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Baking For Mara Animation Framework - DEV 0.2
Notes :General :
- Public release of TEST 0.1.3
Baking For Mara Animation Framework - TEST 0.1.3
- Added backend changes for a Nexus Mods available version which removes functionality not available through the Nexus Edition
Added :
- More aggressive check added to try and force idles to disable, this method is temporary until we have a better solution and still may not always work
Changed :
- ='Males' now also have their upper body equipment removed when starting an animation (found edge cases where the upper still covered the lower, also looked a bit odd in some cases)
- JSON Format now uses underscores as a delimiter for Offset params (ex. "LocOffset":"0.0_0.0_0.0")
- Old offset format values will not work and may cause bugs, json configs will need to be updated
Fixed :
- =Fixed Sexual Pleasure gain in erotic animations being drastically lower than intended
- I accidentally divided by 60 twice when changing the rate from seconds to minutes >.>
- When switching the Animation Event, the ObjectTarget should now be accounted for
Baking For Mara Animation Framework - TEST 0.1.2
Added :
- BFM_GetCharStatus API Function which returns the CharStatus for the given character reference
- BFM_ED_AnimEventSwitch and AnimEventPlayer_ED_AnimEventSwitch API Dispatchers which calls when the AnimEvent is switched in the Anim Event Player
- Added backend for switching Anim Event during playback, which apparently I forgot to port from SCake
- "ArousalMorphValue" added to CharStatus which stores the value of the internal Aroused Morph for easy use by modules.
- System for undressing equipment (Clothes/Armor) implemented, BFM can now 'hide' clothing/armor in specified slots
- During animations, 'male' humanoid characters will undress their helmet and lower body by default, 'female' humanoid characters will undress their helmet, upper body, and lower body by default
Changed :
- Arousal gained during erotic animations is now per-minute rather than per-second
Fixed :
- Fixed ArousedSnap setting to 9.99 instead of 0.99, causing morphs to act unexpectedly
- Added additional delay to both sides of BFM to work around an uncontrollable race condition caused by UE4SS's UE initialization behavior
- Under certain conditions, BFM's C++ side would not be able to catch BFM's BP side before it initialized, or would initialize too early and crash, causing it to stop functioning entirely and leading to no animations being able to register
Baking For Mara Animation Framework - TEST 0.1.1
Note :
- Going to consider this the first version with a 'usable' API, although the API was there before, I had considered the method to be potentially temporary. However, after failing to find a better method we're just going to stick with what we got and see what happens.
- Previous API implementations was most of SCake's basic API functions but translated to BFM, including "BFM_StartAnimEvent" "BFM_StartAnimEvent_Basic" "BFM_ValidForAnim" functions on BFM_SuperWidget, "BFM_ED_CharAroused" "BFM_ED_SexEquipChanged" "BFM_ED_CharTrackEnabled" "BFM_ED_CharTrackDisabled" "BFM_ED_AnimSwitch" "BFM_ED_AnimStart" "BFM_ED_AnimEnd" "BFM_ED_CharClimax" "BFM_ED_EventClimax" Dispatchers on BFM_SuperWidget
- Additional dispatchers on other objects include "CharStatus_ED_Aroused" "CharStatus_ED_Climax" "CharStatus_ED_NotAroused" on BFM_CharStatus, "AnimEventPlayer_ED_AnimSwitch" "AnimEventPlayer_ED_AnimStart" "AnimEventPlayer_ED_AnimEnd" "AnimEventPlayer_ED_EventClimax" on BFM_AnimEventPlayer
- Not all API Usable functions mentioned, but these are the major ones, Additional API functions will now be noted in the changelog when added
Added :
- BFM is now capable of temporarily disabling FootIK for Human characters
- Creature support requires a lot of manual work, so will be in a future version
- "FootIK" added to AnimSlot JSON Config, when set to "True" the FootIK will remain enabled
- Note when FootIK is enabled leaning will also be enabled since it is part of the FootIK
- "BFM_ED_CharNotAroused" and "CharStatus_ED_NotAroused" dispatchers, which calls when a character is no longer aroused
- Ported the backend for Adjustments/Offsets in Animations from SCake with the required adjustments
- This officially marks the last thing which can be ported from SCake 'easily', everything else from here on out will either be development alongside SCake, or requires a lot more work since it requires gameplay integration or new methods
Changed :
- Arousal now caps at 1000 similar to Sex Heat
