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OSex+ The Greatest Virtual Sex Ever


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Posted

So funny that you got the last beta up on Nexus the day after Witcher 3's DLC was released, and the one new sex scene included in Blood and Wine is sex in the clouds looking an awful lot like Wizard Sex.

 

Great minds thinking alike maybe?

 

Anyway, OSEX does it better.

 

Cheers.

 

Posted

 

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. Those are my plans for OBody progress is coming good I have like the first 6 steps done from above and the hero panel complete. A lot more control via scripts and no more actors just putting on w/e hey want ruining everything.

 

I'll be fascinated to see this work. My mod's had a dialogue-driven outfit control system for years but it has to be reliant on actual CK outfits for the following reason: When a follower is following, SetPlayerTeammate() is set to true for them. SetPlayerTeammate() causes the NPC to wear the most valuable item in their inventory for each slot. Dismissing the follower sets SetPlayerTeammate() back to false and as a result, when the follower is no longer following, the follower will automatically return to his or her default outfit when their 3D is unloaded and loaded again (such as when the player leaves the follower's cell and returns). This behavior is hard wired into Skyrim.exe and AFAIK it cannot be overruled by a mod or scripts. NPCs being bound to outfits is part of the EXE. Changing that would require modification of the EXE. I'm guessing someone like meh321 could do it, but that guy is knee-deep in knowledge I don't have about the inner workings of the Skyrim executable.

Posted

 

This miss scale is only happening with a female sub?

 

 

No. It happens when player female is sub.

 

There are 3 issues related to scaling:

 

1. In this example female player is dom and higher then female NPC sub, but NPC seems to tall for kissing.

 

 

 

Skyrim20160614_22_41_12.jpg

 

 

 

2. In case where player targets male NPC then player is sub but taller then dom. (Dom and Sub heights switched by mistake).

 

3. Arange option behaves strange.

For example in case: player female on npc male on start player is taller and sub. IF i press arrange once then npc is taller and sub, if i press it again then player is lot taller (height changed)...

 

Note all my tests so far were on default 0sex install.

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

 

Also i discovered a glitch that creates infinite loop but can be broken by ending 0sex.

 

Go to roulette choose female driven and select yes then dont wait for it to complete and go to blowjob and select yes. Result: 0sex will try to run both at the same time alternating along the way forever.

Posted

public function calcBodyScale(GoalBodyScale:Number, NativeBodyScale:Number){return ((GoalBodyScale - NativeBodyScale) / NativeBodyScale) + 1.0}

What I was expecting except for the above line, which could be done with fewer computation cycles:

 

public function calcBodyScale(GoalBodyScale:Number, NativeBodyScale:Number){return (GoalBodyScale / NativeBodyScale)}

 

Both produce the same result.

Posted

1. In this example female player is dom and higher then female NPC sub, but NPC seems to tall for kissing.

I've never played as a female so I'm utterly uninformed about this. How is 0S supposed to know when you want your female player character to be dom instead of sub? Is there a config setting somewhere, or do you have to control this using the Arrange function after the scene starts?

Posted

 

 

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. Those are my plans for OBody progress is coming good I have like the first 6 steps done from above and the hero panel complete. A lot more control via scripts and no more actors just putting on w/e hey want ruining everything.

 

I'll be fascinated to see this work. My mod's had a dialogue-driven outfit control system for years but it has to be reliant on actual CK outfits for the following reason: When a follower is following, SetPlayerTeammate() is set to true for them. SetPlayerTeammate() causes the NPC to wear the most valuable item in their inventory for each slot. Dismissing the follower sets SetPlayerTeammate() back to false and as a result, when the follower is no longer following, the follower will automatically return to his or her default outfit when their 3D is unloaded and loaded again (such as when the player leaves the follower's cell and returns). This behavior is hard wired into Skyrim.exe and AFAIK it cannot be overruled by a mod or scripts. NPCs being bound to outfits is part of the EXE. Changing that would require modification of the EXE. I'm guessing someone like meh321 could do it, but that guy is knee-deep in knowledge I don't have about the inner workings of the Skyrim executable.

