Kinky Posted June 14, 2016 Posted June 14, 2016 Getting an error that's been recurring since the move to the new HUD. For some reason when I install (1.081) on a fresh save everything works fine, but if I make a save and then load that (with OSX now installed), it just doesn't function at all, regardless of whether I'm restarting the game or right after making the save. I've made doubly sure that there's no remnant files from previous versions, and it's all the way on the bottom of my MO mod list, so there's nothing that could be being overwritten. No idea what the problem could be. "Doesnt function" is not really describing the issue. What doesnt function? Is it game on load crashes, Num 0 does nothing or something else?
zarathos777 Posted June 14, 2016 Posted June 14, 2016 I know I installed the mod correctly (already had FNIS and ran it) and made sure it was activated (it was) but for some reason the MCM menu doesn't show under "Mod Configuration"
Kinky Posted June 14, 2016 Posted June 14, 2016 I know I installed the mod correctly (already had FNIS and ran it) and made sure it was activated (it was) but for some reason the MCM menu doesn't show under "Mod Configuration" Its coz there is no MCM menu in latest version.
HerefortheBoobs1 Posted June 14, 2016 Posted June 14, 2016 So how do I get the mod to work? Face the NPC you wanna engage with and press num0 to start, the controls are all on the num block: 1= no/back , = end scene 9 = switch dom and sub roles/position 7 = yes/foward 4,8,5,6 = navigation enter = menu
SeveN085 Posted June 14, 2016 Posted June 14, 2016 Hello, I have a liitle problem with male actors schlong. When i activate the scene or undress, the schlong shows left and is static (HDT). what is the solution ? What i must reinstall or load order? ha! that I wonder aswell ^^ sometimes restarting the scenes multiple time helped me Did you install XPMSE by Groovtama last? Why changing speed animation doesn't work in some positions ? During what positions it doesnt work? Press numEnter and you will see name of the animation playing. Write that animation here. It's one of the missionary animations In some of the "stages" it works but as soon as I do these : "Grip the bottom of her thighs" "Raise her ankles" "Pull her legs outward" ^ Doesn't work in these 3. So... ?
CEO 0S Posted June 14, 2016 Author Posted June 14, 2016 1.082 Alpha Testing Click the image for the recent changes log. The animations aren't fully exported for the 1.082 scenes this is just to test the new system to make sure nothing major is wrong. I need testing of 3 things please due to some major changes. Thanks for the help! 1. Does Scaling work now for perfect alignment? 2. Does the translation system work for non-english characters fed both from Papyrus or from the ini files. (See Changelog for instructions) if you get the translation to work for non-english or non-russian characters please let me know the code page for your region so I can put it in the translation document hashed out as a reference for others. 3. Did I break anything while making these changes? 4. Extra credit to test the error box pop up by deleting your _english.ini file int he translation folder.
TOMMYRAYHADLEY Posted June 14, 2016 Posted June 14, 2016 Getting an error that's been recurring since the move to the new HUD. For some reason when I install (1.081) on a fresh save everything works fine, but if I make a save and then load that (with OSX now installed), it just doesn't function at all, regardless of whether I'm restarting the game or right after making the save. I've made doubly sure that there's no remnant files from previous versions, and it's all the way on the bottom of my MO mod list, so there's nothing that could be being overwritten. No idea what the problem could be. "Doesnt function" is not really describing the issue. What doesnt function? Is it game on load crashes, Num 0 does nothing or something else? Nothing happens when Num 0 is pressed. Edit: Well nevermind, 1.082 seems to have fixed the issue, thanks CEO
migal130 Posted June 14, 2016 Posted June 14, 2016 I would bet on this too. There is just something on load as i keep saying that doesnt seem right (here im completely ignoring FootIk error). I could be wrong but I think it's worth finding out one way or another. No longer measuring with a t-pose may have reduced processing to the point that measuring the player during game load is safe now. If nobody can get a t-pose on game start, we know the old measuring method was the cause of that particular startup bug. I'd also be very interested to know if CTD on game load has been reduced, because NetImmerse is no longer being called for skeleton measuring during game load (I think, I haven't actually looked at the code yet).
