Guest Posted February 21, 2016 Posted February 21, 2016 Is there a way to integrate this with SexLab or have the same animations for SexLab?
Kinky Posted February 21, 2016 Posted February 21, 2016 Is there a way to integrate this with SexLab or have the same animations for SexLab? Not really. This mod is like sexlab its own framework but made in a different way. They both handle animations differently. While this mod has seamless transitions, sexlab jumps from stage to stage. But sexlab mods could be upgraded to start and use 0sex animations.
tvsct456 Posted February 21, 2016 Posted February 21, 2016 The left UI buttons looking great... Have tested the new 1.07c version. It works fine for me. No freezes no crashes... But one thing. If I start a sex animation, it starts with fullspeed. If I try to change speed, the animation stops and nothing happens anymore. If I change the animation it starts with fullspeed again, every time I change... Greetings Ly About your problem with the animation speed, do you use any mod to bind hotkeys, like SKSE hotkeys or something like that? Because I had such a problem once, and I took the hotkeys mod off, and fixed the problem, at least for me. I don't understand why it doesn't work the mod seems to be frozen would i need a new install? You need a clean save, with every update. when i started , character enter each other. how can i fixed this animation problem? Can you send a picture? I've installed the 1.07c version and the MCM menu shows perfectly. How every, I pointed to a close enough NPC and pressed NP0, nothing happened. Can anyone help me with this? It works fine in 1.6 versions. And do a clean save before updated Did you do the super important step, mentioned by CEO, on the update sticky post? Thanks for the hints. I found out I typed 00SEX instead of 0SEX so everything is not working...I fixed it and it works now BTW, where can I find the new animation-path map for 1.07c? I can't find a way to play cowgirl and new doggy animation, there are so many hot keys to remember
CEO 0S Posted February 21, 2016 Author Posted February 21, 2016 Pipdude, it's all working, it's awesome I feel like I have complete control of this. I've done a bunch of tests and I can have the UI display whatever i want: any information in game I want, and I can have it store information like you suggested for the script and use it to communicate between the spells also. This is great. I have to say thank you so much... it's a bit of a story of my life and you're my savior here basically. I work in visual designer in the arts but nothing involved with computers I had a hard time getting hired out of school, eventually put together a web page, took me a long time even to assemble a really simple one to try to get noticed. I wound up getting some work from it because someone liked the page which led to more people wanting web pages and then data bases, had no idea what i was doing people started wanting more complicated things, years banging my head on javascript completely frustrated etc, but making it somehow. Eventually it did fortunately escalate to doors opening up where I could just focus on other things that feel more natural to me. I've had to struggle with coding way more then i wanted, I might be the worst in the world at it, I'm just able to do a little because I've had to dabble a lot. Point is It has always felt like I'm alone at it and if someone could just give me some help it would make a huge difference, so long story but you've been already such a big help, it's very nice to have things spelled out so clearly to help me understand this. Thank you! Here's my set up to see if you think this is right or the best way to go about itt: The script that is in a quest launches the widget and holds a bunch of functions for communicating with the SWF. I gave the MCM and the spell script: _0SUI Property OI hidden ;full property _0SUI function get() return Quest.GetQuest(OSUI as _0SUI endFunction endProperty here's a test to example of it in use: In the spell: oi.whoisthat() In the Quest Bound Script: Function whoisthat() Actor ActorRef = Game.GetCurrentCrosshairRef() as Actor String zName = ActorRef.GetActorBase().GetName() UI.InvokeString(HUD_MENU, WidgetRoot + ".openMenu", zName) EndFunction I guess next up is to figure out clicks and getting mouse control during the menu, I'm assuming the game would have to be paused somehow for that or a different kind of display opened besides Hud_Menu to freeze the game? This is a huge game changer though imo there is so much potential to improve things now. ---------------------------- On another note: I finished initial documentation on SexDentity editing. The documentation isn't full but I'm not sure when I'll get back to it so if anyone is bored and wants to try to make some changes it's just a matter of messing with some numbers, or just wants to see how it's set up. A lot of the Documents in place are copies of each other so people can be more specific then I had time for. If you need to know the name of the map to edit you can click F6 to open developer menu then Report Actor > By Roll > Cycle and it will report their cycle maps. I caught an issue loading NPC identity while preparing 1.07D so in C you can only tweak the defaults (D will have NPC's loading custom data repaired.). There's most likely enough information up at there at the moment to get a gist for the pattern all the documents. If you pay attention to the docs and check out squint you might notice my typos in the document block titles in 1.07c which most likely is what has been causing all the papyrus log errors. What I didn't fully describe was Reaction, which is triggered by an animation event all sex scenes have "Physical" it is the actors facial expression in reaction to thrusts and sex motions. In sounds: "Phys" is their impact sound pack which can handle collisions but also just impact and wetness sounds based on arousal, fields 100+ are used for some throat mouth sounds during blowjobs. PrimalVoice is their moans and Spank is their spank sound suite.