 

 

I'll go over the details maybe you can help me understand the walls I'm going to hit I believe I hit most of the walls already setting up the _body script. Basically if an actor equips an item that isn't for their shape and if they have obody script on them they replace that item with the correct version for them and remove the old one then equip the new, it also sets the display name so they don't show up in console with 12x each piece for example, one is the master that holds the body schematic and the rest have no name.

 

I noticed on the removing script and had this happen in OSA when i had NPCs equip a blank quiver to clear a quiver off their back that the removal of the quiver or item made them reevaluate their outfit, basically i couldn't make this work for npcs so only the player can undress a quiver in OSA.

 

OMenu doesn't make sweeping changes, it only affects NPCs that are directly modded or edited to have the scripts but it can't apply them on a global level so on that note my plan is this:

 

If I want Fione to use a custom outfit script _mOutfit which ideally will become an improved outfit script over vanilla, I'd add the script to her but then clear her default outfit from her actorBase and I'd allow the script itself to equip the pieces as equipment as opposed to an outfit, my tests show that if the actor has no outfit they don't get prompt to reconsider/reequip anything. It's possible that on 3D load they would be returned to naked but I could have them process their _mOutfit at that time. A majority of OMenu stuff is just for NPCs the user considers special enough to give the extra treatment or care but it wouldn't be the kind of thing everybody would have going on. However I think _mOutfit could be applied on the alias level by clearing the actorBase outfit with papyyrus and having_mOutfit as a script on the alias. It extends actor.

 

Outfits would be held in my favorites: formlist arrays of formlists, a list for different criteria, outside, hiking, at the bahamas etc. where each entry in the last is randomly chosen from. If Fione has 3 Bahamas outfits it would pick 1 of those, let's say each day, when she's at the bahamas but change into her bahamas evening wear formlist in the afternoon if she breaks LoS. Something like that.

Posted

 

1. In this example female player is dom and higher then female NPC sub, but NPC seems to tall for kissing.

I've never played as a female so I'm utterly uninformed about this. How is 0S supposed to know when you want your female player character to be dom instead of sub? Is there a config setting somewhere, or do you have to control this using the Arrange function after the scene starts?

 

 

There are this settings in \meshes\0SA\_0S\Config      _config.ini

 

[Role and Sorting]

sortRoleByAnimGender=1     <----- 1 means on 0 or anything else means off

 

sortTieBreaker=1                  <----- 2 means on anything else means off

 --> 1: Player has lead 2: Tallest has lead | if sorting is allowed

 

 

But im not sure if they are still in use. I used default values, didnt change anything after install.

 

Posted

 

1. In this example female player is dom and higher then female NPC sub, but NPC seems to tall for kissing.

I've never played as a female so I'm utterly uninformed about this. How is 0S supposed to know when you want your female player character to be dom instead of sub? Is there a config setting somewhere, or do you have to control this using the Arrange function after the scene starts?

 

 

a config setting but it's set in two places:

 

sortRoleByAnimGender=1

 

is in config.ini if this is enabled it will put actors in role's based on their gender but that's only if the module is designed for this:

 

oSex has this in it's module xml which enables that feature:

 

<init cmd="sortactors" bygender="1" gen0="0" gen1="1"/>

;Basically at start a flag gets set based on this saying OSex supports sortActors byGender and that role 0 is intended to be male and role 1 is intended to be female.

 

but for non-sex modules the gender might be irrelevant so they would omit that flag and have order be assigned by another means.

 

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

 

sortRoleByAnimGender should still be working Kinky but I believe I might have broke tieBreaker and forgot to fix it due to the scale change this patch did. It's an easy fix will be the same as before.

 

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

 

Thank you for finding that bug I'll put a shield on it before launch so that can't happen ALSO it sounds like i messed something up where it's sorting before after setting height and miscalculating, I'll run some further tests and see what I can find.

