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Posted

Hey 0Sex Fam  ;)

 

WOW... just WOW!!!

 

Hello, CEO  :D although I rarely post unless I'm simply just "inspired" to, I indeed felt COMPELLED to for your MASTERPIECE ...been following your mod since 9/15 on NEXUS (0S3KSYNET9000) & it was AWESOME then, but OMG what you have & continue to accomplish with 0SEX Framework now is nothing short of BEYOND SPECTACULAR

 

I've been a SL/ZAP enthusiast for many years now & with all due respect to those admittedly groundbreaking mods, I am having a TRULY TOUGH time now coming up with a reason to continue utilizing them - lol - 0SEX is so fugn PHENOMENAL it's SCARY

 

were it not for the "role-playing" & "quest" mods developed for SL/ZAP, I'd be TOTALLY moving-on exclusively to 0SEX now - hopefully great mod-developers/authors will indeed create just as many great such mods for the 0SEX Framework   :wub: 

 

CEO, I'm an Actor/Filmmaker & I just gotta say, your animation SKILLZ & VISIONARY direction for/in 0SEX are just simply CINEMATIC, Bro

 

I know you're crazy-busy getting 0SEX 108 ready for it's official NEXUS-Release, so just a quick Q if I may, please:

 

in your 108.D4 post you mention "you can also engage with positioning elusive NPCs like the bard in riverwood inn" - is this an "XYZ" adjusting-option in the menu somewhere?  (as I can't find it & it would make me even so ever happier than I am right now with 0SEX, as I use a custom "BBW" body-mesh for my female player-character & that would be just SPLENDID to be able to do that, Bro - btw, even with my "ridiculously" proportioned (lol) super-voluptuous custom body-mesh, 0SEX alignment is oftentimes way better right out-the-box than SL/ZAP - an obvious testament to your meticulous animation prowess)

 

THANK YOU, CEO, for your tireless work (play? - lol) & selfless-generosity in creating such a FABULOUS Framework for us hard-core SKYRIM'erz  :heart:

 

oh yeah, one more thingy: the SPANKING anims DRIVE ME COMPLETELY INSANE!!!  (and the spank-sound timings are impeccable, one of my BIGGEST disappointments with SL/ZAP is the "no-sound" spanking anims... BRAVO, Bro!!!)

 

Peace, Love, & SUCCESS

alex

Posted

 

 

 

It is something to do with spell / effect immunity, but it I don't think it is a problem with your mod so I'd just forget about it for now.

 

I tried removing all the effect conditions earlier which didn't make a difference (btw there is a null check in there that can be removed).

 

I always use a savegame that never had 0S on it before so it isn't a version conflict.

 

In any case, I wouldn't put anymore of your time into the Serana thing - it is probably particular to my game and if I figure it out I'll let you know in case it comes up again for someone else.

Posted

 

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.

 

 

If the faction is stuck on any character that would certainly cause the problem.  This could be checked with console commands.  SF is also right in that it may be a Serana mod causing it.  I would be more concerned if it were more NPCs than just Serana (although I'm sure Serana is plenty high on most people's to-be-spanked list).

Posted

the WIZARDRY! lol that is hilarious, this 1.08D version works really good compared to all the other versions actionscrip is epic, i tested it at 15 fps and it never froze once or anything the mod is so good now i cant wait to see people flip out when you upload it on nexus :D

Posted

 

Hi Alex,

Thank you for the awesome comments! Definitely can't take all the credit anymore as lots of very helpful, skilled people are making this ambitious project possible and it's growing quite fast because of it! It's very nice to see such supportive feedback and much appreciated. Project's still going strong and it's going to keep growing, most likely faster too, everything 1.06 up until now was a huge hurdle that took months to fix, we're past that now.

 

Yes it will be coming back at some point but not before 1.08 becomes official. The new actionscript side has a lot more power in calculating stuff but when it comes to having to change things in Skyrim it's a little crippled in some cases, this is one of those cases. I will restore it at some point in the future.

 

You touched on the most important thing which has not had any play yet but a huge amount of development is based around: Anyone can make an OSA scene just like OSex just with animations and typing it text, I fear I might have made the system to complicated but I think it looks more daunting then it is and that once people start giving it a go more will pop up. I've been slacking on proper documentation but all the connections are there now to make it all happen just with text documents. I'm hoping in time it will have both content developers for new seamless scenes and also people interested in making Skyrim quests that use OSA scenes so it can have more meaningful presence in the game if players want. It's an animation framework so sex isn't mandatory just happens to be the focus for the pilot module for OSA.

