nt95 Posted May 15, 2016 Posted May 15, 2016 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. Update: Version 4.2 resolved the issues I had with mod-added NPCS. In fact, it didn't even require a clean save.
Morniee Posted May 15, 2016 Posted May 15, 2016 tryed the Demo out... its Perfect Any way for males not having a Horse cock?
pipdude Posted May 15, 2016 Posted May 15, 2016 All return just []. Any idea how I can make this find something? Could it be that the command needs a frame before it finishes populating the array? I'll test to see if I can get it working.
migal130 Posted May 15, 2016 Posted May 15, 2016 Could it be that the command needs a frame before it finishes populating the array? I'll test to see if I can get it working. He's running a function that creates an array, but he didn't declare the array first, so he has no way to access its elements. In laymen's terms, his array needs a name so he has a way to request information from it. MessageBox() and Notification() both require single strings. Right now, he's trying to MessageBox an entire array instead of a single string contained inside a single element in an array. So, all he's getting back is basically a notification that yes, he's trying to display an array. In a way it's clever that MessageBox shows the [ ] brackets. It's a hint, I think. I also believe it indicates the FileInFolder function is doing its job. The MessageBox is confirming an array was made, but it can't display arrays, only single strings. if he first casts the array as a string, he might be able to list the elements as a string, but I'm not sure. string[] myArray = new string[5] myArray[0] = "Hello" myArray[1] = "World" myArray[2] = "Hello" myArray[3] = "World" myArray[4] = "Again" Debug.MessageBox(myArray[3]) ; --- returns "World" Debug.MessageBox(myArray) ; --- might return ["Hello","World","Hello","World","Again"], but only because the array was cast as a string. It might also look more like [0,1,2,3,4]. I'm certain about the first MessageBox working. Not certain about the second.]
kenkazuko2 Posted May 15, 2016 Posted May 15, 2016 I've been using this mod for a while and followed this forum topic as well. Ever since I've upgraded (removed, clean save, rerun fnis and such) to 1.08, just nothing happens anymore when I press the numpad key 0, I've also tried remapping the key to other keys, sadly there was no difference. Nothing changed in my load order since using 1.07, I also saw CEO suggest typing: help "actraga" in console to see if anything pops up, and it does so it seems to be installed correctly I suppose. A few pages back this issue was mentioned by someone else, but in the end I don't think it ever got solved or at least I never saw any solution to it. I really hope this will be addressed, as I feel like I'm missing out on all the fun that everyone is currently having with 1.08 and I can't wait to try it myself. Also since this is my first post, just for this great mod which I want to keep using; Great work CEO and everyone that's helping out!
Kinky Posted May 15, 2016 Posted May 15, 2016 I've been using this mod for a while and followed this forum topic as well. Ever since I've upgraded (removed, clean save, rerun fnis and such) to 1.08, just nothing happens anymore when I press the numpad key 0, I've also tried remapping the key to other keys, sadly there was no difference. Nothing changed in my load order since using 1.07, I also saw CEO suggest typing: help "actraga" in console to see if anything pops up, and it does so it seems to be installed correctly I suppose. A few pages back this issue was mentioned by someone else, but in the end I don't think it ever got solved or at least I never saw any solution to it. I really hope this will be addressed, as I feel like I'm missing out on all the fun that everyone is currently having with 1.08 and I can't wait to try it myself. Also since this is my first post, just for this great mod which I want to keep using; Great work CEO and everyone that's helping out! If you have Less Intrusive HUD mod installed then thats probably why you cant start 0sex. for extra info read this post
CEO 0S Posted May 15, 2016 Author Posted May 15, 2016 Did some tests to confirm on the hello world and it will return: ["Hello","World","Hello","World","Again"]. The array is casted and created as a string[] in the C (supposedly) so it should plug right into a messagebox. This wouldn't be the final implementation of it, it would be a search at the start to detect installed modules / plugins, and also to detect additional form files. Basically when the UI turns on it will send an event to the quest script which would ask it to search the form folder and the plugin folder and papyrus would submit both those arrays back to the UI. So it would have a list of all plugins installed and be able to pull all the custom form data (from multiple installed files, as opposed to one single form file that would require user edits to add or remove custom forms from) Right now there's one xml that holds all the additional forms but I'd like it to search for multiple documents so additional forms can just be installed without the user having to type in and manage the content of a text document. I think unless I'm missing something in how the directory should be entered that most likely the function is broken behind the scenes and isn't functioning as intended. There is a FindJsonInFolder in JsonUtil. could work I guess but I'd have to rename the files being searched for to .json, (if this function works.) I know racemenu is seeing files in folders to load presets but since it's Expired I imagine they just have custom C in their dll that does it with no papyrus. -------------- I ran this line: debug.messagebox(JsonUtil.JsonInFolder("../../../meshes/0SA/")) and it did find files. Makes me believe more that fileinFolders is broken. Kind of sucks because I'd rather not rename the files to .json just to make the search connect but don't see another way if that's true.