 

What are the character info panels outputting for the different resulsts:

 

I'd only need to know INFO > CHaracter > Current Proportion + Natural Proportion OHeight for both actors. They should be dom 1.03 sub 1.0. (Migal might have mentioned one of these are wrong in output I have to check)

Posted

Actor                         Natural                           Current

Player(dom)               0.95                               1.03

Camilla                      1.0000                            1.00

 

Player(sub)                0.95                                1.00

Lucan                        1.03                                1.03

 

But in real player is taller then Lucan.

 

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

 

Oh and before i forget again, you should add redress all function after sex is over.

 

Currently actors will redress only items for what you made redress animation, when you combine that with your esg setup most of the time actors will be left semi naked.

When all this animations are done you could run redress all on both actors and this issue would be solved.

 

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

 

Also i tested that error message you made it works when i remove english.ini

Posted

 

 

 

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:)

 

tumblr_o2mhgiybFg1u3yh8bo4_r2_400.gif

 

tumblr_nuy5rmQ56N1u3yh8bo1_500.gif

 

tumblr_o2md8jbTEk1u3yh8bo1_1280.gif

 

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

 

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?

 

 

A few days ago, someone asked me privately about this kind of animations for 0sex. Gonna send the link. I think you have made this person happy.

Posted

Working on the OSA guides going through my images and found these, posted them a long time ago but not in this thread, check em out.

 

 

tumblr_nmjyxcPPPh1u3yh8bo7_r1_1280.jpg

 

tumblr_nmjyxcPPPh1u3yh8bo8_r1_1280.jpg

 

tumblr_nmjyxcPPPh1u3yh8bo9_r1_1280.jpg

 

 

 

A few days ago, someone asked me privately about this kind of animations for 0sex. Gonna send the link. I think you have made this person happy.

 

 

Hi Shinji,

Here's a direct link to the guide on how to do it if it helps:

 

tumblr_nwmx7wp9gC1ubnr1mo7_r3_500.jpg

 


 

 

Thanks Kinky,

I'll see what I can do about the redress and thanks for testing. The error is clear with the .95 trying to figure out what might cause this though, I'll see if I can recreate it.

Posted

I'd only need to know INFO > CHaracter > Current Proportion + Natural Proportion OHeight for both actors. They should be dom 1.03 sub 1.0. (Migal might have mentioned one of these are wrong in output I have to check)

Playing a male toon and always preferring to be dom, scaling is always perfect for me. However, if the target NPC is using RaceToScale furniture when the scene is triggered, both the Natural Scale display and the Current Scale display for the target NPC will contain the natural scale numbers. It's just an info display issue, not an actual scaling issue.

Posted

 

 

 

 

 

 

 

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:)

 

tumblr_o2mhgiybFg1u3yh8bo4_r2_400.gif

 

tumblr_nuy5rmQ56N1u3yh8bo1_500.gif

 

tumblr_o2md8jbTEk1u3yh8bo1_1280.gif

 

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

 

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?

 

 

 

 

 

 

ok, so here is what came out of the testing, there was no deforming when I turned of the collision. also no deforming if I turned of the entire HDT

which means,  the deforming appears for me when the collission is turned on.

 

 

now ... I still have no idea how to fix that ^^'       I could turn off collision but  I don't rly wanna, it's working for anyone else too, I wanna find out how to fix that :/ 

Posted

 

Playing a male toon and always preferring to be dom, scaling is always perfect for me. However, if the target NPC is using RaceToScale furniture when the scene is triggered, both the Natural Scale display and the Current Scale display for the target NPC will contain the natural scale numbers. It's just an info display issue, not an actual scaling issue.

 

 

In my testing there was no furniture involved.

 

Anyway, if you can get perfect scaling when your male player is dom then i should be getting same results when my female player is dom or am i wrong?

It seems to me that there is different kind of issue with natural scale in my case.

