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OSA | Skyrim Ascendancy Engine


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Shinji72 put together a very nice short video showcasing what OSA can do with some highlights on the first few modules and usage of the OSA engine.
Thanks Shinji and it's an honor as always. Hey! Don't forget to subscribe to Shinji's channel he's the best

 

 

OSA 1.084J

 

Put up the latest OSA on Nexus. 

 

http://www.nexusmods...rim/mods/76744/

 

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If you want to OSex you'll need the latest version which is on Nexus also now.

 

It doesn't have everything I promised for the next version mainly because I'm pushing on Aug 1rst to try to get some publicity for OSA.

 

If you're a fan of the OSA project or OSex please give your support to OSA this month on Nexus by voting for FOTM to give it some showcase and prestige. The more attention it gets the more likely others will be aware and try to make content and cool stuff for OSA so please help out! Thanks!

 

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OSA is an engine that adds on to Skyrim's potential in many ways. The heart of it is an animation framework that allows developers to have stronger control, effects, and usability in animated scenes. This ties in with OSA's PERSONA system that adds depth to character's personalities beyond what Skyrim provides.  Almost the entire OSA engine exists and runs in the UI of Skyriim which offers a lot of benefits as opposed to being run in Skyrim's papyrus. That gives all aspects of this project access to the UI for interactive displays, navigation and customization.

 
While OSA is based in actionscript, to build for any part of the OSA project requires no actionscript or scripting/programming whatsoever. It functions by reading text documents in XML and INI format which the engine is able to interpret. If you can type into text documents you have access to doing a majority of what this engine can do. Everything from animated scenes, facial expressions, voice and personallity are stored in text documents. In many ways you can think of OSA like an extension to the creation kit that adds new XML base form types.
 
 
The project primarily is the animation framework however to make the engine, specifically the PERSONA segment required setting some roots into Skyrim. While the UI has access to these things I will take the opportunity to apply the information that is gathered in other ways outside of the scope of just animation. PROFILE and MyOSA are examples of expansion and quality life segments. While these are out of the scope of animation they are outputting information for things OSA already has the foundation to connect with.

 

 

 

 

Terminology:

 

 

 

  • OSA: The Actionscript engine that runs everything that OSA does. It's primarily a system that loads and interprets XML and INI text documents to allow for lots of customization and detail. On it's own it doesn't do much except offer it's quality of life UI display features.

 

  • MODULES: Different the mods, modules are groups of animated scenes that load into OSA similar to putting a cartridge into your NES. (Actually it's closer to the Sonic and Knuckles cartridge for sega genesis where you could plug another sonic cartridge into the top of sonic and knuckles and be knuckles in prior sonics) Once installed they can be used in 3 ways, the player can bind them to a hot key (If they utilize 2 or less actors), the player can call any installed module from the targeting menu, third all OSA modules automatically get custom API made  that outside developers can call to make scenes happen, like an extension to the Skyrim aniimation library. Modules are ESPLESS and require no mastery to use through API.

 

  • PLUGINS: Plugins are expansion packs to a specific module. This allows large scale projects to be grouped into categories and allow you to take on more niche content without having to embed oddball things into the primary pack or sort different themes out so users can decide.

 

  • PERSONA: XML documents that hold enhanced personality data for NPCs. They come in a range of classes for different subsections of personality and are installed individually. NPCs can be given custom persona's just for them but if one isn't assigned OSA generates an automated persona based on all installed Persona data.

 

  • PROFILE: Sister system to Persona. PERSONA has an impact on sounds, expressions etc. PROFILE has no live impact and is meant to be an RP flavor text, story telling tool. It's an optional thing that's only used when the player inspects another actor IF they have a profile.ini associated with them. Profile will also override some of OSA's output, for example if your character is a nord due to limitations of Skyrim's race system but would like them to be distinguished as something else without going into the hassle of custom races you can use Profile for that.
 

 

 

 

 

 

 

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Very little papyrus is used by OSA. It primarily runs in the UI of Skyrim which has some amazing benefits to being the platform for the engine. It's a much more powerful and efficient language then Papyrus and the UI get's it's own memory assigned to it free from Skyrim's papyrus that is basically uncapped. Actionscript can handle things with ease that would bring Papyrus to a halt.
 