Llywylln Posted May 15, 2016 Posted May 15, 2016 OK the 1.044... version stopped the vanishing 'gear' problem, or when I removed the SOS racemenu plugin that did it. Not sure which but that problem is gone now. Is the MCM going back in to the new version?
CEO 0S Posted May 15, 2016 Author Posted May 15, 2016 Thanks Kinky, I see your point. I'll think about it because I have to make some changes to how it's organized on Nexus anyways. I want to separate the files because OSA can do any kind of animation and I don't want very holesome animator people to be deterred if it comes packed with OSex module with the framework. It would be OSA first which has no actual content and I could focus on documentation on making custom content and examples there. Then any modules, which is just OSex at this point, would be a second download. The esp count would be the same since only OSA has the esp, it would just be activating two things in MO instead of one, (modules don't need an esp) but that would be it. If I can get a filesInFolder search to work it should go right in without the user having to do any customization to documents at all. ------- That's basically what I want is to see the files names of installed xml but without seeing the folders I can't look to see if a file is in there without knowing it's name and attempting to load it unless this can work. It basically is serving the purpose of an ini where every file it detects = 1 and everything else is 0 but it brings the advantage that multiple files don't have to try to write to one ini which would make users have to do custom edits to a document everytime they install / uninstall something. The things it's searching for are insulated from Papyrus (pure xml or just text documents) so there's no papyrus or the UI could look them up on their end. -------- I have the height check, it will still need to be activated, it has to take priority over having the player start as dom in the event of a tie, so you'll have to choose one or the other. For example: Male + Female (Player): The Female will become the sub if the ini is set to 1 (animationRole) or would become the Dom if it's set to 0 Female + Female(Player): if tieBreaker is set to 0 it will make the caster become the Dom, If tieBreaker is set to 1 it will make the player become the Dom, if tieBreaker is set to 2 it will make the tallest actor become the Dom.
pipdude Posted May 15, 2016 Posted May 15, 2016 and it did find files. Makes me believe more that fileinFolders is broken. Kind of sucks because I'd rather not rename the files to .json just to make the search connect but don't see another way if that's true. I got it to work. This is the code I used: import MiscUtil ... String[] files = MiscUtil.FilesInFolder("Data/",".esm") Debug.Notification("file: " + files[3]) With my load order, this showed "DawnGuard.esm" as a notification.
