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Baking For Mara DEV 0.2 and Simple NBO For BFM Module Now Available! [Oblivion Remastered Mod]
This release was delayed a slight bit as I had some stuff come up that needed to get done and then proceeded to get distracted by other things, so I waited a bit to get a Nexus Mods version ready before making a proper release, but it's here now! Releasing along-side this new version of BFM is a simple module that makes NBO affected by BFM! The focus for this version was breaking into the game's IK system, clothing system, and character identification systems. There was a lot of research here that should help make future additions much easier and the community around Oblivion Remastered modding has found a bunch of new methods for various aspects that'll also make other additions viable in the future, such as getting comms between Gamebryo and Unreal working without direct memory edits! There's still a good number of gameplay oriented issues with BFM, for instance there's still some dynamic animation blends and IK systems which haven't been fully disabled, which can cause some oddities with animations, but this is probably the first 'usable' version for actual animations!
The NBO for BFM module releasing here also makes erotic animations including male humans viable, and we already have some animators jumping on to showcase its use! The Simple NBO for BFM Module is extremely simple and just makes it so that males using the NBO Male body will get erect when aroused/in an erotic animation. This means we got hard males, however don't expect much dynamics from it yet, there will most likely be a more advanced version (or even directly NBO integrations) in the future.
- Baking For Mara Animation Framework - - Changelog from Dev 0.1 > Dev 0.2 -
Baking For Mara Animation Framework - DEV 0.2
Notes :
Public release of TEST 0.1.3
General :
Added backend changes for a Nexus Mods available version which removes functionality not available through the Nexus Edition
Baking For Mara Animation Framework - TEST 0.1.3
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 0.1 - - Changelog -
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
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