The project has a two important principles: It's API and usage of scenes in OSA and the features of OSA do not require any mastery or slaving mods to OSA. Papyrus developers can leave OSA as an optional choice for their users and don't have to force them to download OSA. The benefit to this is not having to isolate a user base between those willing to download fnis, and OSA etc. OSA can be used as optional scene accents. The second major principle of this project is to be light weight, non-invasive and conflicting with other mods, and to be dormant when not in active use.
 
 
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The heart of OSA is an animation framework, it's able to do more then papyrus ever could because it's run, timed and all is data is managed in actionscript. It can handle endless data and detail in it's streaming of xml documents. This is a development engine and does nothing on it's own in terms of animation.
 
An OSA scene can simply play without the need for navigation. If it's a single one way scene, or based just on actor data and doesn't need player input. If you'd like navigation to be a part of your scene you can use a navigation panel to allow for visual player input in making choices. For now I have one style of navigation panel designated "NP1" shown here. I developed it with my own module in mind which is a very large scale one, so it needed a fairly heavy navigation tool. I'm working on developing lighter and alternative nav panels which can be used instead. Specifically an entirely text based one with no images, and some light weight one's for more fast paced scenes like combat.
 
Nav Panels is the kind of thing where if you have very specific need outside of what OSA can currently do it might be best to just talk to me and I can work on a solution for what you need displayed.
 
 

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Example from my own mod of the UI elements available to module developers for player interaction.

 

The scene menu on the right is a utility menu that can be optionally brought up by the user which all modules have access to. From here equipment and lighting can be configured, information can be displayed, and advanced forms of navigation like the Tag based ROULETTE or shut cut NAVIGATE can be applied. Some of these features require additional module set up to use/display and wouldn't be available in very basic modules.

 

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The left panel above is the Module Library overlay. All installed modules are listed here and you can click any to adjust your set. The right panel shows the keybinding interface. In this case the user is Assigning OBroHugs to their Num0 key. Binding to key will only work on modules that have 2 or less actors. Different modules have different requirements on top of this to cast. For example some are positing sensitive and can only be cast from behind or in front of the target, they targets need to match the NPC type criteria. Creatures vs NPC in order the scene to trigger. Children are not allowed to ever be used in any kind of OSA scene regardless of intentions.

 

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Example of the targeting menu. 1 of the player triggered options to begin a scene.

 

For scenes with more then 2 actors or for those not involving the player a targeting overlay can be brought up from the module library where you can select nearby actors as targets.

 

 

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Any OSA modules get's the full power of OSA and can use all of it's features:

 

 

 

 

  • Since it's XML based you can start easy and add more complex things to your scene as you get more comfortable. The data can be added on as you go / have time.
  • Supports 1-9 actor scenes
  • Promotes seamless animation that is playerdriven but can also be used in a poser sense if seamless animation isn't your thing
  • Custom scaling at start of body scales to ensure the animation plays back for all users at the exact scales the animations were designed for. (optional but can be enforced if perfect alignment matters to your scene, the player does have a toggle to override this.)
  • Full face expression control, sound control, the ability to define the motif and themes of your scenes for actors to respond to as well as trigger timed events which will prompt an emotional reaction from the actor's persona.
  • Advanced triggers, like music, adjusting scales mid animation, casting spell visuals.
  • XML based IF checks to make your scenes adapt based on the data of the NPCs involved
  • Custom Automatic API for developers made for your scenes.
  • Knowledge of exact equipment slots to make animations exact using the ESG system.
  • Release expansion packs for your module in the form of plugins
  • Individually translatable 
  • In the case of seamless animations the scenes can be organized for the AI to be able to automatically navigate and travel between different positions on it's own. The player has access to this as well in their Navigation section of the scene menu as well as the Roulette Menu if they want to play scenes based on tags.
  • FUTURE: The ability to have scenes change actor count live, using the inspect key you'll be able to enter into scenes that allow JOINING and if you are in the scene will be allowed to invite more actors in the scene.
  • FUTURE: Stronger ability for the AI to manage seamless scenes. Easier access to rejection or alternate paths automated by criteria set in the persona's and scenes.

 

 

 

 

 

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All OSA modules are called through the same API, which has a string where you enter the Module ID. The API doesn't require mastery/extending and  can be called from any papyrus script or fragment.  Your module also will get an automated installation check so developers can know if your module is installed and if not can adapt their content in different ways.
 