 

I agree on spanks, I lose a lot of development time when testing, I'll pass through a scene you can spank on and wind up spamming it for 5-10 minutes, a few times a day.

Thank you!

 

 

 

 

 

Thanks guys, I agree the problem is 100% solved by SF's script, and it seems to be some issue not related to OSA. Thank you for all the help solving it.

 

No obligation or pressure at all here since you've done so much already but it can't hurt to ask.

 

There's a few papyrus blocks OSA still needs, not much most are small but the reason I've been holding off is either due to some part of the script is challenging to me in figuring out how to do properly or it's a broader thing that can have many solutions and I'm trying to figure out the best way to do it.If either of you have time and want to dabble in the papyrus details I'm stuck on or help make a concept for the best way to do some of the larger stuff it would be great. Again no pressure, you've been a huge help already.

 

 

Small stuff I'm stuck on:

 

Equipment: I can check a specific slot with getOSlot function in _OSglobal to get the item that's in it but if I just have an item due to how slot masks are calculated by a grand total can not figure out a way by taking an item figuring out what slot it is equipped in. I can do this by searching all 30 slots but this has a very long noticable delay. The purpose of this would be to keep the UI aware of all equipment changes using OnObjectEquipped. Actra has hashed out my version of the script that checks all 30 slots but it just doesn't work fast enough and gets weird. ( I currently believe there is no way to accomplish this and it's impossible to do it in one neat check, but figured I would ask.)

 

Planning Stuff:

 

Long storage and additional information:

 

A means for  long term storage that is save reliant to hold additional information like flags that developers could set. For example at the start when details are being made I could pull more information to test if the actor is a follower for example, married, relationship, so the ui can react to as much as possible. I want the UI to know as much as it can about Skyrim but I don't want to pull too much info if it comes at a high price.

 

Hostility check would be great to have but I can't quite get it to work right. I have a semi-functioning hostility checker in _OSGlobal. Basically working on a plan for what kind of data is pulled how much is pulled upfront when details are assembled etc. and how can developers set flags in it is what I'm working on.

 

API

 

Custom api would be basically the same as the key press start but I'd like a way for developers to send additional information for a specific instance of the scene. For example start location, which actors are involved, who is the dom who is the sub, if custom personality data or sounds should be use, play the scene in certain ways. Plan at the moment is a basic start that takes (actor, actor, etc., module name, startscene)  but I'd like to make a deeper version also that takes a directory with an xml that holds customization for a unique instance of the scene. Basically just planning here around getting all the needed information so it doesn't have to be revised much in the future.

 

One additional Step in triggering the scene:

 

I need to sort this one out as it's a wizard wish this week to block the scene from starting on animals etc. I need an additional step in the triggering process that gives the UI a chance to digest some facts about the actors etc. and decide if it wants to proceed or not. For example flags in the xml that would tell the scene to not go through if one of the actors is or isn't a creature but also have the ability to do other tests, like if hostile go through with the spell else do this, or a check to see if you are behind the actor for a sneak attack. I'm trying to figure out a way to have a versatile screen in place before the scene happens that the UI can look over and approve, deny or adjust the scene too. Best I can come up with is either a spell step or in OSA_OSA a stalling script that juggles a series of checks between the UI and papyrus (which is kind of uncomfortable to make the actionscript wait on papyrus receiving and responding.) 

Posted

CEO were you able to recreate tcl command with scripts? If yes and for some reason alignment is off anyway maybe try to add 2 second delay before reenabling collisions? That delay would be unnoticable by user anyway.

Posted

 

 

Hi Kinky,

It's a little tricky because the player and npcs handle collision differently and there's no just hard toggle in papyrus to turn it on or off. What is usually done which I believe is best and use is a combination of a weird papyrus function called translateTo combined with setVehicle.

 

setVehicle mostly firmly attaches an actor to something and stops them from colliding.

 

translate to is weird but it's intended to make the actor's mesh move and rotate towards a set of coordinates, while it's doing this collision is mostly disabled. 

 

The only time i disable these is when the script ends but it's very mysterious how it plays out. If they snap in close they are fine from then on out but it all gets canceled if certain random stuff happens. Kind of like if they have violated each other's collision space they no longer repel and stay locked but if they wind up in an inbetween spot then they still push.

