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Ostim for creature and beast?


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Posted

I think this might be a stupid question since for a lot of people Ostim/Osex=casual sex and Sexlab=more kinks/deprave stuffs, but still is there anyway to support beast/monster sex in Ostim?

Posted (edited)

it is quite interesting that despite the mod being open source that no one has done it yet
I asked once in the Discord, and I was responded to with obscure emotes ?

Edited by xXDeliteXx
Posted
2 hours ago, MadMansGun said:

there is something like 50 creatures in skyrim, it's too much work to do.

"too much work" to do, is a much different case than "not possible"
In fact, if there were a few people at hand to work on it, 50 creatures would be split between them

Really though, how hard could it be just to convert the animations? I figure that would be the hardest part

Posted
6 hours ago, xXDeliteXx said:

Really though, how hard could it be just to convert the animations? I figure that would be the hardest part

that i'm not sure about, smoothing out the transitions between animations would be tricky for sure. with my own animations i try to keep it as smooth as i can between stages (best example would be my 11 stage "rat fucker" animation in HCOS) but most other animations don't, they just "jump cut" there stages together (Eg: stock SL & MNC animations)

 

also i've never worked on Ostim/Osex, it's not a mod i use, so i know nothing about its inner workings or how to add animations into it's scripts, or how would someone even make it detect what creature is being used. sexlab has a hole freaking system dedicated to just finding out what animation list a creature should be using.

 

....then there is the problem of getting MNC/CF to work with Ostim/Osex.

 

Posted (edited)

Y'all know what, be the change you want to be, it probably gonna take me few years but I'm gonna learn to put all the weird shit in Ostim

Edited by riga89
  • 6 months later...
Posted (edited)

if FNIS and all sexlabs mods will optimised thats would the best sexs mods of skyrim but FNIS is abandonned, so all mods are not running that good a lot of conflicts

 

Edited by AceGaming 27
Posted
On 10/14/2022 at 7:12 PM, xXDeliteXx said:

"too much work" to do, is a much different case than "not possible"
In fact, if there were a few people at hand to work on it, 50 creatures would be split between them

Really though, how hard could it be just to convert the animations? I figure that would be the hardest part

You are assuming those people actually want to do it ;)

Posted
On 5/6/2023 at 7:12 AM, ebbluminous said:

You are assuming those people actually want to do it ;)

If I knew how, I would ?
I'm more of a texture dude however

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