 
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All the examples above are generated passively by the OSA persona engine. While you could achieve these same results for a screen shot by editing the actors just for one photo, OSA is constantly weaving together elements of the character's personality to make shifting, reacting, life like expressions that adapt to the scene and change live
 
Persona is what is special about OSA. Sticking two actors together and playing an animation is relatively easy in Skyrim, but having them come alive, with full control of their expressions, facial movements, voices, reactions, spells and cinematic effects is a bulk of the OSA animation project. While it might be hard to put your finger on it if you disable MOTIF and OSFX and try a familiar scene you will clearly see the difference with Persona turned off.
 
Persona Overview:

 

 

 

 

  • EYE DIRECTION: One of the easier things to implement but has the biggest impact on scenes by far in my opinion. The developer decides a series of eye directions per scene based on events that are taking place, and the persona of the actor decides how often they will be looking where and at what. Eye direction can also be in response to an action event, if something immediate happens that grabs their attention you can call the eyes to shift focus to that.

 

  • FACIAL EXPRESSIONS: Animating for Skyrim gives 0 facial control to your actors, OSA uses a custom made engine I made that applies mfg consoles functions to give the developer entire control over the actors facial expressions, mouth and eye movement.

 

  • PERSONA CLASSES: I've divided up the human personality into a number of expanding segments which I'm calling classes. Each Persona class for an actor can be set individually. These are arranged into 3 main groupings: Combat, Intimacy, General, this allows for NPC's combat skill and sounds to not have to be tied into their libido etc.

 

  • MOTIF, REACTION, EMOTIONS: You can define exact timings of movements and reactions of the face and sounds to occur however OSA also has passive personality that actors have. These are mainly categorized as MOTIF, REACTION and EMOTIONS. MOTIF is their demeanor in different themes of scenes, REACTION is how they respond to exact revents, EMOTION is how they visually show the effects the motif and reactions are having on them. This effects the types of sounds and expressions they make and the rate at which they make those sounds and expressions.

 

  • VOICE PACKS: Voice packs are divided up into the 3 main categories as the prior and subdivided into smaller classes. Handling both the vocal sounds they make and other sounds associated with them.

 

  • SPELLS AND OTHER DETAILS: Pretty much all details fall under persona and are customizable, including things like the spell visuals they use when casting magic in scenes, the sound they make when they are spanked.

 

  • ANIMATION EVENTS: OSA can track animation events and respond to very rapid input from them. For example in my OSex module, every thrust that occurs is recorded and applies a reaction face to the actors, and processes body calculations based on the thrust.

 

  • FUTURE: In the future more prefence based flags will become active in OSA, where scenes can be toggled and redirected based on the prefences of the actors, to allow things like visually rejecting certain actions, moving and behaving differently based on settings, adjusting their animation based on certain personal stats etc. 

 

 

 

 

 

 

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Example of the PROFILE | Biography page

 

 

 

PROFILE is flavor and roleplay text that can be viewed by the player as a text based story telling tool the that OSA UI can display.
 
It's an optional system that's only used if the player inspects another actor and only if that actor has a profile.ini written. No mastery of OSA is required, if the actor has a profile.ini then OSA will use it. Profile's can be made for custom followers and vanilla NPCs also, if the .ini is in place then OSA will find it, load it and have the ability to display, that's all it takes. You can safely pack a profile.ini with a custom follower, if OSA isn't installed it will do nothing but OSA will find it if it's there and use it.
 
Persona can be viewed either from the scene menu or by putting your crosshairs over an NPC and hitting the inspect key.

 

 

 

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Example of a Maxed out silly profile. They don't have to be this crazy they can be anywhere in between no data and this.

 

 

 

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Example of the MyOSA equip menu, an example of ways to visually separate categories from entries (Squares vs circles). Styling, entires, and categories however are entirely up to the user. Clicking will equip directly from your XML document. MyAnimations function in the same way like a poser mod.

 

MyOSA is the UI's ability to display and apply user-generated documents, giving fast access to your Skyrim stuff. For now I have 2 parts to MyOSA but plan to expand this a little further, an equipment manager and an animation manager. It's completely optional and only does anything if you turn it on and make the documents for it.
 
MyOSA Overview:
 
 

 
  • MyEQUIP: A user-made XML list that you can equip the player or NPCs directly from, which can be categorized however you like.