 

The gist of it is a combination of setting vehicle to something and then having the actors translateTo a position at a very very slow rate so they never really move but have collision disabled the entire time.

 

------------

 

From your studies I'm basically playing with the order of the two and time delays etc. when they do push it's not really clear if it's a result of one or the other parts of the script or both as they  kind of do the same thing but without both there is weaknesses. 

 

Are there currently any climax animations?

 

I have some but they are disabled. I get a lot of requests for it but they will come back and be more at some point. There's just a few script side things it needs but i'm not focusing on at this point because I have to make a bigger decision.

 

Maybe the community can help I'll describe if people want to discuss it:

 

I've talked about having arousal levels animated in some scenes in sex mainly around the female to show escalating arousal and that's all possible now just need some arousal calculations.

 

The bigger thing I'm stalling for is a plan to handle post-sex, especially for the male since that will most likely be the conclusion of a sex segment of the scene. I don't want the scene to just toss people out at that point. I want OSex to cover post sex and have it be seamless.

 

Problems:

 

- Post orgasm would lead to things like cuddling, chilling, redressing, leaving but I want that to occur through animation. I feel the post-sex scenes would have to convey the actors feelings towards the sex. OSex doesn't have non-consensual but let's say it did as an extreme example to explain. If I made a post-sex cuddling animation that might be inappropriate in that case so it feels important to me to have "mood" specific animations post-sex. Depending on the theme of the scene, how the actors liked it, what the setting is, what their style is different endings would be appropriate but I don't want to animate 1 billion transitions to all these kinds of things.

 

My plan at the moment is to take a little bit of liberty on seamless in this regard. I'm going to have every scene in their xml have a field to type in a position description. For example laying down, sitting down, doggystyle, kneeling. This will hopefully in the future be used in two ways, the scene will know roughly what kind of position to exit too that is close, I'll also apply this as a quick ending to the scene, so if you stop at kneeling or doggy I'd like the actors to stand up from something appropriate before proceeding back into Skyrim standing.

 

That's an unreasonable amount of transitions to make however so I'm going to break my seamless rule just slightly here, for example if you exit a scene in doggy style the actors will stand up from the doggy style stand up animation regardless of the kind of doggy style they are in. The same I'm planning to apply to orgasms where there will be different post-sex stuff based on position but a slight break in seamless to get there (But I will try to keep it as light a seam as possible in arriving there and will let the orgasms be fully animated and wind down before hitting a seam)

 

- I don't know how to make magic effects and most likely will still not know how to make magic effects in the forseable future. The previous cum effect I used got a lot of complaints but that was the only thing I could dig up that was remotely close. If I can get better effects the spell engine can already target spell effects so it can do positional cumming etc. on body parts, in mouth, that's all ready but a quality magic effect for cum that people like is what is missing and I'm not sure I can make it, at least at this time without a ton of research and learning.

 

Posted

Sorry to bring it up again, but was anything going to be done about tails?

 

I updated the 1.08D post with it Boo. It's a ton of work but something i would like to do at some point so I am on board. Not pre 1.08 but I'll see. The time it would take would be massive, maybe I'll look into the details and start working on it here and there at least.

Posted

 

------------

- I don't know how to make magic effects and most likely will still not know how to make magic effects in the forseable future. The previous cum effect I used got a lot of complaints but that was the only thing I could dig up that was remotely close. If I can get better effects the spell engine can already target spell effects so it can do positional cumming etc. on body parts, in mouth, that's all ready but a quality magic effect for cum that people like is what is missing and I'm not sure I can make it, at least at this time without a ton of research and learning.

 

 

I have an idea for this, but I haven't tested it.  There are water FX in the game that might be altered for this purpose.  In one of my mods, I took a waterfall model and scaled it down to about 1/10th size because I needed filtered drainage for my swimming pool.  It ended up looking like water coming from a faucet or hose.  We obviously don't want something that seems like urinating (I realize some here might argue for humor's sake).  it may be possible to do a new texture for one of the waterfall models, making it white with semi-transparent sections using an alpha, which could cause it to appear to be spurting, and shrink it to a logical size.  This could be done with existing game assets, except for the texture work.