migal130 Posted June 14, 2016 Posted June 14, 2016 1.082 Alpha Testing Tested scaling: - Multiple times on the same several NPCs of varying height, taller and shorter than the player character. - Sitting, standing, sleeping, performing other animations when triggered. (RaceToScale definitely tested) Results: Perfect alignment every time and perfect scaling back to original size every time. EDIT: Minor bug. Scaling is perfect every time, but UI visual display has a small problem. Info | Character | Natural Scale and Current Scale both display the Natural Scale stats on NPCs that were under the effects of RaceToScale prior to the scene starting. This has no practical negative impact on the scene, it's just an information display error.
CEO 0S Posted June 14, 2016 Author Posted June 14, 2016 Nice work guys, and thanks a lot Migal that's all you. Give my thanks to the Math Stud also.
Kinky Posted June 14, 2016 Posted June 14, 2016 1.082 alpha New animations are great. Can start 0sex with sitting or sleeping actor without issues. Scaling seem to be consistent. Less chance of FootIk error then before. (could be coz im using new clean save). Female player and male NPC results in female player as sub being taller then npc. (they have wrong asigned heights). Their scale doesnt match what description says. Cowgirl has some dead ends and some same name buttons on UI. Spooning has some enexpected exit and wrong name of a button for raise leg. V flying missionary has speed options but no animations to match them. (everything is same speed even idle).
CEO 0S Posted June 14, 2016 Author Posted June 14, 2016 maybe that helps to figure something out :/ Unfortunately, I don't use most of those mods, so the list isn't helpful for me. Perhaps some others here recognize them? well, it just happens in scenes where my futa character ( female + b3lsario unp schlong add on ) act's with female / futa characters. in scenes with male characters, no deforming is happening what could be the cours of that? ... is there anything on the female body that would squeze the dick of a futa cause it is not expected there in a normal female + female scene? maybe the belly node or something alike ... observe and deduce ... Hi M4rth, The issue is almost definitely related to a plugin or mod you have, there's something in your load order that's causing this issue as many users including myself have been able to hook up the futa. Groovtama wasn't quite clear in the explanation. The HKXs are different but those are purely animation files, they share the same bones but they are in different places. Just as you can make a male be in the female position in OSex in terms of animations the cock works the same way. Without the futa fix the female and male anatomy share the same bones but they are animated in erection differently, meaning the bones are placed at different coordinates. This was most likely done as a fix to adjust for the difference in position of the female vs male crotch on meshes. To make the female anatomy assume the location we need it's bones to be set where I animate for which is for male the skinning is the same so they wind up in the exact same place as a male after you change the animation. OSex needs this for perfect alignment. Without this female and male would never be interchangeable for Futa without new animations for each. You can see from the results that the female anatomy is getting curved a bit to reach the location of where the male anatomy would be: (Here's some examples of it functioning and how it should look:) -------------------------- My top guess is that it's directly related to your collision pack somehow. For a test if you haven't could you try turning off your collision and if not your entire HDT bounce to see? When the deformation occurs, is it static meaning it's a permanent bend that doesn't move really (outside of the animation making it go up and down) or is it spazzing out a bit and shaking around at the point of deformation?