Bif_Mandrake Posted May 15, 2016 Posted May 15, 2016 tryed the Demo out... its Perfect Any way for males not having a Horse cock? From the last update's notes: - INI now available @Data\meshes\0SA\_0S\Config.ini - allowMaleGenitalScaling=1 (Set this to 0 if you don't want cock scaling Voila - ask nicely and you just might get what you're looking for.
sfll Posted May 15, 2016 Posted May 15, 2016 pipdude already posted a working solution, but you can also use escaped backslashes: string[] _0SALights = MiscUtil.FilesInFolder("Data\\meshes\\0SA\\_0S\\Mesh\\Light", ".nif") int _0SALIdx = 0 While _0SALIdx < _0SALights.Length MiscUtil.PrintConsole("FilesInFolder: " + _0SALights[_0SALIdx]) _0SALIdx += 1 EndWhile
CritikalDissonance Posted May 15, 2016 Posted May 15, 2016 I didn't have Less Intrusive Hud II installed, so I searched my other mods for a hudmenu swf file. I found it in the Scoped Bows mod. I renamed it, and now 0S works. Thanks CEO!
kenkazuko2 Posted May 15, 2016 Posted May 15, 2016 I tried quoting Kinky to thank him for the reply, but it says I can't link anything so I'll just type a fresh reply. I've been digging into my mod list again, disabling "Simple Crosshair" fixed my 0Sex 1.08! Hope this helps other people, might want to add this mod to the list of issues as of right now.
migal130 Posted May 16, 2016 Posted May 16, 2016 and it did find files. Makes me believe more that fileinFolders is broken. Kind of sucks because I'd rather not rename the files to .json just to make the search connect but don't see another way if that's true. I got it to work. This is the code I used: import MiscUtil ... String[] files = MiscUtil.FilesInFolder("Data/",".esm") Debug.Notification("file: " + files[3]) With my load order, this showed "DawnGuard.esm" as a notification. That's what I did in my second point, except for the directory path construction. It looks like you've learned there should be a trailing slash but no leading slash.
Kinky Posted May 16, 2016 Posted May 16, 2016 will this work with beeing female Not untill Beeing Female author adapts his mod to use 0sex. Or alternatively not untill CEO creates similar events like what sexlab has. For now CEO is working on bug fixing mostly.
Sesoku Posted May 16, 2016 Posted May 16, 2016 Nothing happens when I try to start animation, i used fnis and everything can someone help me please?
Kinky Posted May 16, 2016 Posted May 16, 2016 Nothing happens when I try to start animation, i used fnis and everything can someone help me please? Read this.
Sesoku Posted May 16, 2016 Posted May 16, 2016 Nothing happens when I try to start animation, i used fnis and everything can someone help me please? Read this. I don't have any hudmenu.gfx or hudmenu.sfw in my Data/Interface folder and I didn't install any iHUD
darkevilhum Posted May 16, 2016 Posted May 16, 2016 Nothing happens when I try to start animation, i used fnis and everything can someone help me please? Read this. I don't have any hudmenu.gfx or hudmenu.sfw in my Data/Interface folder and I didn't install any iHUD Sounds like you're missing a mod requirment. Read through this and confirm you have everything and it's up to date (sometimes these things can be overwritten). http://puu.sh/oU7Oc/ac58e0e3e5.png
Kinky Posted May 16, 2016 Posted May 16, 2016 Nothing happens when I try to start animation, i used fnis and everything can someone help me please? Read this. I don't have any hudmenu.gfx or hudmenu.sfw in my Data/Interface folder and I didn't install any iHUD iHUD is not a problem anyway. Some other mods have hudmenu included. If you cant find it you will need to provide more info about what you installed and tried to do to start animations.