 

Two tricky parts would remain.  It would have to be disabled until it was time to enable it (making it visible), and positioned so it lined up with the proper exit point. It might even be best to re-scale it on the fly in order to produce a spurt strength variation effect.  This can all be done in papyrus, but I don't know if you would need it to be done with Actionscript instead.  Afterward, there would have to be some kind of messy leftovers effect (for lack of a better term).  It may be possible to accomplish this with an overlay map of some sort, but I haven't any experience with them.  I know there are mods on the Nexus now that implement overlays and they could be researched.  There may also be some other mods here on LL that have dabbled in that area.

 

As for the code you need help with, SF is a better code writer than I am.  I could probably do it, but not as quickly or elegantly as he could.  I've been busy on my own thing, so I would also need more time to explore your scripts and plugin.  I know you like to stay away from doing stuff with standard papyrus, but that's where my experience lies.  Aside from PHP and papyrus, I haven't written C# or another language in a few years and I've never touched Actionscript.

 

I will be busy the next couple days due to uploading and supporting the latest version of my own mod, but I'll come back to this.

Posted

i have tried the new version and wow im very impress nice work CEO love your work somehow you just made a unique features for skyrim  and it was worth  waiting for the 1.8 version also i notice on some  penis shape thats looks like an orgasm meter  

Posted

 

 

Hi Alex,

Thank you for the awesome comments! Definitely can't take all the credit anymore as lots of very helpful, skilled people are making this ambitious project possible and it's growing quite fast because of it! It's very nice to see such supportive feedback and much appreciated. Project's still going strong and it's going to keep growing, most likely faster too, everything 1.06 up until now was a huge hurdle that took months to fix, we're past that now.

 

Yes it will be coming back at some point but not before 1.08 becomes official. The new actionscript side has a lot more power in calculating stuff but when it comes to having to change things in Skyrim it's a little crippled in some cases, this is one of those cases. I will restore it at some point in the future.

 

You touched on the most important thing which has not had any play yet but a huge amount of development is based around: Anyone can make an OSA scene just like OSex just with animations and typing it text, I fear I might have made the system to complicated but I think it looks more daunting then it is and that once people start giving it a go more will pop up. I've been slacking on proper documentation but all the connections are there now to make it all happen just with text documents. I'm hoping in time it will have both content developers for new seamless scenes and also people interested in making Skyrim quests that use OSA scenes so it can have more meaningful presence in the game if players want. It's an animation framework so sex isn't mandatory just happens to be the focus for the pilot module for OSA.

 

I agree on spanks, I lose a lot of development time when testing, I'll pass through a scene you can spank on and wind up spamming it for 5-10 minutes, a few times a day.

Thank you!

 

* * *

 

YAAASSSSSSSS  :D my SkyRim GF's gonna make me fugn destroy my NUM6/8/7 keys she's got me spammin' them so much - lol - so I just programmed 3 macros for the combos, cuz' as you can see, she's gotta whole lotta booty to SPANK [attached pic]:

 

post-226822-0-37199500-1463140200_thumb.jpg

 

awesome bout the "XYZ" positioning feature coming back, can hardly wait, Bro - btw, in the meantime, I've been using Jaxonz Positioner, works fairly well but of course it takes-away from the seamless kick-azz immersion 0SEX provides - just fyi, in-case some of the peeps who've asked you nicely (and not so nicely - lol) in recent posts to re-add this feature wanna try JP in the meantime too

 

well I would ABSOLUTELY ADORE the opp to lend my modding skillz to indeed create some cool OSA's - already have a few ideas that're really exciting me, please do lemme know when the documentation is avail!!!

 

and, yes, been reading thru all the posts... THANK YOU "KINKY", "SFLL", & "ARIALYNN" for yall's dedication/commitment in assisting CEO & contributing towards the ultimate success of this masterful Framework  ;)

 

hey, Bro, all the support you're gettin' is not only a testament to your mad-skillz as an animation Artist but to your obvious Gracious Spirit with which you communicate with us CEO/0SEX fans - you're a True Artist indeed

 

Peace, Love, & SUCCESS

alex

Posted

 

 

 

 

 

Hi Kinky,

It's a little tricky because the player and npcs handle collision differently and there's no just hard toggle in papyrus to turn it on or off. What is usually done which I believe is best and use is a combination of a weird papyrus function called translateTo combined with setVehicle.

 

Are there currently any climax animations?

 

I have some but they are disabled. I get a lot of requests for it but they will come back and be more at some point. There's just a few script side things it needs but i'm not focusing on at this point because I have to make a bigger decision.

 

Maybe the community can help I'll describe if people want to discuss it:

 

I've talked about having arousal levels animated in some scenes in sex mainly around the female to show escalating arousal and that's all possible now just need some arousal calculations.