DenjiXMakima Posted June 14, 2016 Posted June 14, 2016 maybe that helps to figure something out :/ Unfortunately, I don't use most of those mods, so the list isn't helpful for me. Perhaps some others here recognize them? well, it just happens in scenes where my futa character ( female + b3lsario unp schlong add on ) act's with female / futa characters. in scenes with male characters, no deforming is happening what could be the cours of that? ... is there anything on the female body that would squeze the dick of a futa cause it is not expected there in a normal female + female scene? maybe the belly node or something alike ... observe and deduce ... Hi M4rth, The issue is almost definitely mod related, there's something in your load order that's causing this issue as many users including myself have been able to hook up the futa. Groovtama wasn't quite clear in the explanation. The HKXs are different but those are purely animation files, they share the same bones but they are in different places. Just as you can make a male be in the female position in OSex in terms of animations the cock works the same way. Without the futa fix the female and male anatomy share the same bones but they are animated in erection differently, meaning the bones are placed at different coordinates. This was most likely done as a fix to adjust for the different in position of the female vs male crotch on meshes. To make the female anatomy assume the location we need it's bones to be set where I animate for which is for male the skinning is the same so they wind up in the exact same place as a male after you change the animation. OSex needs this for perfect alignment. Without this female and male would never be interchangeable for Futa without new animations for each. You can see from the results that the female anatomy is getting curved a bit to reach the location of where the male anatomy would be: (Here's some examples of it functioning and how it should look:) -------------------------- My top guess is that it's directly related to your collision pack somehow. For a test if you haven't could you try turning off your collision and if not your entire HDT bounce to see? When the deformation occurs, is it static meaning it's a permanent bend that doesn't move really (outside of the animation making it go up and down) or is it spazzing out a bit and shaking around at the point of deformation? hey, thank you very much for the answer, I just saw groovtamas answer and couldn't make much out of it. In fact, I always feel like a anoyance when I ask for help. ^^'turning of the collision will mean to turn of the hdt option in hdt vagina since I use the hdt that comes with the all in one vagina mod.I will do that and let you know the result as soon as I find time for it.
CEO 0S Posted June 14, 2016 Author Posted June 14, 2016 Thanks, make sure you back up your stuff before temp/deleting/renaming, let me know how it goes and hopefully we can get this cleared up. I'm pretty sure something about the HDT is doing it, so let me know and I'll see what I can come up with.
migal130 Posted June 14, 2016 Posted June 14, 2016 Their scale doesnt match what description says. This is only true in my game if the target NPC was sitting or sleeping in RaceToScale furniture prior to scene start. Otherwise, the numbers displayed in Natural Scale and Current Scale are good. I'm certain of this, because I created all the NPCs I tested against and I know exactly what their natural numbers should be.
Kinky Posted June 14, 2016 Posted June 14, 2016 @migal i did get T pose and after jumping few times i got footik error popup. Good thing is it happened once out of 6 loading tries so it seems to be greatly reduced. It could also mean that this T pose error is footik error. About scale i checked current one and it said lucan has 1.03 and my player 1.0 but she was taller as a sub. Your math is probably correct but she got dom height instead of sub height. Speaking of which during first adore position shouldnt they be looking eye to eye? Seemed to me like sub is bit to tall. Also CEO i think asigning personality to player is more failproof now. Esg slots were correct during my initial tests.
migal130 Posted June 14, 2016 Posted June 14, 2016 @migal i did get T pose and after jumping few times i got footik error popup. Good thing is it happened once out of 6 loading tries so it seems to be greatly reduced. It could also mean that this T pose error is footik error. I've looked at the code and the old t-pose spamming function still exists but I don't believe it is getting called. The t-pose itself is gone. Skeleton nodes are still being measured and scaled but that's probably because of SOS requirements or possible future body part scaling per specific anim event. The body scaling functionality appears to have been broken out into a separate single getscale for measurement and setscale for setting the scale. The scaling calculations are being done in Actionscript and are fed to papyrus, but that shouldn't matter. Long story short, the old t-pose wasn't causing t-pose on game load. NetImmerse/skeleton interaction could still be involved, but this could also be an FNIS animation registration issue. One thing is certain. It isn't the measuring t-pose, because the measuring t-pose is gone. Speaking of which during first adore position shouldnt they be looking eye to eye? Seemed to me like sub is bit to tall. Dom/Sub height reversal is a separate issue. Don't use standing adore to test. Make them kiss. If the lips line up properly, scaling is right.
