new vanilla survival features? Or is the THE absolute best survival mod worth integrating? The PAF dirt textures look weird on newer bodies. Might look into Dirt & Blood. Seems like a mod I would want to use myself.
  15. Yeah, some lazy dude really needs to do that... Just installed Skyrim again. Was really looking forward to a stable mod environment. This was not the case.... The latest version of PAF was released shortly after SE came around and it was painful to patch it together. There is a decent chunk of Oldrim in there... So now there is an AE version, an alternative to FNIS and also discontinued; bodies I have never heard of... need to do research what people are actually using in 2023... cannot promise anything, this isn't a quick patch. I need to revisit all dependencies and their compatibilities.
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