 

The bigger thing I'm stalling for is a plan to handle post-sex, especially for the male since that will most likely be the conclusion of a sex segment of the scene. I don't want the scene to just toss people out at that point. I want OSex to cover post sex and have it be seamless.

 

Problems:

 

- Post orgasm would lead to things like cuddling, chilling, redressing, leaving but I want that to occur through animation. I feel the post-sex scenes would have to convey the actors feelings towards the sex. OSex doesn't have non-consensual but let's say it did as an extreme example to explain. If I made a post-sex cuddling animation that might be inappropriate in that case so it feels important to me to have "mood" specific animations post-sex. Depending on the theme of the scene, how the actors liked it, what the setting is, what their style is different endings would be appropriate but I don't want to animate 1 billion transitions to all these kinds of things.

 

My plan at the moment is to take a little bit of liberty on seamless in this regard. I'm going to have every scene in their xml have a field to type in a position description. For example laying down, sitting down, doggystyle, kneeling. This will hopefully in the future be used in two ways, the scene will know roughly what kind of position to exit too that is close, I'll also apply this as a quick ending to the scene, so if you stop at kneeling or doggy I'd like the actors to stand up from something appropriate before proceeding back into Skyrim standing.

 

That's an unreasonable amount of transitions to make however so I'm going to break my seamless rule just slightly here, for example if you exit a scene in doggy style the actors will stand up from the doggy style stand up animation regardless of the kind of doggy style they are in. The same I'm planning to apply to orgasms where there will be different post-sex stuff based on position but a slight break in seamless to get there (But I will try to keep it as light a seam as possible in arriving there and will let the orgasms be fully animated and wind down before hitting a seam)

 

- I don't know how to make magic effects and most likely will still not know how to make magic effects in the forseable future. The previous cum effect I used got a lot of complaints but that was the only thing I could dig up that was remotely close. If I can get better effects the spell engine can already target spell effects so it can do positional cumming etc. on body parts, in mouth, that's all ready but a quality magic effect for cum that people like is what is missing and I'm not sure I can make it, at least at this time without a ton of research and learning.

 

 

 

There might be alternative to disabling collision by setGhost function source and more info here.

ill quote explaination from random online person: "SetGhost option makes it so the actor has no collision - so they can walk through walls, etc, and also means they can't get hit. It makes absolutely no change to their appearance."

 

 

About orgasm and ending the scene:

Cum anytime idea would have most of the scenes covered (same animation playing only expressions, sounds and cumshot effect showing that orgasm happened) You would need system to override currently playing expressions and sounds and control for player to instant access that (new category similar to spank hand icon?)

 

For extra animations showing orgasm you would only need to focus on ones with speed.

player usualy has option to go down to idle and then up to higher speed. Player can go to orgasm category during this animations to play special orgasm animation + cum anytime addon (sounds, expressions and cumshot) and after that move back to idle speed.

 

Scene doesnt have to end after one orgasm? Why stop the fun there?

Give player control when he wants to end it by pressing "end 0sex" button.

end 0sex can have more functionality:

 

1. check what needs to be done after sex is over (other modders could choose this by their mods)

Example: if there was lots of romance options selected (or check actors stats then if romantic) go to cuddle and kiss animation first (like roulette). If it was agressive, one actor is unhappy go to different animation first.

2.after that travel to predefined best exit to redress scene

3.start redressing.

 

1 bilion animations shrinked to 20 or so. :)

 

About cumshot effect. I think imitating combination of arrow and ice continious spells would be best way to go. arrow seems to take gravity into consideration and also stays on impact location (doesnt go through objects), arrow in this case would be replaced by cumshot model that could dissapear on impact and leave a trail similar to how ice spells leave ice on location they hit.

 

 

Posted

This latest version is giving me some issues.  I originally installed 1.08 D3 a few weeks ago and it worked great with NPCs in the game but would not work with mod-added NPCs.  I then added the scripts posted by SigSegv (page 127 of this thread) and mod-added NPCs worked.

 

I then replaced D3 with D4 and had the same issue with mod-added NPCs not working.  I added the scripts again and presto!  Everything worked.