jjalu168 Posted February 21, 2016 Posted February 21, 2016 Wow, that looks good, I can't wait to get this one.
CEO 0S Posted February 21, 2016 Author Posted February 21, 2016 Is there a way to integrate this with SexLab or have the same animations for SexLab? Kinky is right there's no way they can really fit together. At best one could trigger the other and vice versa but it would be basically just handing the scene off. Sexlab has permission to use the animations in it so people could put them in but I think a lot of the effect would be lost. BTW, where can I find the new animation-path map for 1.07c? I can't find a way to play cowgirl and new doggy animation, there are so many hot keys to remember Hi tvsct, I don't usually post the full documentation until after I launch on Nexus. Not the alpha's. I know it's been a long time but I usually have to set aside a few days to put them together and with the script not finished and changing a lot it's hard to invest time until it's complete and I have some breathing room. 1.07C should have all the help text in so you can at least navigate near where the new animations you've seen in gifs seem like they should be and follow the text. Cowgirl is a bit difficult to get to atm, there's a guide a few pages back that shows the exact key presses to get there.
Kinky Posted February 21, 2016 Posted February 21, 2016 I fast read some of the guides and its actualy amazing how much planning it probably took to figure out all that and then to write it and make it work. But now it makes lot of sense why release of 1.07D is delayed. Im just hoping my system will be able to handle all the features.
LucasHM Posted February 21, 2016 Posted February 21, 2016 Holy crap the UI buttons look cool as hell. Haven't had the pleasure of downloading 107c yet. IRL things to do.... Those are ideas for future updates, its not part of 1.07c.
CEO 0S Posted February 21, 2016 Author Posted February 21, 2016 I fast read some of the guides and its actualy amazing how much planning it probably took to figure out all that and then to write it and make it work. But now it makes lot of sense why release of 1.07D is delayed. Im just hoping my system will be able to handle all the features. Thanks Kinky and yes I had to rewrite the whole thing many times, it's been a lot of drafts on SexDentity I think the structure of the data is good now (possibly a bit excessive, there's only so much face you can get out of Skyrim but at least the options there if people want to get fancy). I invested a bit of time in the default files for the basic SexDentity but they can go a lot further, I copy pasted a lot of the sections from others etc. if you have the wav files for it any custom npc can have their own suite of up to 128 impact / penetration sounds and 128 moaning / sigh / pant that can be used wherever people want at various speeds, arousal levels or scenes. The sexdentity in there has all been live and active since 1.07b so whatever your experiencing in game at the moment is taking the full effect of the script and that's including AI also whch I do have disabled but the calculations are still happening for it in the background. I think even if it's running poorly now that once it's cleaned up + bugs are gone + log errors fixed and a little more tweaking it will be a lot smoother then now. I'm devoted to making sure this runs well and it's been taking a while but I'm not going to stop until it's smooth.
