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OSex+ The Greatest Virtual Sex Ever


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Posted

 

Press the 9 num pad key to change the roll and from your character being the dom to sub and press it again. Usually that will fix it. Assuming those hotkeys have not changed. I'm still using 1.07a.

 

 

I don't know.  I'm kind of beginning to like my character as a miniature gynecologist.

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Guest endgameaddiction
Posted

 

 

Press the 9 num pad key to change the roll and from your character being the dom to sub and press it again. Usually that will fix it. Assuming those hotkeys have not changed. I'm still using 1.07a.

 

 

I don't know.  I'm kind of beginning to like my character as a miniature gynecologist.

 

 

Hey, I would love it myself if it worked out properly. big women need love too. heh

Posted

Do you have any plans to make some animations for animals like wolves?

 

 

what the fuck dude

Posted

I don't know.  I'm kind of beginning to like my character as a miniature gynecologist.

 

 

Did you do clean save before testing?

Posted

First off Id like to say thanks for this mod its really neat.

 

I liked 1.06 alot.

 

That being said. I downloaded 1.08D from the post in this thread and uninstalled 1.06

 

I am having trouble doing anything other than starting a scene. Somehow I managed to make the other characters sword disappear and get a pinging noise but it seems like there is a menu going on that I cannot even see. At first I thought that there was a problem with the controls but after mashing the numpad keys one by one, i found that the start and stop buttons are working etc and so are some  others, just not in ways that I expect.

 

 

Are there any specific conflicts with things like ui extensions etc? Or is it more that there is an updated control guide that I just didnt download yet?

 

EDIT: Id also like to add that I am seeing the debug output in the console from this mod when hitting through keys etc.

 

EDIT: I will also add that no other mods I have are running binds over the numpad. I have found that im somehow turning on a light for the characters faces and behind, sortof like you could do in 1.06. Maybe 1.08 has a dependancy I dont have?

 

As mercman says below. I was having my menu hidden by iHud.

Disregard my floundering!

Posted

Just want to say, Ceo, this mod is absolutely outstanding. Thank you very, very much for your work on this.

 

When I hit my numpad insert key in 1.08D the "scene" starts as normal, with the actors in their semi embraced state. Unfortunately none of the other numpad keys seem to work other than numpad period to end the scene. I looked in the keys.ini file and it seems like numpad enter should be generating a menu or something but nothing happens when i press it.

 

It may not be the problem in your case but this sounds a lot like what was happening to me when I first tried the mod.

 

For me I was able to bring my character and chosen npc together with Num0 and then couldn't seem to do anything else except end the scene with NumDelete. I never saw any menu or UI appear on the screen at all. I was scratching my head for a while, and searching for the hudmenu files in data\interface that had been reported to cause issues (I didn't have any of those) and the answer in the end was simply that iHUD was hiding my hud completely. I always use iHUD to remove everything from my screen, and only bring it up every now and then if I need to check the compass. By simply pressing X (by default) to toggle iHUD I could see all the OSEX menus and get to grips with it.

Posted

Just want to say, Ceo, this mod is absolutely outstanding. Thank you very, very much for your work on this.

 

When I hit my numpad insert key in 1.08D the "scene" starts as normal, with the actors in their semi embraced state. Unfortunately none of the other numpad keys seem to work other than numpad period to end the scene. I looked in the keys.ini file and it seems like numpad enter should be generating a menu or something but nothing happens when i press it.

 

It may not be the problem in your case but this sounds a lot like what was happening to me when I first tried the mod.

 

For me I was able to bring my character and chosen npc together with Num0 and then couldn't seem to do anything else except end the scene with NumDelete. I never saw any menu or UI appear on the screen at all. I was scratching my head for a while, and searching for the hudmenu files in data\interface that had been reported to cause issues (I didn't have any of those) and the answer in the end was simply that iHUD was hiding my hud completely. I always use iHUD to remove everything from my screen, and only bring it up every now and then if I need to check the compass. By simply pressing X (by default) to toggle iHUD I could see all the OSEX menus and get to grips with it.

 

Mercman you are the best, I didnt even think it could be iHud. Thank you soooo much.

Posted

 

 

Just want to say, Ceo, this mod is absolutely outstanding. Thank you very, very much for your work on this.