 

  • MyANIMATION: functions exactly the same as MyEquip except it plays animations. It's a text data poser mod without the need for rings. You can group your animations into categories however you like. They can play directly from the list on the player character or on a target. Note that MyAnim is different from the animation engine, the animation engine has lots of empowered features for animated scene creators where as MyAnim functions like a poser mode where it simply plays single animations.

 

  • * MyEquip is a little off when used on targets. This is a hard limitation of the Skyrim exe that's very hard to work around. MyOSA must add the items to the NPC's before equipping them and when NPCs get items added they evaluate their outfit and redress to their default. For now you'll have to add the items first then equip them after they have the items you want however I have a fix coming for this soon.
 

 

 

 

 

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Example of ESG being applied to the INSPECT | EQUIPMENT menu 

 

The primary purpose of ESG is to allow for the animation engine to know exactly what types of clothing the user is wearing so it can play specific animations for different articles of clothing. OSA comes with a redressing module I animated myself which can be used by any developer if you see a need for NPCs to be redressing after your scene plays. With ESG you're able to custom make animations for almost any type of clothing and know what types the NPCs are wearing.
 
ESG is a response to a hard limitation of Skyrim's slot system. While it's purpose might be vague without a lot of understanding into the workings of Skyrim I promise that it's a nessesity for complete accuracy in undressing and dressing animations. I'm sure you might have encountered something like this: You equip a pair of sunglasses and your character's pants wind up coming off when you put them on. That's related to the limitation that ESG works around. It does require the user to fill in a document saying what their slots generally are used for. To reach perfect performance it requires a little bit of work to conform your slots but generally will get the job done.
 
ESG's data will be applied elsewhere in the OSA UI overlays, primarily with icon displays identifying the slots with their exact clothing type as opposed to "slots 30-60".

 

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ESG being applied to the SCENE menu

 

 

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Scorpion SK made the cpconvert.dll for the OSA project. It allows for text strings that papryus generates to be converted to non-english characters so that names of equipment, races and character names display properly in different regions. You'll have to configure the code page to your region in the cpconvert.ini for this feature to work.
 
  • OSA uses it's own translation system. Two separate documents,  a primary translation ini and also an "ESG" ini where you translate the clothing type names. The ESG ini is separate because it's not just for translation but gives users the chance to use the words they want for different clothing types.
  • Every module for OSA gets their own translation document as well to allow navigation text to move through your scene be readable by anyone.

 

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OSA can calculate and display Earth measurement units for both height and weight of actors. I find this more immersive then "Height:1.0, Weight 75.0".  Earth units has it's own ini:
 
  • Metric or US display 
  • Adjust the Sky height to Earth Height ratio
  • Adjust the Height to Earth weight ratio, there's a separate entry for both Male and Female ratios.

 

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The UI has a few easy to run output scans which just report back whatever it can gather on things. I'm open to ideas on this for further checks and comparisons that might aid users or developers in trouble shooting. It's main purpose is to help me trouble shoot OSA, for example a lot of users encounter visual glitches in animation due to having a mod overwrite their XPMS skeleton. REPORT will output this so it's easy to tell what's happening. Maybe this could aid other developers or users.
 
  • Live check for XPMS being the active skeleton.
  • The UI displays technical information on actors and their scales for quick access to that info.
  • Outputs all installed DLLs and Script versions relative to OSA as well as other things that i've had time to enter. 
 
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The way the UI works in actionscript was one of the main challenges of this project, actionscript brings power to the engine but the disadvantage it has is that it can't save any data with your game. When you load / reopen Skyrim the UI has to start over from scratch. In a sense this is also a blessing because it reduces bloat to nothing except the few properties that are kept for keybinds etc in a quest script.
 
The UI gets data in 2 ways. It pulls a small amount of papyrus information from relevant actors, for examp
le when you inspect an actor or start an OSA scene with an actor it requests some basic papyrus details from them and sends that to the UI. The rest of the data OSA access is xml / ini based documents for persona, scene data, profile data etc. It access these by streaming them on an as needed basis, unless you are in a scene or inspecting an actor OSA is dormant. 
 
While the system is lightweight thanks to actionscript it is complex due to it's scale. This is an early release and it's possible things might go wrong. Please let me know as I'm very interested in making this as strong as possible. The good news is if a bug does happen you can fix it by saving and loading or starting skyrim back up since nothing here is permanent due to the temporary nature of the UI, it gets a fresh reboot everytime.
 