LucasHM Posted February 21, 2016 Posted February 21, 2016 My friend, who appear such circumstance? There was a displacement of cowgirl. 1.7 b and c. Its beta, you have to realize, the mod is not finished yet, and we are lucky to be able to help CEO to finish it, and make it perfect.
pipdude Posted February 21, 2016 Posted February 21, 2016 Pipdude, it's all working, it's awesome I feel like I have complete control of this. I've done a bunch of tests and I can have the UI display whatever i want: any information in game I want, and I can have it store information like you suggested for the script and use it to communicate between the spells also. This is great. I have to say thank you so much... it's a bit of a story of my life and you're my savior here basically. I work in visual designer in the arts but nothing involved with computers I had a hard time getting hired out of school, eventually put together a web page, took me a long time even to assemble a really simple one to try to get noticed. I wound up getting some work from it because someone liked the page which led to more people wanting web pages and then data bases, had no idea what i was doing people started wanting more complicated things, years banging my head on javascript completely frustrated etc, but making it somehow. Eventually it did fortunately escalate to doors opening up where I could just focus on other things that feel more natural to me. I've had to struggle with coding way more then i wanted, I might be the worst in the world at it, I'm just able to do a little because I've had to dabble a lot. Point is It has always felt like I'm alone at it and if someone could just give me some help it would make a huge difference, so long story but you've been already such a big help, it's very nice to have things spelled out so clearly to help me understand this. Thank you! Very cool. Happy to hear that you got everything in place. You get the props here. You've been far more generous with your efforts. I'm just hoping to build up some karma with you to get help with the animation/3d side of things down the road. That's where I'm all thumbs. Here's my set up to see if you think this is right or the best way to go about itt: The script that is in a quest launches the widget and holds a bunch of functions for communicating with the SWF. I gave the MCM and the spell script: _0SUI Property OI hidden ;full property MenuExampleScript function get() return Quest.GetQuest(OSUI as _0SUI endFunction endProperty here's a test to example of it in use: In the spell: oi.whoisthat() In the Quest Bound Script: Function whoisthatt() Actor ActorRef = Game.GetCurrentCrosshairRef() as Actor String zName = ActorRef.GetActorBase().GetName() UI.InvokeString(HUD_MENU, WidgetRoot + ".openMenu", zName) EndFunction That's exactly how I set it up myself. I guess next up is to figure out clicks and getting mouse control during the menu, I'm assuming the game would have to be paused somehow for that or a different kind of display opened besides Hud_Menu to freeze the game? This is a huge game changer though imo there is so much potential to improve things now. Good question. I had completely spaced that because I use a gamepad and never mouse/keyboard it. I'll have to research a little to see what the options are. Pausing the game, for 0S does seem like it would be jarring. Maybe there is a way to trigger the mouse without a pause. If not, you might consider making selections via direction keys and space bar instead of mouse clicks. That would make it easy to enable gamepad control as well. I'm looking forward to seeing what you come up with. I've been surprised that there isn't more custom HUD work and managing things in Flash. I guess getting it set up the first time is some effort and throws people off. Probably makes it look more complex than it is. Side note: Scaleform removes the XML API from Flash. But, I just have a hard time looking at JSON data. So, I built my own XML parser so I can work with XML data. You may already know the JSON for 0S inside and out by now. But, if you're interested, you could consider using the parser and XML instead. To me, it's way easier to look at and edit the data side of things for a project like 0S with all kinds of variable sized lists, flags, etc. I just load an XML file as a string via PapyrusUtil, pass it into Flash and parse it into a multi-dimensional object array. It wouldn't take much to update the parser to allow it to modify and save the XML as well. [i'm not sure how the JSON reader you are using works. But, if it is reading/writing the data file(s) on a per call/write basis, that could be a source of performance knocks.]