 

When I hit my numpad insert key in 1.08D the "scene" starts as normal, with the actors in their semi embraced state. Unfortunately none of the other numpad keys seem to work other than numpad period to end the scene. I looked in the keys.ini file and it seems like numpad enter should be generating a menu or something but nothing happens when i press it.

 

It may not be the problem in your case but this sounds a lot like what was happening to me when I first tried the mod.

 

For me I was able to bring my character and chosen npc together with Num0 and then couldn't seem to do anything else except end the scene with NumDelete. I never saw any menu or UI appear on the screen at all. I was scratching my head for a while, and searching for the hudmenu files in data\interface that had been reported to cause issues (I didn't have any of those) and the answer in the end was simply that iHUD was hiding my hud completely. I always use iHUD to remove everything from my screen, and only bring it up every now and then if I need to check the compass. By simply pressing X (by default) to toggle iHUD I could see all the OSEX menus and get to grips with it.

 

 

Mercman you are the best, I didnt even think it could be iHud. Thank you soooo much.

 

 

No problem. Glad you got it working.

 

It was driving me crazy for a while!

Posted

Could not find any info in the thread(not saying it isn't there). Was just wondering what mods you use to get the girls in the gifs...clothes, body mod, etc. 

Posted

Could someone help me out for facial animations? The only animations I'm getting is the movement of eyebrows and eyes closing... I can see in the sample ifs there are way better facial animations. I already installed "Female Facial Animations" from the nexus, but that doesn't seem to give much of a difference than from vanilla. Any other mod I need?

Posted

Greetings again! 

 

Alrighty, I tried it some more, hehe I really do love it, I love the affection and the romance, its very nice. Wee suggestion I had, is it possible to add something to make it so that you can mark specific things as to never be removed? Certain jewelry items and the HDT havok object, I noticed that the animated woman's privacy ceased working when I was using this and I figured the object came off when they did the undress animation but I need to test a bit more. 

 

Another question, how does one trigger orgasm? I noticed there were so many changes I'm not sure the buttons listed in the guide will still work, or is there something in the little menu inside the MCM thingie? 

 

Either way, thank you again!

 

-C

Posted

Greetings again! 

 

Alrighty, I tried it some more, hehe I really do love it, I love the affection and the romance, its very nice. Wee suggestion I had, is it possible to add something to make it so that you can mark specific things as to never be removed? Certain jewelry items and the HDT havok object, I noticed that the animated woman's privacy ceased working when I was using this and I figured the object came off when they did the undress animation but I need to test a bit more. 

 

Another question, how does one trigger orgasm? I noticed there were so many changes I'm not sure the buttons listed in the guide will still work, or is there something in the little menu inside the MCM thingie? 

 

Either way, thank you again!

 

-C

 

If you installed latest version of 0sex then there is no MCM menu.

 

About havok object:

 

Having havok object equipped is really outdated way of having HDT enabled.

Instead of that approach you should check mods that edit body part nif files and attatch xml file to them.

 

One of those type of mods is all in one hdt animated pussy but that mod is kinda to big and includes lots of things you may not want.

All you really need from that mod is body part nif files and xml files attatched to them for female and male bodies (they even have animal xmls included).

 

Alternative: Bodyslide mentiones that xmls are now attatched by default to some bodies so maybe you can simply generate body with bodyslide and you wouldnt need havok object.

 

Another alternative: here

Posted

Could not find any info in the thread(not saying it isn't there). Was just wondering what mods you use to get the girls in the gifs...clothes, body mod, etc. 

 

Hi Jeinko,

A majority of stuff shown in the gifs like clothing and bodies is custom stuff that I made myself, however I use a really complicated in house mod foundation that would be really difficult / impossible to set up and narrow also without having access to all the files, and being able to adjust them in 3Dmax. I can't make the full package available because I had to borrow some stuff and don't have permissions to distribute the things I borrowed so the end result would be kind of weak. There are some things I get a lot of requests for that I've made myself so can distribute and will try to start putting them together when I have some time after 1.08. Sorry, most likely not the answer you were looking for!

 

Do you have any plans to make some animations for animals like wolves?

 

Not personally sorry but OSA is an animation framework so other animators might be up to giving it a try in the style that OSex uses. Creatures would need just a little set up to be possible I haven't seen the framework all the way through yet for handling creatures but if someone needs it I'll get it set up right away.

