Deathmaw Posted May 12, 2016 Posted May 12, 2016 I haven't been able to download and try yet as I am away from my home PC. Any chance you have added in a toggle or something to disable SOS scaling? I can live with any alignment issues. I tried disabling it in the xml but was only able to get it to a scale of 1.0 and not disable it. Really looking forward to the 1.08 full release this mod is getting better by the week.
Bif_Mandrake Posted May 12, 2016 Posted May 12, 2016 Cowgirl switch to Dom driven action works great now. No longer sliding 3 to 6 feet while switching from Sub to Dom driven action. Meant to comment that the "WEP" info that stayed written on the screen disappeared with the first update. So nice having that resolved! I also really love no longer having to check my Overwrite folder in MO to see if Osex has left any jsom files after using since switching to 1.08x.x. "Show inventory" doesn't work still, but I'm guessing this is on the to do list? This will be of great help to all who use any clothing mods, and have "non-standard" slots assigned to various articles. Note: I tried moving my custom follower mods plugins to a higher position in my LO (as per earlier posts here), and find that this doesn't help in my case. These custom followers still end up fused with my character if I select them with Osex. Just thought I'd let people know that this isn't a guaranteed fix.
CEO 0S Posted May 12, 2016 Author Posted May 12, 2016 Posting just a small patch this time to test SF's great fix he came up with for the custom follower issue. Note that it is beyond my papyrus comprehension so it's possible I messed up implementation so let's find out. You don't need to remove 1.08D4.1 to install this it's just a zip with a few papyrus script overwrites, but it might take a clean save. This time you will have 1.08D4.1 + This patch installed at the same time. This is only for testing if it works I'll put together a proper full 1.08D4.2 to avoid confusion. Kinky I added in your suggestion also of only doing the positioning function once. I'll need to know if perfect alignment and sex with sven is still possible after this fix. This test is for the following: Do Custom followers work with these scripts? Is positioning still at max alignment always now (at least as intended) for all actors including crazy ones like sven. SF I need your help understanding something please. Your solution seems to work perfectly but it is a little beyond me in comprehension so if you can please take a look at this and help me figure out how to resolve it.Thank you very much for this awesome fix and all your help! This information here is getting output different then it should be after the fix: It's meant for persona storage so the actionscript knows the directory to search to find their persona and profile xml data for that specific actor: details[10] Should be outputting: 0620CC for Fione (080620CC) Details[10] gets filled in twice, the first is temporary to facilitate getting the mod name, but the final result of it which is displayed here is the last 6 of the hex of it's form ID. (Form ID minus the first two digits relating to it's containing esp/esm) Details[11] Should be outputting: 0S.esp Details[11] is the full mod name of the esp/esm containing the actors form. Details[13] Should be outputting: 0S0620CC (Mod name - .esp + Last 6 Hex Digits) Details[13] is the OSID which is mod name minus the .esp + last 6 of the hex. Details[14] Should be outputting: npc/0S/0620CC Details[14] is the folder directory of that actors persona, or at least where it will be if it exists. npc/ modname - .esp or .esm / last 6 hex All these details above are assembled in one location here: string[] function sendActraDetails(actor Act, string FormID, actor PlayerRef) global actorBase ActB = Act.GetActorBase() string[] details = new string[16] details[0] = FormID details[1] = ActB.GetName() details[2] = ActB.GetSex() if Act == PlayerRef details[3] = "1" details[10] = "PlayerDesig" details[11] = "PC" details[12] = "Player" details[13] = "Player" details[14] = "PC/default" Else details[3] = "0" details[10] = IntToHex(details[0] as int) details[11] = Game.GetModName(ModNameHex10(details[10])) details[10] = HeHexMe(StringUtil.SubString(details[10], 2)) details[12] = stringUtil.SubString(Details[11], 0, StringUtil.Find(details[11], ".es")) details[13] = details[12]+details[10] details[14] = "npc/"+details[12]+"/"+details[10]+"/" EndIf details[8] = ActB.GetWeight() details[7] = ActB.GetVoiceType() details[6] = ActB.GetRace().GetName() details[4] = "0" details[5] = "0" details[6] = "0" details[9] = "0" ; debug.messagebox(miscutil.ScanCellActors(act, 0.0)) return details endfunction 0Sex1.08D4-Patch.rar
Anicae Posted May 12, 2016 Posted May 12, 2016 Tested the patch with some custom followers, namely Interesting NPC's, Skyrim Romance mod and KFollowers (again^^). All worked, no alignment issues. Sven and Lucan from Riverwood, again, no alignment issues either. Edit: solved my prob, my own fault, disregard this^^
Kinky Posted May 12, 2016 Posted May 12, 2016 Alignment issues showed up both on Lucian and Camilla in riverwood trader, it worked fine on Lydia. Guess running it once is not enough. Cant test on followers since i dont have any custom one.