CEO 0S Posted February 21, 2016 Author Posted February 21, 2016 Think maybe we should just scrap advanced mode entirely. Here's my proposal for feedback from the community: Left Side of this image, notice the boxes, picture them slightly smaller. Now most scenes will only have 3-6 connections but for the sake of OCD let's say a scene has 10 paths on one modifier key for example alt 1 through 0 are all linked to travel. At a max if slightly smaller the left side could easily hold 10 keys. Here's my vision. What remains from Advanced mode is this: ALT, SHIFT CTRL. 1. When you enter a scene pressing no keys the screen is clean 2 . If you press Left Alt (For example) the left side buttons appear showing what the DOM can do. 3. IF the dom has SHIFT or CTRL or UNDRESS etc. there will be small signifiers on the left side of the screen also that they are available. 4. The sub in this case would also get signifiers on the RIGHT of the screen if they can do things. Signifiers will be much more subtle then buttons just letting people know they can do other stuff too. 5. To navigate the buttons You hold ALT (in this case) to move on the dom side and press DPAD up down left right and it simply goes up and down the grid on press and you can stop at any box you want. I believe that we will most likely have to pause the game to enable mouse input and it might be kind of wonky like when you first open up race menu. Maybe not worrying about mouse input and having buttons you can dpad around on would be the best path. Control will basically be this in summary: Enter a scene, notice the signifiers, open up the menu and use the dpad to navigate to what you want to do and select it. In this concept I might leave "EZ-Mode" in still and have only it's UP down left right functionality working but only if a modifier is pressed most likely num 0 by default. So you can hold num 0 and dpad around quickly if you don't want to navigate the menu. Maybe leave certain things on space bar that are fun to have instant gratification on like spanks. What do you guys think? Some other potential here is Y/N dialogue mid scene where outcome can effect the sceen. Also for other aspects consider combat, you can have blade and soul style reaction things pop up as a result of moves you do, for example after a flying grapple you get a flash of a few buttons that you can respond to for further combo depending on skill, chance.
Trixxxee Posted February 21, 2016 Posted February 21, 2016 Oh this is sounding so great! Gonna wait a little longer to DL, but looks like you folks have things going the right way! Wish I could help, havent really gotten into this level of modding yet though... In regards to what you just posted CEO, that sounds really cool! And yes please leave the space bar spanks! Please! But! Seriously, thats a great idea. Question though, would that mean a slight pause to select said illustrated choice? Or mabie Im not reading this correct. Oh! I see! Its like hitting the alt+- key but onscreen bits instead! O.o! That IS a great idea!
SparklingWaterEnjoyer Posted February 21, 2016 Posted February 21, 2016 I keep getting "New scene system failed please report" How can I report this? Thanks in advance!
CEO 0S Posted February 21, 2016 Author Posted February 21, 2016 Good question. I had completely spaced that because I use a gamepad and never mouse/keyboard it. I'll have to research a little to see what the options are. Pausing the game, for 0S does seem like it would be jarring. Maybe there is a way to trigger the mouse without a pause. If not, you might consider making selections via direction keys and space bar instead of mouse clicks. That would make it easy to enable gamepad control as well. I'm looking forward to seeing what you come up with. I've been surprised that there isn't more custom HUD work and managing things in Flash. I guess getting it set up the first time is some effort and throws people off. Probably makes it look more complex than it is. Side note: Scaleform removes the XML API from Flash. But, I just have a hard time looking at JSON data. So, I built my own XML parser so I can work with XML data. You may already know the JSON for 0S inside and out by now. But, if you're interested, you could consider using the parser and XML instead. To me, it's way easier to look at and edit the data side of things for a project like 0S with all kinds of variable sized lists, flags, etc. I just load an XML file as a string via PapyrusUtil, pass it into Flash and parse it into a multi-dimensional object array. It wouldn't take much to update the parser to allow it to modify and save the XML as well. It's funny because now that you showed me the way it's simple but it was daunting as fuck with the limited access to tutorials and example plus the fact that you can't see the compiled side of the flash... More so your example is incredibly simple to setup and very easy to practice on and learn on. If the exact thing you described was packed up in a zip I'm sure you would see a lot more UI. it's awesome there's so much potential. I guess flash is kind of a pain in itself also though to use. Of course on the animations Pipdude I'd be happy to help I know you were asking me about it a while ago and I'm curious how it went. You mentioned you were waiting on the FO4 CK what kind of projects do you have in mind? Yes on the XML parser absolutely I would most likely need help understanding getting it working.Let me try it out please? It sounds like I'd have to convert the documents to XML but that wouldn't take so long, and I'm sure there's ways it can benefit the project. To make sure I"m understanding PapyrusUtil can import an XML as string so you're taking it through SKyrim and then converting into an xml that flash stores and flash could then adjust and save the parser? The scene now records all actions like thrusts, strokes, every detail and it's all being stored even things that are most likely not going to get use per pairs of actors in an engagement. So the data is there waiting if an external mod developer wants to partake and use some segment of it. For a ridiculous example if a developer wanted to make a quest open only after 150,000 sex thrusts and 85 kisses with NPC A they could have that information but also store relationship status for example how the sex made one actor feel about the other, and have it impact future engagements. Definitely having a way to assemble all of them and put back into data storage would be awesome. It's saved by HexCode+ModName_HexCode+ModName combination of the two actors as the name of an array key of the data. The UI gives me a really nice way to display it all if needed also I guess. I was going to use MCM but that would be not ideal and not look as good. I'm assuming this is the case but to make sure: The SWF will save information through a session? But will get wiped on exiting the game? There's no way it can store some long term stuff on it's own? Also can key input be received by the SWF bypassing Skyrim entirely? For example UP DN Left Right.