 

Greetings again! 

 

Alrighty, I tried it some more, hehe I really do love it, I love the affection and the romance, its very nice. Wee suggestion I had, is it possible to add something to make it so that you can mark specific things as to never be removed? Certain jewelry items and the HDT havok object, I noticed that the animated woman's privacy ceased working when I was using this and I figured the object came off when they did the undress animation but I need to test a bit more. 

 

Another question, how does one trigger orgasm? I noticed there were so many changes I'm not sure the buttons listed in the guide will still work, or is there something in the little menu inside the MCM thingie? 

 

Either way, thank you again!

 

-C

 

Hi Carida,

In the esg.xml there is an exclude field which is for this purpose, any slots you add there aren't considered when using the full undress options. I think however I didn't set it all the way up yet and it's relatively quick to finish so I'll do that this afternoon and have it in the next patch. You'll just stack up <excludes> with all the slots you want restricted.

 

I have some orgasms but I temporarily turned them off because soon after 1.08 I'm going to work on expanding orgasms in how they function and adding more. I might have to put the one back I had or people might get upset, so maybe I will fit that one back in for 1.08 official launch.

Posted

 

Greetings again! 

 

Alrighty, I tried it some more, hehe I really do love it, I love the affection and the romance, its very nice. Wee suggestion I had, is it possible to add something to make it so that you can mark specific things as to never be removed? Certain jewelry items and the HDT havok object, I noticed that the animated woman's privacy ceased working when I was using this and I figured the object came off when they did the undress animation but I need to test a bit more. 

 

Another question, how does one trigger orgasm? I noticed there were so many changes I'm not sure the buttons listed in the guide will still work, or is there something in the little menu inside the MCM thingie? 

 

Either way, thank you again!

 

-C

 

If you installed latest version of 0sex then there is no MCM menu.

 

About havok object:

 

Having havok object equipped is really outdated way of having HDT enabled.

Instead of that approach you should check mods that edit body part nif files and attatch xml file to them.

 

One of those type of mods is all in one hdt animated pussy but that mod is kinda to big and includes lots of things you may not want.

All you really need from that mod is body part nif files and xml files attatched to them for female and male bodies (they even have animal xmls included).

 

Alternative: Bodyslide mentiones that xmls are now attatched by default to some bodies so maybe you can simply generate body with bodyslide and you wouldnt need havok object.

 

Another alternative: here

 

 

By MCM menu I mean the one on the screen rather than the one you have to hit your ESC button to see. I hope that's clear, I don't know what to refer to it as otherwise lol.. menu? Screen menu? Ok yes, screen menu :) 

 

Actually I have attached xml files myself to body part nifs and such, but I get confused sometimes as to what additional things should have been attached to the head nif. Ugh.. I will have to stop being lazy and look it up again :) 

 

Thank you! 

 

Also Thank you CEO! 

 

-C

Posted

 

 

 

No problem! I was able to finish it today so it will be in place for the next demo. 

 

Example:

 

<femaleExclude>
<esg s="45"/>
<esg s="46"/>
<esg s="47"/>
</femaleExclude>
 
I imagine it will be used for Wigs, Equippable SoS, and HDT Havok objects
 
--------------------------------------------------------------------
--------------------------------------------------------------------
 
Added a few more esgs to Kinky's suggestion and I think 6 more icons so it should be getting filled in also: What's missing still for icons is misclow, miscmid, miscarms, miscup, rings, necklace, shield, glasses.
 
<esg id="earrings" s="43"/>
<esg id="necklace" s="35"/>
<esg id="rings" s="36"/>
<esg id="glasses" s="44"/>
<esg id="shield" s="39"/>
 
These wont have animations yet but at least they will show up in the ESG in game menu and the entries in the slot list will get the correct icons associated with them. I don't have time before 1.08 to make the icons gender specific and unified in terms of fantasy/modern but I will shortly after 1.08. For now they are neutral or on the female side. I'm going to add two little things also shortly after 1.08 where you can put a key word on certain pieces of equipment to have the UI differentiate what Icon to use and in the future allow custom animations. Examples would be to differentiate pants or skirt, helmet would be differentiating helmet vs circlet, weapons specific to sword, axe, mace, dagger, bow, spell etc. For OCD users like myself that would get upset by incorrect icons you'll be able to stick the keyword on to correct it.
 