swords and sandals Posted June 14, 2016 Posted June 14, 2016 Thanks for the new version, CEO. You may already be on top of it, but I thought I should say I've noticed the same problem I think SeveN085 seems to be having. For me there are three animations with the sub on her back and the dom kneeling between her legs where the speed up/slow down thrusting has no effect - it will always stay at the starting speed. There is also a freeze of a second or two where both actors remain completely still when either switching to or from any of these three animations. According to the menu (brought up with Num Enter) the animations are called: Expanse, Under Grip | Sex, Heavy Thrusts Scrunchie, Ankles Up and Out | Sex, Heavy Thrusts Flying V | Sex, Heavy Thrusts This is happening in 1.082 and was also in the previous 1.081 version. Hopefully that's of some use. Everything else I've tried out so far has been excellent. Thanks.
allfather123 Posted June 14, 2016 Posted June 14, 2016 I was kinda away from Skyrim for a while, and I'm glad to see the advances that were made in this mod. I watched it from the beginning and it's nice to know that CEO now counts with lots of partners. Just tested the latest version and it's working great. I did had some troubles, but before asking around I started looking for solutions and I noticed Kinky saying a bazillion times: Load custom skeleton (the one with HDT support) last and don't overwrite it. And yeah, he's right, folks. lol I'm here mostly to express my endless gratitude for this huge work you guys are putting together. Thank you, deeply.
Kinky Posted June 14, 2016 Posted June 14, 2016 Speaking of which during first adore position shouldnt they be looking eye to eye? Seemed to me like sub is bit to tall. Dom/Sub height reversal is a separate issue. Don't use standing adore to test. Make them kiss. If the lips line up properly, scaling is right. Yeah as i mentioned earlier your math is making height consistent (always the same and correct) but something happens on asigning height to dom and sub when player is sub. About sub being to tall in general: I tried during kissing and sub also seems to be to tall. Sub is almost kissing Doms nose. I will check blowjob scenes but first a question: In your math do you use vanilla race height while trying to set oHeight? I have a mod that changes heights of races so maybe this is why im getting misalignment? I have this mod.
Carida Posted June 14, 2016 Posted June 14, 2016 Greetings, Alrighty I tried both with a woman and a man, my first time trying with a WOman lol scaling, when the player is a female does seem to make the player taller, unless you do the arrange from the sub menu and switch it back and than she's the proper height to be the sub. That's the only thing I noticed with the scaling issue, it happened with both male and female. I also noticed that if you adjust the SOS penis using the Page Up and Page Down keys that come with the mod it ceases to curve and it will not curve again no matter what other position you try. In a way it was kind of better for me, because I use the HDT female bits and it makes it a bit easier for me to fit it properly where its supposed to go, but for stroking and oral it was a wee bit sad since it didn't curve to the hand anymore. Oh another note, I noticed it doesn't fit the female hands at all, its always a wee bit off, I suspect this has to do with the hand model I am using "Tender hands" and likely not to do with anything the mod, but in case it does have to do with it, I figured I'd mention it. Indeed as others have mentioned speed works either backwards or sometimes not at all whilst in Missionary positions, but not all of them I would like to note. The vanilla one, speed works fine. One though has the speeds reversed (labeled that is) but the + still works fine. And others do not have speed at all, only one. The new animations work well. Though the menu seems to be a wee bit miss labeled but I suspect since it is unfinished that cannot be helped, but I thought I would mention it. I was able to try all positions with little to not trouble. Though I did notice that lifted lotus (the sex position) seemed to be missing, though I suspect its been gone for a time and I simply didn't notice it because I had not tried it recently. Thank you so much for your hard work and this lovely mod, I hope my feedback was of use -C
migal130 Posted June 14, 2016 Posted June 14, 2016 Yeah as i mentioned earlier your math is making height consistent (always the same and correct) but something happens on asigning height to dom and sub when player is sub. I only helped CEO with standard scaling situations. I didn't provide any code for swapping the goal heights. I suspect this issue has to do with the ini setting that reversed dom/sub height on scene start. CEO is going to have to wire that into the new scaling implementation like he did when measuring and scaling were being done with NetImmerse. In your math do you use vanilla race height while trying to set oHeight? I have a mod that changes heights of races so maybe this is why im getting misalignment? I have this mod. Mods that change NPC scale can't effect 0S scaling, unless they change scaling dynamically while the game is being played. Examples: - The mod you linked to changes race heights by sex in the CK. It cannot effect 0S scaling. - A mod with an MCM menu that employs setscale() to change NPC height by race or sex dynamically during the game could cause an issue with 0S scaling. However, I believe such a mod would also cause other problems in the game beyond just 0S scaling issues. As far as I know, no such mod currently exists. If such a mod did exist, 0S would be considered incompatible or CEO would have to incorporate SetScale(1.0) before initial GetScale() measurement, which would undo the settings made in the other mod, breaking it.