 

 

 

Posted

 

 

I'll go over the details maybe you can help me understand the walls I'm going to hit I believe I hit most of the walls already setting up the _body script. Basically if an actor equips an item that isn't for their shape and if they have obody script on them they replace that item with the correct version for them and remove the old one then equip the new, it also sets the display name so they don't show up in console with 12x each piece for example, one is the master that holds the body schematic and the rest have no name.

 

I noticed on the removing script and had this happen in OSA when i had NPCs equip a blank quiver to clear a quiver off their back that the removal of the quiver or item made them reevaluate their outfit, basically i couldn't make this work for npcs so only the player can undress a quiver in OSA.

 

OMenu doesn't make sweeping changes, it only affects NPCs that are directly modded or edited to have the scripts but it can't apply them on a global level so on that note my plan is this:

 

If I want Fione to use a custom outfit script _mOutfit which ideally will become an improved outfit script over vanilla, I'd add the script to her but then clear her default outfit from her actorBase and I'd allow the script itself to equip the pieces as equipment as opposed to an outfit, my tests show that if the actor has no outfit they don't get prompt to reconsider/reequip anything. It's possible that on 3D load they would be returned to naked but I could have them process their _mOutfit at that time. A majority of OMenu stuff is just for NPCs the user considers special enough to give the extra treatment or care but it wouldn't be the kind of thing everybody would have going on. However I think _mOutfit could be applied on the alias level by clearing the actorBase outfit with papyyrus and having_mOutfit as a script on the alias. It extends actor.

 

Outfits would be held in my favorites: formlist arrays of formlists, a list for different criteria, outside, hiking, at the bahamas etc. where each entry in the last is randomly chosen from. If Fione has 3 Bahamas outfits it would pick 1 of those, let's say each day, when she's at the bahamas but change into her bahamas evening wear formlist in the afternoon if she breaks LoS. Something like that.

 

 

I have some experience with this stuff, but I'd like to wait until you finish the next 0S release for Nexus before getting into it. I don't want to sidetrack you while you're making progress.

 

Anyway, if you can get perfect scaling when your male player is dom then i should be getting same results when my female player is dom or am i wrong?

I have no idea. I'm not sure I've seen the code that deals with those two ini settings. But, I believe CEO knows exactly where it is and plans to fix it. I hope he posts the fix here before he releases on the Nexus so we can test it.

Posted

Hey, I just ran through an issue with version 1.08.

 

At first I though the HUD disappeared, but then I noticed it actually didn't. It just moved far to the left and out of the screen, so I can't see it anymore. When I press Enter and the menu drops, it can be seen almost in the middle of the screen.

 

The funny thing is: if I start a new game, the issue does not appear. But if I load any save of that one character that I first noticed the issue on, there it is. Even if it's a pretty old save that I had, that I'm pretty sure I used the 0Sex mod after it and it was Ok. So I'm kinda lost on how to solve it.

 

Unninstalled and Installed again and nada. Same problem.

 

As I didn't found anyone with the same problem on a quick search, I thought that I should let you guys know.

Posted

A thought while hooking this all up I had. (I'm not trying to tell you what to do, you clearly know your stuff a lot better then I do but I was just thinking)

 

The dll could have a lot of usage in a variety of mods but it seems like it depends on each mod that uses it to load text documents to be able to get the code page value, or supplying edited esps if they don't want to load documents. Maybe in an extreme example of 100 mods all using this dll, each would have to register for the code page individually. I think having it come with an esp to configure itself would be messy but maybe is there any way the DLL could access a document on it's own that just has the codepage setting. For example it's own .ini that goes in the SKSE/Plugins folder that just holds the codepage number that the DLL pulls on init?

