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OSex+ The Greatest Virtual Sex Ever


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Posted

 

All return just []. Any idea how I can make this find something?

 

 

I'm not seeing it in your latest distribution.  The message boxes, that's all you're doing with it currently?

 

Edit:  Having perused the vast wealth of documentation on Papyrus Utilities and finding precisely zero examples of the function used in a practical setting, I'm going to guess one of two things.

 

1.  It looks like you've tried every combination imaginable, except one.  Perhaps a Windows/DOS-style backslash ( \ ) instead of a URL-style forward slash ( / ) in your directory strings?

 

2.  I'm not sure the message box is going to display anything with just the function call like that, because I don't believe message boxes are designed to display multiple rows in a string array.  You might need to do something more like:

 

String[] aFNIShkxFiles = MiscUtil.FilesInFolder("\Data\meshes\actors\character\animations\FNIS", ".hkx")

 

Then display the first file matching the filename extension filter (hkx) like:

 

debug.messagebox(aFNIShkxFiles[1])

 

or 

 

string msgstr = aFNIShkxFiles[1]

debug.messagebox(msgstr)

 

Of course, you would need a loop to figure out how many elements were in the array (how many matching files were found), otherwise you could end up trying to display an element that doesn't exist, but I'm just spit-balling here.  And this would have to be done for each directory scanned, because it isn't recursive.  Also note that I have no idea whether or not the directory string parameter in the FilesInFolder function requires a leading or trailing slash, or neither, or both.  This would take a little experimentation.

 

Also worth mentioning the possible risk here as I assume the function is still governed by the 128 element limit.

 

Posted

 

You messed up your 0sex instalation. To fix it do this:

1. Completely uninstall 0sex

2. Run FNIS

3. Go in game and when there is no 0sex MCM menu save the game.

4. Close the game and clean that save.

5. Install only 0sex linked in my signature.

6. Run FNIS

7. Load cleaned save and start from there.

Posted

 

 

 

 

 

Hi Kinky,

Thanks for this list and the testing. I think this covers just about everything that still needs to be fixed outside of a few more uncommon bugs that are showing up here.

 

Unless more wizard wishes come up, I'd say this is getting close to a final. Here's what's left:

 

- I'm going to finish my wizard wish, and get redressing, eyes shut in kissing, and more reactions to things like penetration back in.

- Get the last remaining points you brought up here

- See if I can bring back NPC NPC scenes quickly, if it requires a lot of work I'll hold off for now

- Make a check system to remove buttons from nav in certain situations. For example I can't release on nexus with bad boys of skyrim animations so need a gate to deactivate those buttons, and also I want undressing to only show applicable choices etc.

- Finish the menus

 

I'll launch of nexus after that. The illustrations and animations are always going to be semi unfinished and in development so I think this is fine for now, I don't think i can realistically set a goal to finish every single animation and illustration currently unfinished without goin crazy. Helps to work on new things to break the chore of it.

 

- I can add an effect that selects by height in the event of a tie, for example if there are two females in the scene. This would override the option to make the player always the dom unless they are a female player and can be placed as the sub. I'll have the option just take a bunch of numbers which signify different ways for the script to handle a tie.

 

 

 

Yeah you are pretty close now to making this nexus friendly. (speaking of which, you might want to change the name of your mod or create new one there since its difficult to find it with this current nexus name: 0S3SEKSY

-its Zero so people starting search starting with O will not find it

-people trying to search for sex or sexy will also not find it

-average random person can't remember that coded name so easily )

 

I see that you are still on idea to scan for animation files in order to disable buttons but there might be simpler alternative way. Although idk anything about papyrus I believe migal is right and message box is displaying array "[]" just not its content coz it wasnt specified what element of an array to display.

 

Anyway what you are trying to do here could be related to chicken issue (you want it there only not enabled every time.)

 

So here are just a few ideas. Use what you find usefull.

Instead of scanning for all animations you could search for specific one that you do not want to be displayed (the one that enters into new path of animations that are not nexus friendly). You could do that by searching for all physical files like you are trying to do now or you could do it by checking xml for its filename.

 

For chickens you will have to implement if actor is animal check then if it is you could check for xml file or "animal".ini file to see if that actor has animations enabled (if "Chicken=1" is inside ini) and if all is true start the scene otherwise show debug message invalid actor and end 0sex.

 

For girl on girl action ini settings that you created in last release (1.08d 4.2) are already doing half of the job.

Extra ini setting to check for original height and determine roles by that is other half of it (not really override of it, more like extra if check).

 

Actor1 same gender but taller then actor 2 means your gender ini settings applies and height  ini setting doesnt

Actor1 same gender and height as actor 2 again only your gender settings applies.

Actor 2 same gender but taller then actor 1 - asign opposite roles before positioning actors.

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. 

 

Update: Version 4.2 resolved the issues I had with mod-added NPCS.  In fact, it didn't even require a clean save. 

Posted

 

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.

Posted

 

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.]

Posted

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!

Posted

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

Posted

 

 

 

 

 

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.

Posted

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?

Posted

 

 

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.

Posted

 

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.

Posted

tryed the Demo out... its Perfect :o

 

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.

Posted

 

 

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
Posted

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.

Posted

 

 

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.

Posted

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.

Posted

 

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

Posted

 

 

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

Posted

 

 

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.

 

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