 

I then replaced D4 with D4.1 and once again had the same issue with mod-added NPCs.  I thought this version had the scripts already added but once again, mod-added NPCs would not work.  However, they "didn't work" in a different way.  On previous versions, my PC and a mod-added NPC would go inside of each other and just stand there (as if NFIS wasn't installed but of course it was).    I could hit the " . "  key to end the script and continue playing the game.  WIth D4.1 the mod-added NPC and my PC both stand there in their original spots and kinda stare at each other.  Now selecting " . " does nothing.  The only thing I can do is rotate the camera and access my inventory and skills.  I can't do anything else so I have to Alt-F4 the game.  I tried once again to copy the scripts over but that just caused the mod to not work with any NPCs.  When pressing " 0 " I would see the characters start to approach each other and then the screen would go to a blank brown/grey smokey screen requiring me to Alt-F4 on the game. I then removed D4.1 and installed D3 again (I don't still have a previous D4 version) and that works great with all NPCs once I added the scripts back in.

 

Long story short ... too late ... I couldn't get D4.1 working with any mod-added NPCs but I could get all previous versions working after copying SigSegv scripts over.  

 

Note:  I did all of this testing using new games with FNIS rerun each time. 

 

 

Posted

Can't really test it right now, but will follower/Npc's replacers work? Like Bijin Warmaidens/NPCs/Wife replacers?

 

I use most of the Bijin mods and a bunch of others and they all work.  The only issue is resizing.  If a replacer makes a character bigger or shorter then they may be resized to match your height.  So, for example, Taarie is taller than my character in game but when I select her for this mod she resizes to be slightly shorter than me.  Vivienne Oris is short but when using this mod she's slightly taller than me.  

 

I suppose the fix is to either ignore it or use something like TE5edit to change their default height. 

Posted

 

- I don't know how to make magic effects and most likely will still not know how to make magic effects in the forseable future. The previous cum effect I used got a lot of complaints but that was the only thing I could dig up that was remotely close. If I can get better effects the spell engine can already target spell effects so it can do positional cumming etc. on body parts, in mouth, that's all ready but a quality magic effect for cum that people like is what is missing and I'm not sure I can make it, at least at this time without a ton of research and learning.

 

 

Have you considered re-purposing this: http://www.loverslab.com/files/file/437-sexlab-cumshot/

 

It's actually an animated armor. Pretty easy to control with code.

Posted

This latest version is giving me some issues.  I originally installed 1.08 D3 a few weeks ago and it worked great with NPCs in the game but would not work with mod-added NPCs.  I then added the scripts posted by SigSegv (page 127 of this thread) and mod-added NPCs worked.

 

I then replaced D3 with D4 and had the same issue with mod-added NPCs not working.  I added the scripts again and presto!  Everything worked.

 

I then replaced D4 with D4.1 and once again had the same issue with mod-added NPCs.  I thought this version had the scripts already added but once again, mod-added NPCs would not work.  However, they "didn't work" in a different way.  On previous versions, my PC and a mod-added NPC would go inside of each other and just stand there (as if NFIS wasn't installed but of course it was).    I could hit the " . "  key to end the script and continue playing the game.  WIth D4.1 the mod-added NPC and my PC both stand there in their original spots and kinda stare at each other.  Now selecting " . " does nothing.  The only thing I can do is rotate the camera and access my inventory and skills.  I can't do anything else so I have to Alt-F4 the game.  I tried once again to copy the scripts over but that just caused the mod to not work with any NPCs.  When pressing " 0 " I would see the characters start to approach each other and then the screen would go to a blank brown/grey smokey screen requiring me to Alt-F4 on the game. I then removed D4.1 and installed D3 again (I don't still have a previous D4 version) and that works great with all NPCs once I added the scripts back in.

 

Long story short ... too late ... I couldn't get D4.1 working with any mod-added NPCs but I could get all previous versions working after copying SigSegv scripts over.  

 

Note:  I did all of this testing using new games with FNIS rerun each time. 

I have had a similar experience with my game.  I push numbpad 0 and after a little resizing both characters are more or less frozen although I can turn some but not move and I can still cast spells.  All 3 spells that Osex uses are shown by sky ui as being activated. This is all in 4.1.  In previous versions the characters just melded together.

Posted

@nt95 and Smoking Atom

 

Did you make a clean save and uninstall the previous version before updating?  I found with this last update when I removed the previous version I didn't get any "Osex.esp missing" message when loading my save and had to roll back 5 saves before I got the message.  Installing the latest after this got it working.  This issues I was having sound almost exactly like what you guys are describing.