micachu86 Posted February 21, 2016 Posted February 21, 2016 Amazing work!! Thank you so much for this mod! Wish I could help with coding...
CEO 0S Posted February 21, 2016 Author Posted February 21, 2016 I keep getting "New scene system failed please report" How can I report this? Thanks in advance! I'm sorry you're having trouble Arialynn. That's a hard debug line that happens if the script loop starts without being in a state. I was fairly certain there is no way it could show up so I'm going to look into it. Is it only a sometimes thing or is literally the start of the scene reliably everytime? If it's at the start it might be due to a clean save. If you want to check your files for left over stuff there are 2 files that could potentially be left over from a previous install: \Skyrim\Data\meshes\0SA\_Engine\_Process in that files will be something called scenenumreg.json (something like that starting with an S. You can delete it, there's also a folder in there called RAM also. You can go in the Ram folder and delete any file named 0.json 1.json 2.json through 99.json anything in the RAM folder just delete. The first file is a way for the mcm to relay information the scene, as different scenes all share the same spell it's a system I used to differentiate to the spell what kind of script is happening. It should only be filled just for a moment and then left with just two brackets [] it's safe to delete though. Ram used to be where I wrote scene data that I needed to store in JSON. It would also clear itself out but you'd still have 0-99.json left there eventually with just brackets in it. This is always safe to delete (it's gone in 1.07d so you won't have to check this in the future) If you want to try removing those files they might have left over data, if had some bugs that wasn't completely clearing them out. Please let me know how this goes.
LucasHM Posted February 21, 2016 Posted February 21, 2016 I keep getting "New scene system failed please report" How can I report this? Thanks in advance! Hey, had the same error message, just did a clean save and fixed it.
pipdude Posted February 21, 2016 Posted February 21, 2016 It's funny because now that you showed me the way it's simple but it was daunting as fuck with the limited access to tutorials and example plus the fact that you can't see the compiled side of the flash... More so your example is incredibly simple to setup and very easy to practice on and learn on. If the exact thing you described was packed up in a zip I'm sure you would see a lot mroe UI. it's awesome there's so much potential. I guess flash is kind of a pain in itself also though to use. I think you're right. The go-to resource for learning how to do this is the SkyUI files and documentation. Those guys are professional developers. So, the framework and tools they set up are very well done and useful. But, it's advanced level code. It probably adds layers of confusion for people coming from Papyrus with little to no Flash/Javascript experience. Maybe I will put together a very basic tutorial for it in FO4 to hopefully encourage more people to try it. Of course on the animations Pipdude I'd be happy to help I know you were asking me about it a while ago and I'm curious how it went. You mentioned you were waiting on the FO4 CK what kind of projects do you have in mind? I've never added animations before. I've only been studying the process so far. I've been reluctant to finalize the workflow and start because it's so unclear how (or even if) animation customization will work in FO4. I don't want to spend too much time learning something that may not apply. I'm hoping that Bethesda is generous and provides plugins, etc. so we can import/export right out of the box with the new GECK. One project that comes to mind is figuring out how to import Daz3D models into Skyrim/FO4. I think that I understand how to bring in bodies, hands and feet. But, I'm a bit unsure how to import the custom head mesh considering the tri files, lining up eyes, expressions, etc. (Probably goes without saying. But, I couldn't release a mod with Daz content. But, for private use, if I could work out how to efficiently bring those meshes in, they have really good customization capabilities. Not sure if you've looked at it. But, it's like Bodyslide on steroids.) Yes on the XML parser absolutely I would most likely need help understanding getting it working.Let me try it out please? It sounds like I'd have