CEO 0S Posted June 14, 2016 Author Posted June 14, 2016 Alright guys while that's getting tested it's time to lecture on my OBody 2.0 project which I'll release as OMenu at some point. (which no one prob cares about). Made significant progress much more then I expected for once papyrus is graciously letting me do exactly what I want with ease. I believe now after putting a majority of it together that OBody 2.0 is pro. I'm changing the name to OMenu since obody is just a small segment that most likely only I will use. I'm going to release it as a resource. It's basically a quality of life UI manager for Skyrim that will do cool stuff BUT it's related to equipment and I can't go patch every equipment ever made, also established modders don't like developing for O stuff so most likely the only way this will ever work is if you set it up yourself. I'm calling it a resource for that matter in that you can't install it like a window shopping mod and go but it should be a good toolset to have in your game if you're interested in doing some CK work on your favorite armor or npcs to give them some new functionality. OMenu Quality of life enhancer /immersion enhancer if you like what I like for Skyrim inventory and other stuff, resource to set up your system on. The main purpose of this was to have OBody stop using custom races but it grew a lot and that's just a small spot. 1. Optimized Equipment Display (Easiest Thing to setup:) Provides what I feel is a more intuitive visual equipment manager for both the player and for targeting npcs. This feature will work without any setup at all. The player and NPC can have their gear viewed at any time and removed. 2. All Available Equipment Categorized by type and user-categories to select from Problem: When I want to equip a follower up in a special outfit I have to console forever typing stuff in, typoing, looking up the ID to unequip if i don't like it etc, takes so much time, plus I can't remember all the stuff I have installed so I forget some cool outfits entirely etc. Solution. From the equipment menu any slot you hover over can be equipped or changed if you are wearing something. This will bring up a list of all equipment that you have entered in, (most likely everything you have installed.) organized by slot type and by categories so you can easily see your options. You do have to fill out the list yourself but that should be relatively quick. Click it will equip it to the target or player. If you use the OBody functionality you can also have the equipment show only what's installed for that obody but that's optional. 3. On the fly armor customization If you add a small script to the items yourself in the CK you can open up a lot of functionality for the UI to interact with the item. (exactly like HDT Heels but no magic effect for this just an armor script you put on the armor form.) Each one of these is a small script you could add to an item, they only need what they use / what you have meshes available for: 1. Animate - A flag, if the option has undressing animation you can toggle a flag to have it play automatically, you can also call this from papyrus, for example you could tell your follower: if it's raining then raise your cloaks hood with animation. 2. Variation - Let's say you have shoulder pads but also have the same as right or left. Variation will let you select a different variation. 3. BreakUp - If you have break up variations you can toggle between them. I will make a second optional script to oversee the breakup process automatically also if you want to attach it. 4. HoodUpOrDown - Toggle for hood up or down separated to tie in with interior, exterior + weather funtionality 5. UndressStages - Toggles for different undress stages, zipped unzipped, pulled up pulled down etc. 6. TextureSet - You can on the fly swap a list of texture sets so you can switch through different colors etc quickly. 7. Texture - Some armors you can get away with swapping diffuses on the same normals/shader. This will quick swap the diffuse, for example panties and sun glasses go good with this. 8. OBody - Last script that most likely only I will use that lets you plug in different variations for different obodies. 9. Whatever other functionality might cool Whatever of the above options are applicable would be available from the equipment panel where you can select them per piece. example of the equipment panel. Circles are slots 30-60 + 2 weapons, grey empty, pink equipped, halo = selected. Menu on the left is additional options you can do to that specific equipment piece based on what scripts you put on the armor. WIll get an icon instead of being blank, possibly make one of the armor scripts also decide special icons etc. to be used, so depending on what it is within a slot category it might display differently. 