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OSF - native animation & scene framework for Starfield.

Early alpha - Very much a work in progress

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OSF is a native animation and scene engine for Starfield, inspired by OStim and NAF. It plays animation on actors, keeps multiple characters in sync, anchors them in the world, controls the camera, and runs whole scenes in a data-driven, json based authoring flow.

OSF provides a layer above raw animation playback with: Scenes. You describe a whole scene in a json-based data file, and OSF will run it at runtime, instead of needing to script timings and animation events in papyrus yourself.

It carries no content of its own; it's the foundation other mods build on and trigger.

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  • Synced multi-actor GLTF / GLB / .af playback on one shared clock
  • JSON scene graphs - nodes, cues, actions, branching; no scripting needed
  • Engine-native Wwise audio that rides the game mix, with subtitles
  • Actor anchoring, camera/control locks, screen fades, equipment hide/restore
  • A Papyrus API (OSF.*) for quest mods to drive scenes

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Requires: Address Library for SFSE

Install with MO2 or Vortex and enable it. It does nothing on its own, either grab a content mod that needs it, or run a quick test from the console (~):

cgf "OSFTest.SoloScene"   ; play a looping test animation
cgf "OSFTest.Stop"        ; stop it


If your character starts moving, the engine's running.

 

 

Content Mods

 

OSF Seduce:

 

 

 

 

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  • Scene authors: ship scenes as JSON plus GLB/AF clips. No Papyrus, No scripting.
  • Quest mods: drive scenes from Papyrus via the OSF.* API.


Getting Started, the scene schema, and the API are documented on GitHub.

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  • Deweh (NAF), the playback/graph base OSF is adapted from
  • Calaverah (CALUMI.Animation), the .af / skeleton decoder 
  • libxse (CommonLibSF), the SFSE plugin library OSF is built on
  • Plus fastgltf, ozz-animation, zlib, nlohmann/json and miniaudio.

 Source and issue tracker on GitHub, Let me know all your complaints and bugs!

 

Edited by ozooma10



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