ozooma10 Posted June 28 Posted June 28 (edited) OSF Animation View File OSF - native animation & scene framework for Starfield. Early alpha - Very much a work in progress 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. You can use it directly in-game: an animation browser to look through everything installed and play it on yourself or nearby NPCs, and an emote wheel for one-key quick emotes. Or drive it from other mods: you describe a whole scene in a json data file and OSF runs it at runtime, instead of scripting timings and animation events in papyrus yourself. In-game animation browser (F10): search the full catalog, pick a cast from the crosshair or a nearby-actor scan, launch on furniture, drag to orbit the camera, and manage running scenes Emote wheel (default B): radial quick emotes for you or the NPC in your crosshair; pin any solo animation from the browser onto it Vanilla animation library (optional install): thousands of Starfield's own clips, humans plus 27 creature species, browsable and playable 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 Controls Active while a scene has you locked in. Space - Advance the scene + / Numpad + - Speed up - / Numpad - - Slow down - Reset speed P - Pause / resume End - End the scene Free Camera MMB (middle mouse) - Toggle free camera Mouse - Orbit / look around Scroll Wheel - Zoom in / out WASD - Fly the camera through the scene Some controls depend on what the active scene allows - a scene can lock its ending or skip the free camera. Requires: Address Library for SFSE and OSF UI (renders the browser, the wheel, the settings menu, and hotkeys - the engine and Papyrus API run without it). Install with MO2 or Vortex; the installer will offer the animation library and the emote pack - take both. Then in-game: *F10* opens the animation browser - pick something, hit LAUNCH. *B* opens the emote wheel (aim at an NPC first to emote them instead). Hotkeys and settings live in OSF UI's settings menu, under OSF Animation. No OSF UI? The engine still runs headless for content mods; smoke-test from the console (~): cgf "OSFTest.SoloScene" ; play a looping test animation cgf "OSFTest.Stop" ; stop it Content Mods OSF Seduce: 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. 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! Submitter ozooma10 Submitted 06/28/26 Category Animation Requirements OSF UI - https://www.nexusmods.com/starfield/mods/17711 Address Library for SFSE - https://www.nexusmods.com/starfield/mods/3256 Edited June 30 by ozooma10 10
fdsgsh Posted June 28 Posted June 28 WOO Should I totally disable SAF/MCF/SNU SNU FIELD/OTHER SAF related mods like Gergal while using this and OSF SEDUCE? That's the one part of the documentation I can't find 1
ozooma10 Posted June 29 Author Posted June 29 21 hours ago, fdsgsh said: WOO Should I totally disable SAF/MCF/SNU SNU FIELD/OTHER SAF related mods like Gergal while using this and OSF SEDUCE? That's the one part of the documentation I can't find It shouldnt conflict but havent tested much so let me know if theres issues. Im going to add a backward-compat shim option to installer to redirect saf calls to OSF (so mods using saf should "just work"), but ideally need to patch/port mods to use osf scenes directly since it handles a lot of the positioning/camera/stripping that mods do. Similar for body/skeleton, haven't tested with many so if anything doesnt work let me know and I can address
mielu91 Posted June 29 Posted June 29 In my opinion, this mod shouldn't conflict with my MCF and SAF, nor with the mods that use them. Especially since SAF only runs when called by the modifications that utilize it.
XCOMfighter Posted July 1 Posted July 1 For some reason, Vortex is saying that this mod has a problem with fomod and thus is not installing.
ozooma10 Posted July 1 Author Posted July 1 43 minutes ago, XCOMfighter said: For some reason, Vortex is saying that this mod has a problem with fomod and thus is not installing. Ugh yeah annoying xml, thank you should be fixed (re-uploaded same version)
slimbones Posted July 3 Posted July 3 This is completely unnecessary thought don't expect or want any changes. I always though it would be more immersive with speed controls if it used w and s key or use the mouse scroll wheel to speed up animation when you hover anywhere over the characters bodies. But those keys are already in use and I assume you cant have keybindings contextually switching during gameplay.
sandmanalfa Posted July 3 Posted July 3 Does anyone know if it's possible to make animations for starfield using IK, all the rigs i've found are just basic FK rigs which it's impossible to animate for.
looping Posted July 9 Posted July 9 hello I'm getting an OSF Animation DLL error: *Invalid ID 1186742* once I load a game. I don't know if it's because I'm on version 242 and not 244, since version errors usually occur when launching the game with SFSE. I'm sticking with version 242 because I have some mods that haven't been updated for version 244 yet.
ozooma10 Posted July 9 Author Posted July 9 2 hours ago, looping said: hello I'm getting an OSF Animation DLL error: *Invalid ID 1186742* once I load a game. I don't know if it's because I'm on version 242 and not 244, since version errors usually occur when launching the game with SFSE. I'm sticking with version 242 because I have some mods that haven't been updated for version 244 yet. Sorry you need to be on v244 yeah unfortunately there was breaking changes between 242 and 244 in address library so generally mods updated for 244 arnt backwards compatable. which mods are you using not updated for 244?
