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michaelpstanich
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michaelpstanich
I work in various mediums and will be releasing content ranging from safe for work to R18+ content including Art, Video Game Mods, Video Games and Dev builds, Technical Articles, Game/Tech related videos, AI Work, and whatever else I fancy and Subscribers request!
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Displaying posts with tag OblivionRemastered.Reset Filter
michaelpstanich
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Baking For Mara (Erotic Animation Framework) Public Release! [Oblivion Remastered Mod]

Website Posting : https://michaelpstanich.com/?mode=blog&view=2025-05-25
"The night was still for all but the sound of sin in the kitchen quarters. Interweaved together upon the prep-table, two devotes prepare their gift for Mara, making sweetrolls for their nine of choice."
I've not really talked much about this project outside of Discord and a handful of forum posts on LoversLab, so let me introduce Baking For Mara, an Erotic Animation Framework for Oblivion Remastered! I'll get into more details of the framework later in the post, but longer-story short, I was able to use the custom code found within the Sugar Cake Animation Framework and port over large portions of the code to speed up the development of a new framework. This was still a TON of work, obviously the 2 games are very different and I had to even expand into making C++ UE4SS mods to get this up and running properly. But even still, this is launching with a lot of features that SCake has, which is a huge push forward, and we don't even have animations yet! This includes the full animation player, furniture support, (untested) creature compatibility, a complex backend with a lot of modularity and customization (though settings are not exposed yet X.x), and much more! I was holding off on a public release until there was a usable animation, and so now I've released my own solo female animation to test the framework with! (Had an issue where some of the animation got lost, so it's only 1 stage and 1 climax Q.Q) Hope you're all ready to make sweetrolls for Mara, with Baking For Mara!
- Baking For Mara Animation Framework - DEV 0.1 -
- Changelog -
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)

How much "Sugar Cake" is in Baking For Mara?

It was a bit of a meme when Oblivion Remastered shadow dropped and we found out Unreal Engine 5 was involved. Since i'd been deep in Unreal modding for a bit over a year now it was an obvious joke to say "SCake for Oblivion when?" But... after not much research I realized it could 'actually' happen, because not only are the most complicated parts of SCake completely custom and transferable to pretty much any UE project, but I was also really interested in modding Oblivion Remastered since it was using both Unreal AND Gamebryo at the same time! So once I got my hands on the game (which was possible do-to my supporters! Huge shout out to everyone helping support my work here, this wouldn't have been possible without you!~ =^-^=) I started to dig deep into the game's system and reversing what I needed to get stuff working.
Just how much of SCake is in Baking For Mara? Many of the custom systems still needed drastic changes, but the 'Anim Core" and 'stats' system of SCake has transferred over, but anything that integrated with the game has to be redone from scratch since every game is going to be completely different for these aspects. The exception is the Adjustments system, which needs some fixes in SCake before it's ported over, but stuff that's ported over, the Animation Player, Register/Parser, Tracker+Stats, Storage/Cache Backend, and customizations like settings. This makes the initial public release of Baking For Mara pretty massive compared to how SCake released, however because none of the gameplay stuff could transfer over it's still a jank mess and feels like its release number despite it's feature count.

Parallel development of BFM and SCake

One of the major hopes I have from this project is the potential to cross-pollinate between both BFM and SCake. Similar to how things are starting, I hope to add features to one framework and see how they work then port them over to the other once things are confirmed working. This is already happening as I learned C++ UE4SS modding to get BFM up and running as expected and this knowledge is not going to carry over directly to SCake's (and Altermatic's) development! I'm also hoping that knowledge will leak between the 2, given SCake and BFM are very similar from an animator/modder perspective, knowledge with one carries over to the other relatively well, we even had an animator set-up an animation to test relatively quickly for BFM and proves this is possible!
So in-short, development for each framework will be on its own trajectory with its own priorities, however features added to one are very likely to be ported to the other if it's custom logic and viable on the other framework. This means even if you don't care about one of the frameworks, developments will still benefit the framework you DO care about!

Baking theme again?

Yep. To be fair, I tried to come up with a different kind of name but when asking the community (Thank you everyone who suggested names and helped us come up with ideas!) people really seemed to like the idea.. it also has the slang 'making sweetrolls' for naughty time, so that's pretty hard to resist. Either way, it's fitting enough given it is technically based on Sugar Cake which also has a baking theme. This time around, however, I'm going for more of the medieval but clean and sharp similar to how Oblivion Remaster's set-up kind of is, and honestly after making the text logo I'm quite digging the style already! While Sugar Cake is kind of goofy in its premise, mostly because Palworld itself is very goofy, Baking For Mara will side a bit more on the serious tone visually but with the baking name there's a ton of room for fun! Ultimately it's a pun with 'baking' having plenty of innuendo potential.
I also plan on making a 'badge'/illustration for BFM, my current plan is to look into doing a vector image of Mara in a somewhat suggestive pose (upper body) with some sort of sweetroll and 'cream filling' about. I'll be taking inspirations from both TES lore images and the logo I designed for Succubus Heart with my high-contract vector styling. Keep in mind this idea is very much extra and for later, just something I'm excited about for when I get in a drawing mood! =^-^=

What's Next?

Honestly this project just kind of rose out of no where, so I don't really have solid plans at all or know what people would like implemented next. My main goal is to clean up the jank, such as disabling player movement during animations, figure out how to disable footIK safely so it doesn't interfere with anims (maybe make it a toggle, but not sure), and get systems integrated with gameplay with a some comms between the Gamebyro and Unreal sides. Aside from that though, I'd really like to mess with actually animating more, I really dropped the ball in that regard when it came to SCake so I'm hoping not to repeat that mistake and really would like to practice and expand my animation skills, then obviously I'll be listening to feedback and seeing what people are looking for within the framework.

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