to convert the documents to XML but that wouldn't take so long, and I'm sure there's ways it can benefit the project. To make sure I"m understanding PapyrusUtil can import an XML as string so you're taking it through SKyrim and then converting into an xml that flash stores and flash could then adjust and save the parser? Ok. I will need to take it out of other code and repackage. Will send that over tomorrow. This is how you use it: Make an XML file and put it in the Data folder (you could use a different path if needed. But, my example assumes the XML is in Data). Then load it with MiscUtil like so: string yourXML= MiscUtil.ReadFromFile("Data/yourXML.xml") yourWidgetHandlingScript.loadXML(yourXML) Your loadXML function in yourWidgetHandlingScript: function loadXML (String yourXML) UI.InvokeString(HUD_MENU, WidgetRoot + ".loadXML", yourXML) endFunction Then I will send the Flash with the loadXML function and parser tomorrow. To answer your question about what it does: the xml gets sent into flash as a text file. The parser converts it into a multi-dimensional object array. That means that all the lists are already turned into arrays nested into arrays and all of the attributes are turned into variables by their attribute names. Make sense? Might be a little confusing at first. But, it's a super convenient structure for the data to be in. I haven't programmed the parser to turn the data back into an xml string. But, it wouldn't be difficult. You would need that to save changes to the data by generating the updated xml string, sending back out to papyrus and writing it back to the original file with MiscUtil. The scene now records all actions like thrusts, strokes, every detail and it's all being stored even things that are most likely not going to get use per pairs of actors in an engagement. So the data is there waiting if an external mod developer wants to partake and use some segment of it. For a ridiculous example if a developer wanted to make a quest open only after 150,000 sex thrusts and 85 kisses with NPC A they could have that information but also store relationship status for example how the sex made one actor feel about the other, and have it impact future engagements. Definitely having a way to assemble all of them and put back into data storage would be awesome. It's saved by HexCode+ModName_HexCode+ModName combination of the two actors as the name of an array key of the data. The UI gives me a really nice way to display it all if needed also I guess. I was going to use MCM but that would be not ideal and not look as good. Does it currently record each action as it goes? If so, that could be a performance issue. I would set it up so that it tracks that information during a scene. But, it only actually writes it to the record when the scene ends. That way you're only doing one write and not potentially interfering with the performance of animations and other work you want the system to do during a scene. I'm assuming this is the case but to make sure: The SWF will save information through a session? But will get wiped on exiting the game? There's no way it can store some long term stuff on it's own? That is correct. Outside of Skyrim, there are various writing options for Flash. But, within Skyrim, the only way to save the information is to send back out to Papyrus and then write it in some way with an SKSE plugin like PapyrusUtil/MiscUtil. I like the model of sending the XML out because you wouldn't have to fiddle around with multiple calls, Papyrus arrays or typing the variables. It would all just be in one largish string. Only downside could be that there is some string size limitation I don't know about yet! In that case, you could just break it up into a few xml files for different categories of data.
CFU Posted February 21, 2016 Posted February 21, 2016 The new system you've got seems really promising. It will definitely be much cleaner and easier than how advanced mode is now, at least. I wonder how you're going to handle combat though? Even now with my relatively new PC the sex animations aren't exactly responding lightning fast. I have to hold down keys before they get registered. And this might just be for my install, but some keys like the undress E and U keys don't even appear to work right. Pressing E and num- doesn't have any options shown in the window but pressing E and the numbers gets the usual actions done. Its working, but for some reason not all the UI stuff does.