Guest Posted May 16, 2016 Posted May 16, 2016 Really enjoying using the latest demo, so I decided to make a video. Hope you enjoy it BumpnGrind edit: excuse the rough production, though I think it's kind of appropriate really
Cema Posted May 16, 2016 Posted May 16, 2016 Short feedback on things that still need to be fixed in my opinion : - pc and npc eyes are open during kissing. Should be closed. - female undressing male still has animations mixed up - 1 or 2 animations for transitions that look curious but you already noticed it and I suppose you'll work on it at some point For everything else I think you're good to go. Expect a lot of "IS IT COMPATIBLE WITH DYNOLOD ??,,,,??? DERP ! DERP ! !" when releasing on Nexus ideas for future development : - An animation to transition directly from "man standing with girl in his arm and her back leaning on his torso" to "man sitting with girl sitting with her back leaning on his torso" because having to do " -> face each other -> go down -> turn the girl again" never really made much sense - new poses : spoon / lotus. you already have the base positions - more kissing
CEO 0S Posted May 17, 2016 Author Posted May 17, 2016 Good news and bad news. Bad news is I didn't really get to work on stuff that I said i would for this round but the good news is I got a lot of other stuff done, but more bad news on that is that it's mostly boring technical stuff that is needed for a proper launch so while a lot got improved it's nothing too exciting to test. However I will still need testing on this, maybe more then ever for this stuff. Pip, SF, Migal helped me get some code sorted out that I've been stuck on for a while which let me get to a bunch of stuff I needed for launch, so I did those instead: New features: - For developers, OSA nav buttons can be hidden now by putting checks into the xml so you can have criteria/conditions for making them appear. - I needed the above functionality to gate plugins that weren't installed, so now it will only show nav buttons for installed plugins. - You will only be shown undressing options now for items the actors are actually wearing, everything else will be hidden. If you want all the buttons despite wearing clothes or not there's an option in the ini to prevent this. (Nav options for uninstalled plugins will still be blocked since that's a shield/functionality kind of thing. - OSA can now be translated. This applies to all system things like menus etc but it doesn't apply to the navigation text for scenes, roulette menu and navigation menu, everything else can be translated. (I might do scene nav text too but it's getting pretty complicated then) - A majority of menus have been implemented. - The UI is aware of what plugins are installed now so I added a plugin section to "INFO" where you can see what is installed and it will also show you available plugins that aren't installed, for promo awareness, help the nexus peeps get more stuff if they want etc. - Added measurementUnits.ini which has settings for converting Skyrim to earth measurements for weight, length, height in US or Metric units. The ratio is semi arbitrary so if you disagree with my average height, or conversion rate from skyriim to Earth you can adjust it all in this ini if you want. -------------------- - I was able to finally hook up profile now. This is an OSA addition and has nothing specifically to do with OSex. OSA puts down a big foundation to get information from Skyrim to the UI for running OSex. That information in the UI has power outside of OSex so I'm trying to use it to give OSA some utility as a framework outside of animation. Profile is optional, and completely up to the mod developer of an npc, and beyond that the user if they want to see it or not. It's meant to hold RP information to further story telling in a Skyim-JPRPG-AD&D stat sheet fusion. OSA uses two main parts that make up the actor's identity, "Persona" which has imapct on behavior, sounds, stats etc in OSA scenes. Profile is RP based data that mostly only interacts with text output of OSA. For now you can only access it while in a scene but I'm going to add another key called "inspect" which lets you look at any actors profile if they have one. It's pretty easy to make an actors profile, you just get their ID in game, "Help Fione" into console to get the ID, make a folder in data/meshes/OSP/ copy the profile.ini into and fill it out with whatever for any npc. The profile document is a .ini format so it should be familiar to people in usage. Profile can be very light or very heavy on data. I'll show the spectrum here: No Profile data at all, only the base stuff that can be gathered from Papyrus. Example of a close to maxed out profile. (It can take more of the properties at the bottom, but that's about it). You can go anywhere in between the two. There's an additional page for an optional story also for background info on the character. I'm playing with the idea of adding a 3rd tier of "Live Stats" which would be an open ended display for developers to use. The plan would be that you can report a variable to OSA along with the name of the stat and it will be able to show it in their profile. Like the hungrer mod that adds icons for how hungry the player is or the horniness tracker one but it would be confined to the profile display. How the upper part of it is displayed, usage of titles, ranks etc. colors is all customized in the actor's profile.ini. -------------------- It's all pretty much done i'll have the next version tonight or tomorrow. Mostly technical stuff here that won't be fun to test but I would appreciate the help as there's a lot of system stuff going into this patch.
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