looping Posted July 9 Posted July 9 (edited) saf surrender, and Snusnu hasn't been updated yet Edited July 10 by looping
jaam Posted July 10 Posted July 10 18 hours ago, looping said: saf surrender, and Snusnu hasn't been updated yet I don't see how either of those would care for the game version as long of SAF is functional. 1
looping Posted July 10 Posted July 10 (edited) SAF is up to date, but Saf Surrender hasn't been updated for version 244, and neither has Snusnu, so if I upgrade to 244, I won't be able to use those two mods. Whenever the game is updated, modders usually have to update their mods. The creator of Snusnu is working on it, but the mod isn't ready to be released for version 244 yet. Edited July 10 by looping
mielu91 Posted July 11 Posted July 11 I confirm, mods such as SnuSnuField and Gergel Ebanex are not dependent on game version and work with the newest version 1.16.244. I myself tested when I was creating ImprovedCameraSF beta 4.
looping Posted July 12 Posted July 12 Snusnu depends on Cassiopeia, and this mod was updated for version 244, so snusnu also needed to be updated due to a scripting issue. I asked the creator about this and received the following response: ***I plan to upgrade to v244 soon. The Cassiopeia script extension is under development, and I'm missing some seemingly helpful functions in my outdated version.*** And Surrender has been giving me script errors nonstop ever since I switched to 244. bye
mielu91 Posted July 12 Posted July 12 It does not change the fact that mod SnuSnuField works and functions with version 244 all the more that earlier I did not use at all Cassiopeia and I didn't have any problems.
ozooma10 Posted July 12 Author Posted July 12 Just as a quick update, working on a general browser for tbuilding and triggering scenes in game. so beyond supporting all of the games thousands of vanilla animations (since it just plays the vanilla animations pn the actors), also imports animations from any mods installed (and discovered with a loose config file) that way you can install snusnu/gergel etc… but disable the esm and you can play all the animations via the browser (rather than the specific script triggers those mods provides) goal is so its way simpler and more user friendly to play animations (since those mods are more just animation players rather than any gameplay impacting functionality). That way animation authors can focus on making animations and not need to worry about scripts to run them. And hopefully starfield can start moving towards mods with more gameplay relevance that use those animations. dont want to commit to anything at all yet but also been working on a defeat/death alternative framework similar to acheron for starfield to provide a foundation for mods like naf surrender to build off of. (This is way more invasive with higher risk of gameplay issues so going to be a bit, and also already stretched pretty thin with main stuff working on.) 7
Djlegends Posted July 14 Posted July 14 On 7/12/2026 at 5:38 PM, ozooma10 said: Just as a quick update, working on a general browser for tbuilding and triggering scenes in game. so beyond supporting all of the games thousands of vanilla animations (since it just plays the vanilla animations pn the actors), also imports animations from any mods installed (and discovered with a loose config file) that way you can install snusnu/gergel etc… but disable the esm and you can play all the animations via the browser (rather than the specific script triggers those mods provides) goal is so its way simpler and more user friendly to play animations (since those mods are more just animation players rather than any gameplay impacting functionality). That way animation authors can focus on making animations and not need to worry about scripts to run them. And hopefully starfield can start moving towards mods with more gameplay relevance that use those animations. dont want to commit to anything at all yet but also been working on a defeat/death alternative framework similar to acheron for starfield to provide a foundation for mods like naf surrender to build off of. (This is way more invasive with higher risk of gameplay issues so going to be a bit, and also already stretched pretty thin with main stuff working on.) btw you could integrate Unity/NG+ features once the player become a starborn😏
ozooma10 Posted Saturday at 01:54 AM Author Posted Saturday at 01:54 AM Posted up https://www.nexusmods.com/starfield/mods/17711 OSF UI UI framework / mcm since needed it for a lot of stuff im working on for OSF Animation. Does anyone have a preference for me to upload to loverslab too? more just my own laziness of trying to avoid needing to update in 2 spots. Still more baking for the next major OSF Animatrion update. A couple teasers in the screenshots of the UI mod.
ozooma10 Posted Saturday at 07:06 AM Author Posted Saturday at 07:06 AM On 7/3/2026 at 11:32 AM, sandmanalfa said: Does anyone know if it's possible to make animations for starfield using IK, all the rigs i've found are just basic FK rigs which it's impossible to animate for. starfield_controlrig.zip You can try using this control rig over starfield skeleton. no clue what im doing when it comes to authoring tools so not sure if this even works or is what you were asking for
evilpoo Posted yesterday at 02:28 AM Posted yesterday at 02:28 AM NAF Surrender's animations no longer trigger with release version prob doing something wrong but i am unsure
ozooma10 Posted yesterday at 02:32 AM Author Posted yesterday at 02:32 AM 2 minutes ago, evilpoo said: NAF Surrender's animations no longer trigger with release version prob doing something wrong but i am unsure Ahh I removed the SAF stub in latest version so thats probably why. Will try to get an updated version of Surrender up soon
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