Redressing is back, (Note that I haven't had redressing hooked up for months and haven't touched the animations so it's still incomplete in animation.) I've fixed up weapons to be considered in most locations also, so progress is going good.
 
 
 
 
Posted

Also one more thing to get people's thoughts.

 

I thought about it and decided the navigation menus need translation, the buttons themselves can only describe so much and are finite, it would be harder for outside developers to coordinate with me to add more buttons etc or get them for very specific purposes so the text would have more importance for developers besides myself also. It's a bit of overhead but I think it's needed here. 

 

The main issue is that modules can get scenes added to them whenever and it's unrealistic to expect translators to always publish a translation in sync, it's loading 2 versions of the translation, a default in the developers language which is a base and then it can take a translation that if available for an entry will be used instead.

 

It makes development a little less intuitive also:

 

Before:

desc="Turn $W1 around.

 

now it's a two step process:

desc="o1TurnAround"

 

and in another document

o1TurnAround= "Turn $W1 around."

Posted

 

 

Did you do clean save before testing?

 

 

New play-through, Kinky.  The NPC doubling in size like that seems to only happen if the NPC is currently using a chair.  Otherwise, the shorter NPC is typically only made a little taller than the player's (normally) taller NPC.

Posted

 

 

 

Did you do clean save before testing?

 

 

New play-through, Kinky.  The NPC doubling in size like that seems to only happen if the NPC is currently using a chair.  Otherwise, the shorter NPC is typically only made a little taller than the player's (normally) taller NPC.

 

 

Hi Migal,

I'll look into it. Measuring scale is suprisingly one of the hardest things I've had to do. The way papyrus does scale it's impossible to get an accurate reading since it's only giving you one piece of output based off of a two part (racescale + actorscale)  there's not enough control of the variables to do it.I needed 100% accuracy so came up with a solution that forces the actors into a T-Pose for an instant and measures from their rootnode to their head node which I call their "OHeight". This produces 100% accuracy in control by adjusting the scale of their rootbone with a simple formula.

 

The issue is some animations have priority over other animations, sometimes the TPose plays instantly other times it has to wait until the actors stand up, get up, put their weapons away etc. before it can TPose. I have checks in place that should wait until the TPose occurs by waiting for an animatiion event in the TPose animation, but Skyrim is weird and there's still some times when it's not going to measure them exactly right. If they are measured when more horizontal or semi sitting for example it will measure them too short or tall and mess up their OHeight.

 

 

Here's the gist of it if you want to take a look and see what could be done, I will too:

 

 

 

The Tpose animation has an event "0STPOSE" at 0 seconds into the animation. When an actor is being measured I make them register for this animationevent and also for a modevent called TPoseSpam, which sends them a request to play the TPose animation every .1 seconds (While it waits for any animations that are overriding it to finish. When the TPose starts this animation event occurs: Basically unregistering for the spam, and event measuring then putting them back to what they were doing after sending the info the UI.

 

State Measure

 

Event OnAnimationEvent(ObjectReference akSource, string zAE)
 
UnRegisterForModEvent("0Temp"+FormID+"_TPoseSpam")
UnRegisterForAnimationEvent(Actra, "0STPOSE")
string[] OHeight = new string[2]
OHeight[0] = FormID
OHeight[1] = NetImmerse.GetRelativeNodePositionZ(Actra, "NPC Root [Root]", "NPC Head [Head]", false)
oi.oSS(".com.skyActraOHeight", OHeight)
Debug.SendAnimationEvent(Actra, "IdleForceDefaultState")
ActorMeasured = True
GoToState("") 
EndEvent
 
EndState
 

 

 

 

 

 

Theoretically that should occur the instant they actually start being in a TPose and it all should go down within a frame. What causes the deviation sometimes I have no idea, might just come down to nanoseconds of the papyrus doing one thing at a time or ticking a frame to get the netimmerse I'm not sure. Maybe a difference between output and display of skyrim in microtimes also.

Posted

How exactly do I enable the wizard animations? I'm curious as to what they look like.

 

From the first position (Standing Adore) select the "Let Go" option. From that next scene you can wizard sex. (It has it's own page tab)

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