CEO 0S Posted May 12, 2016 Author Posted May 12, 2016 Thanks Ariharu, it seems like I have the characters for cyrllic in the font, and this should be possible and working, any language that Skyrim is localized in should be showing up correctly but that's as far as I know. I would love to resolve this but most likely I will need help from someone with some actionscript / flash knowledge that can give me some hints why non-english characters aren't showing up. The font as far as that is linked in actionscript has all the characters needed and I am exporting with all selected. Hi Zabu, That's kind of what I was looking for with OSex when I started making it, a simpler path that didn't make much overhead which is why I resorted to spells holding a majority of it. I'm always going to strive for that but as a disclaimer OSA and OSex right now is pretty experimental in terms of using actionscript to basically run the entire mod. I don't think there's anything else that's been done for Skyrim like it and there's a lot of quirks to be ironed out. I just mean while what you are saying is absolutely my goal the system is very unorthodox and might bring with it some issues that take time to solve or even discover. Agree on hand. There's some things I'm just not sure how to go about it best yet. You prob see I have two hands, one with an exclamation mark on it, that one is meant for mroe aggressive or rougher motions, where as the plain hand is a more neutral usage of hands. I think I'll standardize spank to always be behind the hand. What I try to do is have the first page you arrive at be as morally neutral as possible. For example bad boys of Skyrim stuff I try to stick to the second page so a user would have to choose to go there. If someone is using OSex purely for the embraces and kisses I don't want to bombard them with sex, spanks, rough blow jobs etc but have it be on the side in case they do want to go there. Page 1 is meant to have just the most neutral, vanilla, most unoffensive stuff possible. ------------------------------------- I'll go over my overall plan so you and the community can give me feedback on what you think is best. This is just for OSex, developers can use whatever however they might need to make or request custom buttons to break the color schematic, which wouldn't be to bad. -Actors are organized by color, in this case dom is the ice blue, sub is the power pink, I have a third yellow which I'd like to use at some point where you can invite your follow or other actor into some scenes. To turn a blowjob into a classic DP for example. -The page tab is organized by target. For example if there were two actors with cocks, and the actor could jerk themselves or jerk the other actor you'd have a pink and blue cock on the page tab, that separated them. Pink hand for example is spank the sub, blue triangle is move the dom. -The circle buttons you actually select are already grouped by target so their halo is colored by the actor you are currently on to give the eye a hint and reminder of what actor you are currently on. The type of halo is meant to describe the action, the thick bar with the arrows is a major movement, the more delicate lace one is for slighter movements, and I'd like to add a second tier to each of those for phsyical as opposed to tender, (Gently turning an actor over as opposed to just flipping them over) there's some other halos for undressing, magic, tender stuff but I haven't fully got around to it. - At the moment I have triangle which movement - The other triple triangle which is only used in the broken position where the dom lays down. The concept for this is to signify some major shortcut in the scene that you might not be able to come back from. Things that will take you from one end of OSex to the other for example, where as triangle will keep you relatively in the same place. - Clothing: Intimates, Armor, Apparel - Hand: Hand Rough, and Hand Regular - Heart for tender ( I might make a separate one for kiss) - MGen for doing stuff with an actor's MGenital - Pussy for doing stuff with an actor's FGenital - Sorcery will need it's own potentially divided up by schools of magic. For example the wiz sex at the moment is intended to be some kind of tribal magic but I'm working on some other things that could be different. I've got a "Bloat" spell that inflates the actor coming, and am trying some lightning zap "spanks" as well. ------------------------------------ Thanks for the other information. I'll see what I can do about