 
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I receive the comments quite often that this can completely change Skyrim and bring a whole new level of interaction to the game. I believe this is true however I fear interest in Skyrim is low due it's age, and the release of FallOut 4 doesn't help. I hope that people will attempt to use this system to make modules for it to help me expand the scene library. We can open completely new things for Skyrim, from interactive special moves in combat to special unique scenes. In the end it's my hope that a nice library of animated scenes are generated that can serve papyrus story tellers and the user if they simply just want to tell their own story.
 
OSA has a number of levels and skill sets which can develop for it. It's an important to know that despite how fancy the elements might appear that all interaction with OSA is simply filling out fields in text documents to be customized the way you want. There's no scripting, no papyrus, no Creation Kit skills needs at all. (Voice Packs take a little creation kit to get the audio into Skyrim.) Here's a list of somethings if you're interested in contributing:
 
 

 
  • I am an active developer and the OSA engine is extremely flexible. A lot of the features in OSA are in their infancy and I'm very interested in getting feedback from users and developers on what they'd like it to do. This applies to PROFILE the most as since it's roleplay text I can do basically anything you want with it, but for any aspect of this project I will work to include features you need. What the project could encompass is very wide so while I might have a list of a bunch of things to do in my head, it just keeps growing. Giving me focus by telling me exactly what you need or would like help me expedite features into the engine that people will want to use.

 

  • Animators of course to make their own modules that use the OSA system. I'm an animator myself but have limited time and i feel this project could become amazing with help expanding the themes OSA can cover.

 

  • Mod Developers to use the OSA api to call OSA modules. OSA has a very simple easy to connect with API that doesn't require mastery. You can use OSA scenes as accents if the user has OSA installed and if not an alternative way to handle the scene be used. You don't have to force your users to commit to OSA and can freely link OSA scenes without worrying about isolating parts of your user base

 

  • Persona's are text based using the xml format. Any text editing program can adjust them. They can get very intricate if you'd like. If anyone wants to give a go at adjusting the timings of sounds, the expressions, the reactions and visual emotions of actors in the scenes then expanding the persona library would be a huge help. 

 

  • If you can't animate but can enter text into a document, a lot of Skyrim animators have burnt out and left Skyrim but have left their animations as open resources, if you'd like to take their animations and apply it to the OSA system by making scenes out of them that would be amazing, depending on the type of content you could divide them up into a bunch of small modules or if it's all related make a module that's a large web of animations.

 

  • OSA uses voice packs for all kinds of voice and other sounds divided into segments. Each can be custom made, if you're interested in working with voice and sound files then expanding on OSA's sound packs would greatly help the project. I'm overseeing the the two default full voice packs OGuy and OGal and working a bit on some packs based on the default voice types of Skyrim like FemEven tone but the more sound packs it gets the better it will be.

 

  • I could use some help making premade XMLs for people intimated by data entry to use for the MyEquip and MyAnim based on popular equipment and animation mods, if you wind up making one for yourself that's a set from one mod for example please post it others can use it.
 

 

 

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I built OSA to play and power my own module which has mature themes around intimacy however this does not define OSA. The OSA engine is an animation framework and not necessarily a sex framework (while it can be) it is intended for any kind of animated scene, from combat, crafting, hugging, even specific scenes for exact events in Papyrus stories. Anything you can animate can be an OSA module and take advantage of the full power of the OSA engine. I'd ask that you please be open minded in that the engine has no correlation itself to mature themed usage and can be applied to anything. 
 
OSA's purpose is to push the features we can make Skyrim do in animation as far as possible, gain enhanced data and management of it with xml combined with UI display. Make the whole package user friendly and not take years of Skyrim development experience to create for, by having all customization and creation be text based in xml.
 
 
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OSA created by Ceo 
 
With tremendous support from the core OSA team:
 
  • Kinky
  • Migal
  • Pipdude
  • Proxy86
  • Scorpion SK
  • SF
Public Relations
  • Mysterious Guy
  • LucasHM
Localization
  • Scorpion SK
Promotion
  • Shinji72 | Skyrim WATCH
 
Special thanks to the contributors who wish to remain anonymous,
OSA beta testers and all supporters, vocal and silent, of the OSA project.
 