 

@CEO -

 

Is this: 

-Save games unloadable if saved with OSex

Potentially something to do with the the event that clears any risidual spells on a new load. Maybe triggers to much at once if a lot of NPCs were saved with an ActraCom in one session. Will look into this more but more testing and feedback would be great on this matter.

 

...the reason that sometimes attempting to load a save results in a black screen and needing to cntl-alt-del out of the game?  I've been scratching my head trying to find the pattern that leads to this problem? I'm guessing that the residual spells haven't been wiped and that the result is this "dead" save?  If so, I'll continue to poke around looking for the pattern and will post any observations that seem relevant.

 

 

 

Posted

@nt95 and Smoking Atom

 

Did you make a clean save and uninstall the previous version before updating?  I found with this last update when I removed the previous version I didn't get any "Osex.esp missing" message when loading my save and had to roll back 5 saves before I got the message.  Installing the latest after this got it working.  This issues I was having sound almost exactly like what you guys are describing.

 

@CEO -

 

Is this: 

-Save games unloadable if saved with OSex

Potentially something to do with the the event that clears any risidual spells on a new load. Maybe triggers to much at once if a lot of NPCs were saved with an ActraCom in one session. Will look into this more but more testing and feedback would be great on this matter.

 

...the reason that sometimes attempting to load a save results in a black screen and needing to cntl-alt-del out of the game?  I've been scratching my head trying to find the pattern that leads to this problem? I'm guessing that the residual spells haven't been wiped and that the result is this "dead" save?  If so, I'll continue to poke around looking for the pattern and will post any observations that seem relevant.

 

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.

 

To try to explain some confusion:

- 0sex.exp does not exist since version 1.07. New esp is called 0SA.esp (Focus is changed from creating a mod to creating a framework.)

- To properly install latest version of 0sex you have to first uninstall any previous version.

- MCM menu does not exist since version 1.08. If you have MCM with 0sex entry then you messed up something.

- Bug with followers not working was introduced in one of the latest demo versions. Officialy this bug was not fixed but will be fixed in one of the next updates or you can try to mess up your game by overwriting mod with unofficial scripts intended for older version. Official patch should fix this and is provided for testing.

- After you select actor for 0sex and its bugged (no animations playing and cant close 0sex) and if you save that game, that saved game will be screwed. In order to prevent this you dont have to alt+f4 you can simply go back to main menu and load save before bug happened.

Posted

Ok tried the new update and i'm glad the follower issues are fixed (no more fusion). but I have a serious alignment issue atm. I use to start the scenes on beds cause well... it looked natural. Now its like they are all over the place. the only way they will align right for me is if they are in the middle of a room with nothing in between them and maybe just me but the camera has to be behind the dom. I'm thinking I may have installed it wrong because I'm having more problems then the previous demo.

 

Posted

@Kinky - 

 

Right you are - sorry to add confusion.  It IS OSA.esp and that is the message that wouldn't pop up when I uninstalled it.  The MCM is indeed gone (as it should be with the 1.08 series), however, after installing each of these updates/versions I do get a "Registered 1 new MCM item" notification after firing up the game.  There is no MCM item added, just the notification.  I had guessed that this is just a notification that the mod has been successfully initialized for the first time.  And indeed, after I get that notification, Osex works just fine.

 

Am I alone in having this message pop up after installing?  Since seeing it the first time I installed 1.08x I've had that message every time.  I've actually waited for it as trying to use a mod before it's initiated seems like a recipe for disaster.

 

"- After you select actor for 0sex and its bugged (no animations playing and cant close 0sex) and if you save that game, that saved game will be screwed. In order to prevent this you dont have to alt+f4 you can simply go back to main menu and load save before bug happened."

 

I've found that I sometimes have "successful Osex" encounters and then later, after exiting, trying to load my last save goes well until the loading screens are done, and then the game makes a sound like I'm entering a room, but all I've got is a black screen.  Maybe it's my laptop, but at that point the only way to exit is to cnt-alt-del out.  Loading a previous save ALMOST always works, but sometimes they too will end up with my black-frozen screen situation.  Those particular saves no longer give me anything other than that black screen regardless of when I try to open them later or how many times.  Going after these saves with Save File Cleaner doesn't help, as that program swears I've got no orphaned scripts happening.  That's why I'm wondering if perhaps when I exited the game Osex might have still had some scripts running as it sounds very similar to what CEO posted in things left to fix.

 

The last "patch" incorporating the SigSegv scripts has got every custom follower I've tried so far to work just fine.