your requests. Staying on the same button is a little harder since technically you are leaving the scene entirely to spank which is a transition that winds up sending you back to the scene you came from. It is possible and I'll try to figure out a way to pull it off. I'll revist the organization of the stripping panel so that full strip has easier access also. Sorry forgot to add your main points to the list, I'll do that and will definitely get to them during wizard wish week. If you see the speed errors please let me know, I'm catching them when I see them but exactly where they are would help me solve them faster. Thanks Bif. You're right show inventory will just bring up a page that shows all equipped slots as a reference for your character. A lot of the menu features that aren't there are simple implementation but I just haven't got around to it yet. The tools and data all exists I just need to make a nice looking box that pops up. The other one is slots which will work exactly the same as ESG but show every single item worn as opposed to ESG groupings. Outfits is a future thing that's kind of niche, but I might spend more time on it. Actor's will be able to have outfits stored for them in xml, so a custom follower could have a few setups. The applications of this and how it will play out I'm not entirely sure, I do want to provide the option to have all equipment even by the player be animated stripped and redressed for Hardcore Clothing immersion. The main point of it is something no one will possibly ever use but I want to put it in as a matter of principle: ESG can be configured per scene so you a developer for a specific instance of osex for example could have the actor dress differently after sex, for example they might have started in full armor but could redress to a more casual outfit or just intimates in the aftermath.
Kinky Posted May 12, 2016 Posted May 12, 2016 Did another run and this time things worked fine except when there were obstacles between actors (wooden counter). Tried targeting Lucian with counter between us and he moved to side, went behind counter and targeted him directly and positioning worked fine. Sometimes its not obvious obstacle but some invisible object collision that is moving actor away from proper spot. seems like your function is good for positioning actors but maybe it doesnt calculate if there is enough free space at the location scene is about to start at. Here im just talking from what i experienced. My girl was standing next to counter and lucan teleported in front of her then he moved away from counter and went to wrong position.Basicly if scene moved completely to free spot this wouldnt happen.
sfll Posted May 12, 2016 Posted May 12, 2016 _0SGlobal.psc (in sendActraDetails) ;details[10] = IntToHex(details[0] as int) details[10] = details[0] ; it is now already a string in hex details[11] = Game.GetModName(ModNameHex10(details[10])) ;details[10] = HeHexMe(StringUtil.SubString(details[10], 2)) details[10] = StringUtil.SubString(details[10], 2) ; last 6 of hex Works with everything I have tried so far except Serana (though it works with other NPCs from Dawnguard.esm, trying to figure that one out) EDIT: Strangely it works with Serana when added as a new reference (player.placeatme 02002b6c) but not with the original.
CEO 0S Posted May 12, 2016 Author Posted May 12, 2016 Hi Deathmaw, The next wizard wish round after this one is putting in the config ini so a majority of config options should be returning in the next few days. Yea that's exactly what I encountered, Sven would spin around and keep getting repelled, eventually he'd wind up in orbit getting pushed around etc. It's kind of a mystery, it's actor specific I find, for example Fione will never repel, Sven will always repel without the recent changes. I'm not sure why it takes multiple passes to really get it to stick most likely just some kind of papyrus limitation that know one will ever really know. Pre 1.08 the script was doing this every loop so it's still substantially better in terms of processing. In the patch it does it once but in D4.1 it spammed it 5 times every .1 seconds then stopped so after the first half second it was completely over and seemed to lock them in place perfect. I'll revert back to the spamming method but the papyrus log was messy, it might be related to something different. I'm using an objectReference array and it might not be finding it in some cases as the error in the log was labeling it as a "nonestack" whatever that means.