 
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Just mine so far. Maybe I can get some other to come play though, we'll see:
 
 
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Vanilla Intimacy, Romance and Sex based around M+F engagments
 
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As i say on the other forum.

 

 

Nice, i follow it every day from the time that i have discover it. It's really awesome.

Nice work and i will wait slowly the release.

 

Good work for the team.

 

And i still continue to follow the work. Can't wait to test it and see i hope a brilliant future for this.

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And now I want to write out profiles and stats for the followers and Maybe a plugin for Interesting NPCs. As to the Armours..well i use a crap ton of them so may just end up pushing out the files for the bigger compilations like Immersive armours and Heavy Armoury for example. 

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And now I want to write out profiles and stats for the followers and Maybe a plugin for Interesting NPCs. As to the Armours..well i use a crap ton of them so may just end up pushing out the files for the bigger compilations like Immersive armours and Heavy Armoury for example. 

 

Hi Blackhand,

 

You got the exact idea of those two things, that's exactly what they are for. Both are just smaller bonus systems but I think they can pretty good. I have a lot of armors too and wind up forgetting about some, spend a lot of time in console "help" > console "Equip" for npcs. Both are just small script that I tacked on since I had all the things in place but I hope it will be helpful for some.

 

 

I'll have a guide on MyEquip when I publish but to give you an idea:

 

 

 

 

<tier> are folders you can add as many as you like but they need to count up by one for each folder within a folder tier0 > tier1 > tier2

<entry> is the armor that gets equipped

 

  • n=name (This doesn't have to be the exact name of the item in game)
  • t=additional line of text displayed at the bottom. For example if you have something in a lot of colors you can use this line to describe the color. (Or whatever you want)
  • fo= form id "last 6 digits that come up when you console the item, can drop off any zeroes to the left"
  • m= mod it's from
  • i= icon to use
  • s = slot (Skyrim.esm and some mod authors for boots especially like tacking on multiple slots, idk why, but just put the primary slot you feel for the item here, for example a cuirass with forearms, and calves selected just put 32. It doesn't matter as long as you enter at least one slot the item is associated with).
there's some style, color, halo stuff you can do too
 
animation works the same way but only needs  n="" and id=""  (instead of form, mod, slot)
 
<tier0>
          <tier1 n="Cuirass" i="ome_a_cuirass_m">
          <entry n="Iron Armor" t="" fo="12E49" m="skyrim.esm" s="32" i="ome_a_cuirass_m"/>
          <entry n="Banded Iron Armor" t="" fo="13948" m="skyrim.esm" s="32" i="ome_a_cuirass_m"/>
          </tier1>
</tier0>
 
 
actually now that I typed this up I'm just going to change <tier> to <folder> so it's clearer.
 

 
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Profile the one thing I'm worried about is that since it is displaying just RP text the sky is the limit in terms of what can be done / displayed. I'm just starting it out by having the stats and a bio available but I'd like it to grow both in the amount of content in can display and also in style / customization of how that is presented. I'll try to keep it unchanged in how it's interacted with to not waste people's time but might have to change somethings in the early stages, I'm interested in feedback in other, text, content, etc that should be added to profile so I can get a solid draft with everything needed that will not be changing.
 
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Would appreciate the help if you want to share xml for those mods once you complete them. The xml used in MyOSA i believe is very easy / straightforward but it still might be to much for a lot of users not familiar with things like that to generate on their own.
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OSA Testing 1.084C

 

I had to pack a lot of zips for this test. I might have made a mistake, please let me know and I'll fix it asap. Clear out all previous OSex/OSA installations and use a clean save. 1.084 series has a solid versioning system in place now so most likely no more clean saves will be needed for the future unless I do something major.

 

Feels complete on my end, some authors have API usage of 0Sex ready to go, specifically AA so I'm excited to get that going and want to nexus launch soon. I'd like to test OSA to see what issues and common questions come up. OSA and managing multi menus is complex so I'm sure if you mess with weird combinations of menu options enough some bugs and loop holes are going to show up so let me know if you encounter anything please.

 

There's a bunch of demonstrations here also, whatever you'd like to test, your help would be appreciated thank you!

 

As a note on the development framework side of OSA. I'm always developing OSA further to add new features, expand fill in the holes I haven't got around to yet. While I'm still active you might have to roll with what happens a bit. I'll avoid it as much as possible but I will opt to make a change to the XML structure over clogging up the code with to many backwards-compat if checks etc. so you might have to make adjustments to your own projects if this occurs. This is more pressing now but will lessen in the future. I wont do anything too drastic however as the system is mostly set in stone at this point, just giving a heads up. 