CEO 0S Posted February 21, 2016 Author Posted February 21, 2016 I wonder how you're going to handle combat though? Even now with my relatively new PC the sex animations aren't exactly responding lightning fast. I have to hold down keys before they get registered. Thank you CFU i'll look into the issue it might be that I changed the key checks around slightly so you must press - before you press the key you want help on. It's been catching a few people off guard. The scene 0Sex plays on I'm calling scene type (1) it's a heavier load meant to achieve as many simulation effects and details as possible so I'm not holding back on it. It's intended for a slow paced scene. I have a lighter script I'm almost done working on that doesn't do a lot of the detail stuff 0Sex does. It basically loads the entire scene in one call at the start and then just is on onupdate loop with some simple math occasionally that can take input. It's tuned to be light with an emphasis on performance. If scaling is off it can almost instantly start in most conditions. On the first point of UI documentation, I'd say it's more so examples like GameDelegate."SendSound". I was trying to make key presses get seen by flash and I realized there's no talk at all on the entire internet about gamedelegate. In fact the only thing that comes up is 2 unanswered posts by you asking questions about how to figure out what you can input there. SO I decided SendSound is just a kind of "Be Free" entry thing, I can put whatever i want there i guess GameDelegate."WhoIsTheQueenOfThe90s" and it returned Alanis Morissette I'd say without being the coder or in touch it's pretty thin to figure out what is going on. I'd like to use those features but they are secret. I'm decent with models so maybe I can help. I haven't looked to much into FO4 yet. I know daz and the system, I have a UE4 mock up of 0Sex that I use a plumped up version of the free one that comes with the latest daz, trying to reach my degenerative end game of 0Sex on Occulus rift. Head might not be possible, I think you'd have to sacrifice all expressions and morph and have it be worn like a helmet to get it in. I'll look into it but I haven't checked on what's possible in F04 in a bit how the faces are set up. If you wrap the vanilla head to D or vice versa your Diffuse textures will be wrong, and it's prob not going to take any morph, tri data if the vertex count and order isn't the same, expressions might try to pull on random spots of the face instead of the correct places. It's on the edge on my knowledge but for getting it into UE4 with morphs inovles simply Exporting with a morph slider at the 0 and 100 for each possible morph but UE4 automates the import process and it's most likely substantially eaiser then doing it for FO4. I'll take a look agian at FO4 maybe I can think of something. For the speeds and records the scene data json has 9 values in it's int array that's amount of thrusts or whatever per loop. And an int saying what kind of event it is for example handjob is 20. So abbreviated it's like 20,1,2,3,4,5,6 meaning it's a handjob with 1 additional stroke per +speed. The script itself creates an array at the beginning when it firsts stats that is their record. SceneRecord[20] = SceneRecord[20] + 6 that calculation will fire each loop (if you were doing a speed 6 handjob). When scene concludes it loads the Hex_Hex of the actors History and totals that with the scene's record then saves it back to the Hex_Hex. Looking forward to the parser, and I get the gist of it now I think should be good to go, and thanks again Pipdude. Epic stuff today.
Dr0mann Posted February 21, 2016 Posted February 21, 2016 What remains from Advanced mode is this: ALT, SHIFT CTRL. 1. When you enter a scene pressing no keys the screen is clean 2 . If you press Left Alt (For example) the left side buttons appear showing what the DOM can do. 3. IF the dom has SHIFT or CTRL or UNDRESS etc. there will be small signifiers on the left side of the screen also that they are available. 4. The sub in this case would also get signifiers on the RIGHT of the screen if they can do things. Signifiers will be much more subtle then buttons just letting people know they can do other stuff too. 5. To navigate the buttons You hold ALT (in this case) to move on the dom side and press DPAD up down left right and it simply goes up and down the grid on press and you can stop at any box you want. I believe that we will most likely have to pause the game to enable mouse input and it might be kind of wonky like when you first open up race menu. Maybe not worrying about mouse input and having buttons you can dpad around on would be the best path. Control will basically be this in summary: Enter a scene, notice the signifiers, open up the menu and use the dpad to navigate to what you want to do and select it. I think this sounds amazing, it would make it so much easier to use. I don't think EZ-mode would be needed with this kind of setup, especially if the buttons are grouped so it's clear which key does what. Eg. the main keys in a cross pattern and small indicators below to show if there are any ALT, SHIFT & CTRL actions available. Maybe the arrow keys could be used without modifiers to go straight into different base positions? Mouse control shouldn't be necessary and dialog boxes could be used just for settings and stuff that doesn't have buttons in the UI. Probably stuff like undressing, switching roles etc.