4. On the fly actor customization 1. Outfits: - I'm going to redo the "outfit" ck form since I find it sucks forcing actors to evaluate to often and will make a more straightforward script where you can plugin their outfits based on criteria, time of day, combat, relaxing, tavern, city etc. and it will assign it automatically. A lot more control via functions so you can make custom NPCs not just putting on w/e they want ruining everything. 2. Body Customization - Change pretty much anything that applies to bodies of target or player on the fly, texture sets organized by entire set or just diffuse normals etc, customs meant for certain NPCs only, for example if you want to become your exact follower as a player. Most likely can have full specular rigged up so you can adjust sweaty live, in armor or nude. 5. Street Fighter Character Select Style: Follower Select - Option to add NPCS to an overlay as potential followers that you can call in "Tag team style" and they can automatically become your follower, you can make them "Appear" using unique animation if you want, like helicopter repel down to the dovahkin etc., and play a short thematic melody on their arrival, cheesy stuff like that. All the options including the panel are optional. ---------------------------------------- Those are my plans for OBody progress is coming good I havethe first 6 steps done from above and the hero panel complete. What it will involve: a Quest that boots the UI and puts the player in an alias which registers for the keybinds. It also holds a few fields of information for the menu, for example when you have an actor targeted in the menu it stores that actor so it knows who the target is for modevent. A bunch of small scripts that extend armor which you can attach to your armor form if you have the meshes or textures to support the customization. _mOutfit and _mBody relate to the actor and not the equipment so they go on the actor alias of the NPC you want to customize. The UI will make mod calls to the quest asking it to get item properties from the extended scripts of the armor and return the data, it will also load up a little xml when needed, (the total list of your installed armor to select from). Let's say you've been adding armor everyday to your game for the last 5 years and have thousands of pieces you can break the list up into any amount of categories and split the xmls even. You can condense textures into a single armor form for things that have a lot of texture variety since you can dynamically set the textures or texturesets. ----------------- What you could get out of this. The equipment overlay is available always with no work + the remove option. If you want to have all your equipment in the game that you can equip organized into categories / by type you have to fill out xml for it but that should be an hour or two unless you're crazy then a little longer. If you want to use the custom modifications and adjustments to armor you'll have to add forms to the CK and have meshes available/made for those modifications. If you want to use oBody system you'd have to add scripts to the alias' you want to give oBodies, and to the armor's you want to be able to adapt to oBody shapes. (oBody is like a dysfunctional body slide, many different body meshes with form fitting unique versions of clothing but you got to generate them all yourself.)
CEO 0S Posted June 14, 2016 Author Posted June 14, 2016 is the action script. public function setBodyScale(bodyScaleValue){ bodyScaleModified = bodyScaleValue isBodyModified = true skse.SendModEvent("0SAA"+actra.id+"_BodyScale", String(""), Number(calcBodyScale(bodyScaleValue, bodyScale))) actra.body.calculateWeight("current") } ^this one sets the scale to a new value, recording the new one first then sending the mod event with the output value of the function below: public function calcBodyScale(GoalBodyScale:Number, NativeBodyScale:Number){return ((GoalBodyScale - NativeBodyScale) / NativeBodyScale) + 1.0} ^this one is at the end on clean up to revert them: public function restoreBodyScale(){ if(isBodyModified){ isBodyModified = false skse.SendModEvent("0SAA"+actra.id+"_BodyScale", String(""), Number(1.0)) } } at some point actradetails get sent which sets the bodyScale property first before the script starts. ----------------------------- Here's the module.xml: (it's still called oheight but it is processing as scale, I haven't got around to renaming that yet to something else): <modify cmd="oheight" actor="0" oheight="1.03"/> <modify cmd="oheight" actor="1" oheight="1.0" /> ------------------------------ This miss scale is only happening with a female sub?
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