- This prevents run-away arousal and make it so the time it takes to correct remains reasonable even at absurd settings
Fixed :
- Fixed version number display with much better logic that should help prevent errors in the future
- Adjusted the C++ delay thread and BP's initialization delay to prevent a race condition that would occasionally cause BFM to fail loading JSON files
- Arousal Multiplier is no longer set to 0 by default, should start at 1x (100%) and increasing arousal should now function correctly
- Fixed Min Arousal also adding in base-heat to the equation
Simple NBO for BFM Module - DEV - Version 0.1
Added :
- Now checks against BFM version the module was made for, displaying a message if version doesn't match
- Using an old enough version may also trigger a crash
Simple NBO for BFM Module - TEST - Version 0.0.1
Added :
- Simple arousal detection, when aroused the Penis will become erect, when not aroused the Penis will become un-erect
- Simple animation detection, when entering an erotic animation the Penis will be forced to become erect, will return to the aroused state after the animation ends
Sugar Cake Animation Framework - Version 0.6.1 DEV
Notes :
- Baking For Mara has a lot of elements ported from the Sugar Cake Animation Framework (0.6 DEV), so many additions are being done in large general chunks, however the two frameworks are not 1:1 and new systems will need to be built specifically for Oblivion Remastered
- Not all features from SCake were able to be ported over, however listing every single feature as 'added' would have been silly, so instead this initial release will just mark some general ported systems, these systems do not contain gameplay integrations and only consider the custom code such as the animation player
- The comms feature between Gamebryo and Unreal is currently unusable and incomplete, so all animations must currently be triggered by the Unreal side for now
- An SDK for these very early versions won't be provided, awaiting to see if game patches shake things up and to give time to figure out more viable long-term solutions to a large number of potential issues
- If a json starts with an underscore it will be ignored
Added :
- Initial porting work from SCake mostly complete, does not include any gameplay integrations/persistence/or adjustments systems, just things which were fully custom and could port over without major overhauls, reworks, and were not awaiting larger fixes (adjustments system needs fixes before being ported over)
- Implemented backend for storing animation data
- Implemented modified compatibility checker
- Implemented modified animation player
- Implemented basic API features for starting/interacting with animation events
- Implemented modified parser and register
- Created a C++ UE4SS mod which can find and load the AnimJSON files automatically
- Currently hard coded for the Steam version's file path, need more info on XBox version before adjustments can be made
- Added some basic validity checks to prevent animation errors, however these checks are heavily incomplete so expect strangeness
- Implemented CreatureID system, attempts to get the type of creature/humanoid being animated for AnimSet matching and creature compatibility
- Added assumed genders for each creature based on the base-game appearance as either 'male' or 'female'
- Added very basic debug display for notifications, waiting to see if a sufficient MCM style mod shows up before creating a more complex system
- Implemented basic debug controls, based on SCake's debug input features and is enabled by default
- Select targets then start an animation with the designated targets
- J - Add player character to debug targets
- G - Add 'aimed at' character or object to the debug targets
- B - Clear current debug targets
- H - Attempt to start animation
- P - Stop animation played by either player or 'aimed at' character
- Debug display will attempt to show the Actor's name, if unavailable it will attempt to show the FormID, also includes 'Player' check (If nothing shows for a target, please report it as a bug!)
- Implemented an 'is running' and version notice for the debug display when the mod loads up
- When the player is involved in an animation, the camera will transition to third person automatically
- If no name or ID is found when using debug controls the notification will show the BP name instead of being blank
- When the player starts an Erotic Animation Event pleasure bars will now show up in the top left above the notification space (May overlap with enough participants, this is all temporary)