Deathmaw Posted May 12, 2016 Posted May 12, 2016 Hi Deathmaw, The next wizard wish round after this one is putting in the config ini so a majority of config options should be returning in the next few days. Yea that's exactly what I encountered, Sven would spin around and keep getting repelled, eventually he'd wind up in orbit getting pushed around etc. It's kind of a mystery, it's actor specific I find, for example Fione will never repel, Sven will always repel without the recent changes. I'm not sure why it takes multiple passes to really get it to stick most likely just some kind of papyrus limitation that know one will ever really know. Pre 1.08 the script was doing this every loop so it's still substantially better in terms of processing. In the patch it does it once but in D4.1 it spammed it 5 times every .1 seconds then stopped so after the first half second it was completely over and seemed to lock them in place perfect. I'll revert back to the spamming method but the papyrus log was messy, it might be related to something different. I'm using an objectReference array and it might not be finding it in some cases as the error in the log was labeling it as a "nonestack" whatever that means. Awesome cannot wait. Thanks CEO
GTR_34 Posted May 12, 2016 Posted May 12, 2016 Haven't used mod in a while and wanna try out the latest version. I remember having to put 0sex or something somewhere in OSA option menu thing. Is that still necessary and if so could someone link the original post with instructions. Cant seem to find it. Thanks
Kinky Posted May 12, 2016 Posted May 12, 2016 Haven't used mod in a while and wanna try out the latest version. I remember having to put 0sex or something somewhere in OSA option menu thing. Is that still necessary and if so could someone link the original post with instructions. Cant seem to find it. Thanks No more MCM. Link to download and description is in my signature. CEO your overall plan seems good. About staying on same category - should be same approach as staying on same actor that you already have. Ill try to do more tests with this patch to see if i can catch anything new. Even though 5 times makes things perfect it still seems like overkill.
GTR_34 Posted May 12, 2016 Posted May 12, 2016 Haven't used mod in a while and wanna try out the latest version. I remember having to put 0sex or something somewhere in OSA option menu thing. Is that still necessary and if so could someone link the original post with instructions. Cant seem to find it. Thanks No more MCM. Link to download and description is in my signature. CEO your overall plan seems good. About staying on same category - should be same approach as staying on same actor that you already have. Ill try to do more tests with this patch to see if i can catch anything new. Even though 5 times makes things perfect it still seems like overkill. Alright thanks. I downloaded to one in your signature, and the mcm menu was still there so I assumed I still need to do that.
CEO 0S Posted May 12, 2016 Author Posted May 12, 2016 Sff you are incredible, I am in your dept for your help and experience thank you so much for this. Also I know it's not easy to pick up the ball in my cryptic code and figure out what things are doing especially since you are blind to a majority of the actionscript. Thank you so much. I was able to get Serana to work on mine, maybe it's an issue with an esp writing over her base esp in dawnguard it causing some conflict I'm not aware of yet? Hmm I added this Serana as a placeatme so it might not actually be solved. I'm trying to think what it could be.... My initial thought would be it's getting the Actorbase ID on a placed actor but if it's an actorbase that's in a defined alias it might be sending back the actor ref first. What are the differences in form IDs that it's returning for a placed serana vs an actual one?
Bif_Mandrake Posted May 12, 2016 Posted May 12, 2016 Patching for me DID REQUIRE a clean save and install - just a note for others that might encounter the same problem I did. Most puzzling/distressing was the "Osex.esp" is missing message didn't appear in any of my recent 5 saves, and I had to go back 6 saves to get the message to happen, and for Osex to be removed from the game. Whew. After reinstalling (I repacked the zip file and replaced the files with the patch then repacked and installed), it was a really long time hanging out in Solitude before the "registered new MCM" message appeared and the install took. I'm jacked to report my favorite follower Etain the Shewolf now functions with the mod. I suspected the Inventory option was still a work in progress - thanks for the information. I love the undressing animations on the 1.08 series! You've outdone yourself once again CEO. BTW - it seems the BJ sound file loop from Olyn is perhaps a bit short? It's really the only sound file that sounds like an obvious loop to me. Anyone else getting this? Kudos.
Kinky Posted May 12, 2016 Posted May 12, 2016 Im more and more sure that collisions are whats causing actor misplacement. Sometimes actors collide with each other at start of the positioning process. For example sven bumped into my girl and girl started to glide back slowly but sven end position was perfect for where girl stood originaly. On few more attempts they had perfect positioning.