CEO 0S Posted February 21, 2016 Author Posted February 21, 2016 Really nice ideas thanks! The cross shape idea is good to have the easiest access I like that. I want to keep the screen as clean as possible I'll do a T on it's side shape so basically if there was just one move it would be centered vertically against the left of the screen. Then fill in Above Left and Below, then further fill out into 2 columns from that. I think all menus could handle it and I could trim quite a bit of the MCM down also. Some crazier ideas would be this: 1. Warp menu button removed and loads my pdf on the screen (Transparent background) and you can click any scene you want and go there. 2. Put FX Clothing and AI into a UI. Have a single display for stats etc. that looks nice. 3. When you hold shift+cast now to make an NPC scene the menu is clunky and limited, UI could make a nice unintrusive interface to cast the scene from easily. 4. I think it could be used as a way to manage visual undresing and redressing of your actors outside of sex also. Some kind of ESG stand alone thing. If you wanted more immersion to have them actually undress or put earrings on etc. through animation etc. 5. I'm going to add (sleek hopefully) speech bubbles in a small stand alone mod that any mod can access.It will use global functions so it will be easy for any mod to trigger it. I'll try to find ways for OSA to connect to this so you can have the actor's talk with text for more elaborate dialogue, if you don't have access to endless guys and girls that will both do dirty talk into a microphone and nerdy fantasy speeches also. 6. Some flair could be added announcements in a nice font. Like the top left notifications but something that feels natural cinematic.I'm going to try to combine a bunch of text output stuff for cool easy effects into a small mod with all global functions so other mods can use it and OSA also if people want.
Dauvmire Posted February 21, 2016 Posted February 21, 2016 Control will basically be this in summary: Enter a scene, notice the signifiers, open up the menu and use the dpad to navigate to what you want to do and select it. Love this concept. I've been using your mod since the beginning and yet I am constantly hitting ALT + numberpad "-" to get the help menu when my memory is hazy on the correct keystroke. And as a gamepad user, 0SEX requires me to put down the controller and navigate with the keyboard. It sounds like this new UI could eliminate this necessity. Awesome breakthrough, can't wait!
Kinky Posted February 21, 2016 Posted February 21, 2016 I like all the ideas mentioned so far. Only 3 things are missing that i believe are important. 1. Show/Hide interface option (While UI will be amazing sometimes you will still want to see scene in a movie style with nothing in your way) 2. Panic button/option (Quickly end any sex activity and redress actors without playing redress animations) Not just for panic reasons but also for debug reasons to save time. Possible bind (end button on keyboard) 3. Cumshot button/Option. Im not sure how or when you planned to implement this but it would be good to have option to do it at any time, during any animation that loops Not just ending scene animation. Basicaly this would only do ejaculation and perhaps override expression and change sound while still playing current animation loop. This would give you lots of ending possibilities and not just predefined and animated ones. (Its important to mention it now while you are building UI so that you dont have to redo things later). On a less important note you can as you and others mentioned replace lots of atm used keys into single one that opens dialogue for all of them. As your plan is to trim down advanced and easy mode to make this new easy UI mode. So keys that will be used are CTRL ALT Shift Spacebar Num0 Num, and Dpad. You could include Num+ (Show/hide interface) End (Panic button) Enter/Num Enter (Options menu - Help AI Randomizer Lights Undressing Switch positions... all included). Cumshot can be combo of alt/shift/ctrl + spacebar. And im out of ideas for now.
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