 

​Sorry my miscommunication lead to any misunderstanding.  Hopefully I've cleared any confusion up here.

 

 

Posted

 

 

@Kinky - 

 

Right you are - sorry to add confusion.  It IS OSA.esp and that is the message that wouldn't pop up when I uninstalled it.  The MCM is indeed gone (as it should be with the 1.08 series), however, after installing each of these updates/versions I do get a "Registered 1 new MCM item" notification after firing up the game.  There is no MCM item added, just the notification.  I had guessed that this is just a notification that the mod has been successfully initialized for the first time.  And indeed, after I get that notification, Osex works just fine.

 

Am I alone in having this message pop up after installing?  Since seeing it the first time I installed 1.08x I've had that message every time.  I've actually waited for it as trying to use a mod before it's initiated seems like a recipe for disaster.

 

"- After you select actor for 0sex and its bugged (no animations playing and cant close 0sex) and if you save that game, that saved game will be screwed. In order to prevent this you dont have to alt+f4 you can simply go back to main menu and load save before bug happened."

 

I've found that I sometimes have "successful Osex" encounters and then later, after exiting, trying to load my last save goes well until the loading screens are done, and then the game makes a sound like I'm entering a room, but all I've got is a black screen.  Maybe it's my laptop, but at that point the only way to exit is to cnt-alt-del out.  Loading a previous save ALMOST always works, but sometimes they too will end up with my black-frozen screen situation.  Those particular saves no longer give me anything other than that black screen regardless of when I try to open them later or how many times.  Going after these saves with Save File Cleaner doesn't help, as that program swears I've got no orphaned scripts happening.  That's why I'm wondering if perhaps when I exited the game Osex might have still had some scripts running as it sounds very similar to what CEO posted in things left to fix.

 

The last "patch" incorporating the SigSegv scripts has got every custom follower I've tried so far to work just fine.

 

​Sorry my miscommunication lead to any misunderstanding.  Hopefully I've cleared any confusion up here.

 

Do you have crash fixes mod installed? If so that mod sometimes gives popup window saying footIK error happened on game load. That could be what is happening in your case. For me sometimes popup is not shown above skyrim window so all you see is black screen. But footIk error is something that is random and still no one knows real reason why it happens.

 

Also you should not be getting MCM registered from 0sex.

Posted

On save cleaning...

 

Remember to always save a backup.

For cleaning a savegame here is the process I would follow:

  1. Disable 0SACT.esp and/or 0SA.esp
  2. Load game
  3. Wait ~10 seconds (for loading to "settle")
  4. Open the MCM menu, click on 0S if it is there.
  5. Close the MCM menu
  6. Wait ~30 seconds (for automatic MCM cleanup)
  7. Make a new save.
  8. Download PDT (nexus link).
  9. [NOTE]: Follow the instructions on installation - it must be run from within Mod Organizer if you are using it.
  10. Open PDT, click "Select ESS" and pick the save.
  11. [NOTE]: It is not required that you use the "Load Papyrus Section" for this, and it could take a long time, so skip it unless you know what you are doing.
  12. Click "Remove Instances"
  13. Paste the text in the quote box at the bottom in the filter section.
  14. Click "Remove"
  15. Wait until it is finished then close PDT.
  16. Load the Edited save in-game.
  17. Wait ~30 seconds again.
  18. Make a new save; it should now be cleaned entirely of 0S 1.063 through 1.081vBeta
     
Filter:

 

0 ( [int] [ref_id] )

_0SA_Identity ( [script_name] )
_0SA_FX ( [script_name] )
_0SA_Sex_MF_Cn ( [script_name] )
_0SA_ESG ( [script_name] )

_0SACT_MCM ( [script_name] )

_0SA_SA_Scene01 ( [script_name] )

_0SA_ActroT1 ( [script_name] )

_0SA_ActraT1 ( [script_name] )
_0SA_ActraCom ( [script_name] )
_0SA_0SA ( [script_name] )
_0SA_0SI ( [script_name] )
OSA ( [script_name] )
OSex ( [script_name] )
_oActra ( [script_name] )
_oActraga ( [script_name] )
_oActro ( [script_name] )
_oGlobal ( [script_name] )
_oMega ( [script_name] )
_oOmni ( [script_name] )
_oSpellTog ( [script_name] )
_oUI ( [script_name] )

Remember to always save a backup.

Edit: updated for 1.081vBeta (no changes needed).

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