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Kinky

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  1. Can you explain in more detail where exactly is the issue. What are you attempting to do and where you are failing. Papyrus side of the mod? Actionscript side? xml side?
  2. Do you have access to OSA Demo Mod? I noticed that this files are missing from github and should be helpful in figuring out how things work.
  3. Sorry im not Actionscript person either (my only experience was playing with swf parts to find out correct answers for college exam which was some time ago), more like VBA person that understands programming in general. What i linked seems like logical and better way to let modders easily create new content (icons, images) rather than users needing to merge swf somehow every time they add new mods.
  4. @Hyperenor I've noticed that you are exploring a way to add new images to SWF. Its probably better to use this approach for using external images.
  5. What this mod needs: - active developer
  6. What exactly (how much work) would have to be done for simple : press a key - shoot a load from schlong and play a sound?
  7. Not sure i understand your goal here. If you want to convert Osex for SE just do what the guide says and release it for everyrone to download it. It will be buggy though and probably not to safe for normal playthrough. I did it myself to see if it works and it does but decided not to use it coz its still not proper port. If you want to let others continue your work then just release all the files you have, all the source files, full documentation, give full permission to everyone to use them. Not sure why you didnt do this as soon as you decided to disappear. Development lost a year now only waiting for you. Also all the developers you had moved on to other projects and games.
  8. You don't need any skills to convert OSA to SE you can just do what this guy did: https://www.youtube.com/watch?v=rzrBHOmGshE It works even if you dont convert esm but its probably safer for your save games if you do everything he said. Whole thing takes less then 5 minutes if you have all the tools for conversion. Note that it is not perfect conversion. You will still be missing some functionality that come from SKSE plugins (dlls). Some of them are already converted to SSE, some still not. I think Scorpion created dll for foreign languages (Code Page Convert - CPConvert.dll) so he could probably do one for SSE. This one will throw an error message in game when you start Osex with NPC but other than that everything will work as you expect it. Im not sure if they now renamed Storageutil.dll into papyrusutil.dll but something from that is converted to SE MFGConsole is not converted but there is similar mod and its author could recreate MFGConsole funcionality so that all oldrim mods that used it can work in SE see here OSA.dll - no idea what CEO put in there but doesnt seem to be something of huge importance. Other things to note: actors will start inside each other but change to normal once you choose an action for them.
  9. Was the upgrade successful or is there still a chance we could go back to the old site?
  10. Why upgrade failed last 2 times? Performance issues? Also if upgrade fails again... would it be so bad to start fresh (no content transferring )?
  11. Will we have the ability to edit comments in "source code" view? (first button on the toolbar when you write comments, next to remove format button)
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