CEO 0S Posted May 12, 2016 Author Posted May 12, 2016 Credit goes entirely to SF for making this Wizard Wish come true. I just copied in stuff he typed and told me to do. I need to clarify on 0Lyn: She's doing a 300+ audio samples that she's recorded and is editing. She rushed 10 for me to use as a testing point to start setting up her sound pack and get a feel for it. This is 10 across all voice packs which is Primal Sex, Primal Sex (Suck), and Vocal Sounds pack so I'm stretching it very thin. OSA at max potentially would use hundreds of sounds but there's just a few in play at the moment so you are going to get a huge repetition of the same sounds over and over, when it's done though you'll get crazy variety, much more then _OGal has. OSA doesn't use loops but uses pattern/maps instead based on what's happening, it does passively play as a loop in that the actors will make sounds through out but also responds to events like thrusts so it's a bit of both, the more entries it has in it's pattern to choose from the more in depth it can get. On this note also, I took some liberties in propogating the sound pack where as in the future these will have custom entries, for example the spank reactions I just stuck in some of her other sounds that seemed like they could kind of work JUST for the meantime. It's very much a work in progress and for now just to have a place to see how great she sounds and get a feel for it.
CEO 0S Posted May 12, 2016 Author Posted May 12, 2016 Im more and more sure that collisions are whats causing actor misplacement. Sometimes actors collide with each other at start of the positioning process. For example sven bumped into my girl and girl started to glide back slowly but sven end position was perfect for where girl stood originaly. On few more attempts they had perfect positioning. Have a feeling it might have something to do with this: http://www.creationkit.com/index.php?title=SetMotionType_-_ObjectReference but it's pretty complicated and no documentation and I'm not even sure. I can put it back to spamming x5 but I'll keep looking also, I'm not optimistic I can find a solution that will be perfect everytime as there's some unpredictability to it. If it's not happening very frequently I could add an option in Arrange Menu to make the positioning lock happen again, like if you see actors are off you can hit it to tighten them up but if it's happening a lot I'd rather just have it play a few times at the start. The repelling of the PC is strange though that you are describing, and maybe in conjunction with the papyrus log is pointing at something else. I find undress actors will make them repel each other if the vehicle wasn't set properly and maybe the errors that were popping up in papyrus log hint that something else is in play and just one alignment pass is enough.
Kinky Posted May 12, 2016 Posted May 12, 2016 I did some simple tests with 3 actors (Player, guard and Lydia) Lydia is here just as collision object. First attempt: Standing really close to Lydia almost forcing her to move away. Turning collisions off with tcl console command and then starting 0sex with a guard resulted in this: As you can see its perfect alignment from one try. Turning collision back on at this point kept everyone in place. Now similar setup again. Different thing is only that lydia is facing bit differently. And now starting 0sex with same guard again but with collisions on resulted in this: Player was moved away from Lydia in this case to her right side (depends on where she is facing). And finaly ultimate test just coz i felt like it Sven sitting on a bench, chair and Lydia as extra obstacles: Tcl collision off then starting 0sex resulted in this: Again perfect alignment even if i do tcl collision on after
migal130 Posted May 13, 2016 Posted May 13, 2016 Hmm I added this Serana as a placeatme so it might not actually be solved. I'm trying to think what it could be.... My initial thought would be it's getting the Actorbase ID on a placed actor but if it's an actorbase that's in a defined alias it might be sending back the actor ref first. What are the differences in form IDs that it's returning for a placed serana vs an actual one? The objectreference formID would be different between a placeatme-spawned Serana and the original. Their actorbase formIDs would be the same. The two instances should have a different PRID in the console. To the best of my knowledge, actorbases aren't typically put in a quest alias (although it's possible to put almost anything into a quest alias). For typical quests that control an actor's behavior, it is the actor's objectreference that gets aliased. In papyrus, the term "Actor" essentially means Actor ObjectReference. The Actor script is a child of the ObjectReference script. ActorBase is a completely different animal. It is a template for the creation of Actor ObjectReferences (whether the actorbase is leveled like a bandit/guard or not). This is confusing because ActorBases are listed in the CK Object Window under Actors. A good test would be spawning a new lydia outside Whiterun during the siege of Whiterun. If she doesn't run back to Breezehome to join the original Lydia, it proves the alias is only altering the original Lydia's behavior. The same could be true for Serana if her original instance was currently aliased. Meaning, it's possible a Serana quest alias is the culprit. That doesn't necessarily make much sense to me, because an animation spell should work on any actor available, unless the actor had been given immunity via another magic effect or was in an alias that provided immunity. While not impossible, I think that's unlikely in this case. However, if OS puts participating actors in its own aliases temporarily (I've never opened your esp so I don't know), the problem could be quest priority. Out of curiosity, has anyone tried it on non-Serana vampires like the Solitude court wizard?