 

 

Know Issue

 

Sometimes depending on how Skyrim is feeling it will not reboot the UI on a load game, so some menu changes will not be reverted, exiting and opening or loading a distant save then reloading should save this. I'm working on a fix.

 

Also if you try OSex you'll notice that the scene no longer snaps to start and the actors glide towards each other. It looks a little silly in OSex but the change was made for combat modules to have a more realistic opening. The fact of the matter is OSex needs an approach scene where the actors walk towards each other to begin which blends nicer with the gliding start approach. I'll get to this when I have time.

 

Observation mode can get some menu loopholes, I haven't really got to all the details that can happen but for the most part it works fine unless you mess with it a bit. If you want to try Observation mode set up an NPC NPC scene using the library > targeting menu then inspect one of the actors in the scene. Click Interact > Observe.

 

 

ChangeLog

 

(Haven't updated the very most recent things yet in the log)

 

http://ceo-os.tumblr.com/osa/log/

 

 

OSex

 

Download OSex here.

 

http://www.loverslab.com/topic/51365-0sex-skyrim-sex-sim-other-0s-content-wip/?p=1608822

 

Zips:

 

Install OSA1.084C, activate the .esm and run FNIS. That's the only esp the rest goes right in however if you install the DemoMod you'll have to run FNIS after that.

 

  • OSA1.084C is the OSA engine

 

  • MyEquipDemo is a working xml document that has some vanilla skyrim equips in it, for testing / demonstration

 

  • MyAnimDemo is a working xml document that has some vanilla skyrim animations in it, for testing / demonstration

 

  • CamillaProfile gives Camilla a silly fake profile for testing / demonstration

 

  • OSADemoMod an absolute minimal 2 scene module for OSA, for demonstration, if you want to play with your own animations it's most likely best to just start canabalizing the Demo Mod and changing things that make sense, seem clear, overwriting animations etc. I'll have docs soon. OSA can do a hell of a lot more then this, The example is to show the basics you need to have the module run.

 

 

 

Controls:

 

 

  • Num Enter: Config Menu (My MCM basically) If you are in a scene this will open the scene menu, if you are out of a scene this will open my MCM.

 

  • Num +: Inspect Menu, Brings up the inspect menu for your current cross hair target

 

  • NUM 4568: dpad
  • NUM 7: yes / accept
  • NUM 9: toggle
  • NUM 1: no / cancel

 

 

Binding OSex or DemoModule:

 

go to Main Menu (Num Enter when out of scene) > 

Library >

Click OSex or Demo Module >

Bind Key >

click the key you want to bind it too

 

It will look like this:

 

tumblr_o9rpsmJevI1ubnr1mo7_r1_540.jpg

 

OSA1.084C.rar

MyEquipDemo.rar

MyAnimDemo.rar

CamillaProfileDemo.rar

OSADemoMod_1.084C.rar

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I've got one question before testing this out: Is there anything I need to do since I already had 0Sex installed? Overwrite its files, or load 0SA before it? I assume the key to start OSA is also num0...

 

Hi CFU,

 

Yes you'll need to uninstall OSex\OSA.esm entirely and you will most likely will need a clean save, however version 1.084 onward has a much better versioning system in place so I don't think you will need another clean save again unless something realy major happens. 1.084 OSA and OSex will not try to overwrite each other, so nothing like that should be coming up if everything from the past is uninstalled.

 

The start key for OSex is bound by the player now in the main menu > Library of OSA. You'll have to have 1.084 OSex installed for it to show up, which I'll have up in a few minutes.

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Hi CFU,

 

Yes you'll need to uninstall OSex\OSA.esm entirely and you will most likely will need a clean save, however version 1.084 onward has a much better versioning system in place so I don't think you will need another clean save again unless something realy major happens. 1.084 OSA and OSex will not try to overwrite each other, so nothing like that should be coming up if everything from the past is uninstalled.

 

The start key for OSex is bound by the player now in the main menu > Library of OSA. You'll have to have 1.084 OSex installed for it to show up, which I'll have up in a few minutes.

 

 

Right, so I'll need 1.084 OSex first and then install OSA over it?

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