sfll Posted May 13, 2016 Posted May 13, 2016 It works fine on other vampires, including the ones in Volkihar castle. Looking into the script alias thing now. Serana isn't having the Actra and Actraga effects added, and takes no animation change (if she was sitting, she does not stand, etc.) EDIT: Serana works in a new game (coc whiterune -> prid 02002b74 -> moveto player -> press 0) with the same mods active.
migal130 Posted May 13, 2016 Posted May 13, 2016 EDIT: Serana works in a new game (coc whiterune -> prid 02002b74 -> moveto player -> press 0) with the same mods active. Then something happens during a normal play-through that makes her immune. I'm in the middle of finalizing my own mod or I would investigate this. If nobody else figures it out in a couple days I can do to it. Off the top of my head, I wonder about race changing, but I don't think Serana actually changes her race if you cure her. I think the changes are primarily cosmetic. If it isn't that, the only other thing I can imagine would be a quest alias in a higher priority quest. The fastest way to test this theory would be to give any OS aliases a priority of 100. If it solves Serana, that's the problem. If not, it is something else.
sfll Posted May 13, 2016 Posted May 13, 2016 Changing the priority didn't make a difference. I never cured her in that game, either. I have a lot of mods though so I'll check on other quest references tomorrow. I tried SexLab 1.61b to see if those animations started which they did but it took ~10-15 seconds on Serana vs. 1-2 seconds for others.
CEO 0S Posted May 13, 2016 Author Posted May 13, 2016 Thanks a lot Kinky, I'm able to recreate the same results thanks to your tests and have similar results with just one check running. I'm shifting things around and playing with it to see if I can achieve the effects with just one pass, so far no luck but it seems promising. Thank you both of you for working on this. 100% spell's in OSA so alias based stuff shouldn't have much impact on things. It seems like some kind of flag is being set on her at some point in the story that is making her immune to the cast. It could be something really silly. My guess is something to do with a spell resist: The spells are all flagged to: Disallow Spell Absorb/Reflect, Ignore Resistance Flags for the spell to stick are: IsActor == 1 IsChild != 1 GetDead != 1 Could be something crazy like her being flagged as actually dead despite being alive but I would suppose that would effect other things. There might be some kind of flag that makes an actor immune to all kinds of spells but this would have stopped serana from previous versions of OSex as well since they have always been spell based. --------------------------------------------- It's odd because it doesn't seem likely that it actually is a spell issue since that would have caused issues in the past versions pre 1.08 even but even if it's something weird with the form ID I think it would at least get Actra or Actraga stuck to her even if they do freeze in a TPose. I'll keep looking to see what I can find also, double checked all the spell flags and they seem to be in place. ------------------------------------------- there is this line in OSA_OSA at the start of the cast which gates OSex from being cast. (Used to prevent spamming spells on an actor you are engaged with already, having two scenes taking place at once between the same actors etc.) if zActs[1].GetFactionRank(OFaction[0]) != 1 Event OnKeyDown(int KeyPress) int i = KBind.Find(KeyPress) string target = oi.getS(".olib.a"+I+".target") if target == "P" if PlayerRef.GetFactionRank(OFaction[0]) != 1 Actor[] zActs = New Actor[2] zActs[0] = PlayerRef zActs[1] = Game.GetCurrentCrosshairRef() as Actor if zActs[1] if zActs[1].GetFactionRank(OFaction[0]) != 1 createKScenePair(zActs, i) Endif EndIf EndIf EndIf EndEvent I believe I have always used this same faction to block the scene, so many she got the faction stuck to her from a previous bugged version that didn't clear it and the cast is getting blocked at that point from going through. if she is stuck in it setting her rank to 0 in it might clear it. I use three 0SA_AISquelch, 0SACT SceneNumber, 0SACT RoleTrack are their "name"s 0SA_Role, 0SA_SceneNumber, 0SA_BusyStatus are their editor IDs It could be any because I believe I reused them in different ways across different OSA versions.
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