Thank you for the interesting proposition. Honestly i also thought about something like this, and i am planning to implement the thing similar to this in the future versions of my dll. But i want to do it as a SEPARATE additional function, which will return the codepage value from the CPConvert.ini file depending from the language which is used currently in the game. The returned value of this function could be used as a parameter for currently existing CPConv function. This is because i want to preserve the functionality of the CPConv function as it currently is - only for conversion purposes. This will allow the mod authors to decide by themselves: want they to provide the codepage parameters directly from their own mod, or want they to obtain the codepages from the ini file provided with the dll. Because the conversion function itself must remain usable for converting from any codepage to any other codepage independetly from any circumstances.

I think the new function will look something like this:

GetCPForGameLanguage(string Lng)
The records in the CPConvert.ini file will look like this:

Default=1252
English=1252
Russian=1251
...
The Lng parameter will be optional, if it will be sent - the function will return the codepage for the language specified in the parameter, if it will be omitted - the function will load the sLanguage parameter directly from the Skyrim.ini file (in such way it will detect automatically, which language is currently used by the game engine), and then choose the respective codepage for it from the CPConvert.ini. If the Lng parameter or the language specified in the Skyrim.ini contains the language, which is not exist in the CPConvert.ini, it will return the codepage from the Default.

 

So the author of the mod will have his own choice:

1. If he just needs the one hardcoded conversion between some two certain codepages, he will write like this:

CPConvert.CPConv("1251", "UTF-8", MyText)
2. If he needs to load codepages from his own mod, he will write like this:

CPConvert.CPConv(MyCodepageVariable, "UTF-8", MyText)
3. If he don't wants to bother himself, or wants all his many mods to use the same shared values from the CPConvert.ini file, he will write like this:

CPConvert.CPConv(CPConvert.GetCPForGameLanguage(), "UTF-8", MyText)
4. Or if he wants the codepage just for only one certain language, but don't knows the exact codepage for it (or wants all his many mods to use the one shared setting for this certain language), he will write like this:

CPConvert.CPConv(CPConvert.GetCPForGameLanguage("RUSSIAN"), "UTF-8", MyText)
But to implement the ini files loading functionality i need much more time, so i don't promise that this will be done very soon. At this moment for the nearest alpha/beta versions of OSex, let we leave the currently choosen codepage selection mechanism as is - loading the codepage by the mod. Anyways at this moment OSex is still the only one mod, which uses this dll. But when the next version of the dll will be ready:

1. You always could update it to use the new functionality, when it will be done.

2. The old versions of OSex will remain compatible with the new version of the dll too, because the currently used CPConv function will be not changed itself

 

I have notified your proposition for the next update of my dll, but i ask to not hurry me too much about making this changes too fast. Because my real life work don't leaves me too many free time for coding. I see that this is tecnically possible and i will implement this thing, but not very soon.

============================================================

Also about the version 1.082 i propose to move the internationalFont=0 parameter from the Config.ini file to the _english.ini and to other language files in the same way as we done with the codepage parameter, this will make this parameter separate for each language.

For example:

_english.ini
[codePage]
codePage= "1252"
internationalFont=0

_russian.ini
[codePage]
codePage= "1251"
internationalFont=2
IMHO this must be done because of the same reason as the separate codepage parameter - for not bothering the end user with the need of changing it himself manually. Because the user will start the game, see the ugly scary squares instead of the character names, and he will instantly say, that the translation just dont works :D instead of reading boring technical details, especially if such details are hidden somewhere in a very unobvious place.

============================================================

And about the first test of the new version 1.082:

1. The translation seems works good. Except the internationalFont=0 of course, so better to make it default for english language only, as i said above, because for other languages this font is not usable and shows squares. This is the screenshot with the font 2:

 

27678519075_b4b21a3a4d_z.jpg

 

2. The CTDs on the first loading of the savegame still persists, and sadly seems with the same probability as before.

3. The interface shows the "OSA Installation Problem" error message without the reason:

 

27678516285_c2eb0be022_o.jpg

 

The conflicting interface file hudmenu.swf i have deleted many days ago, as you know. After showing the error the mod starts successfully, not freezes and works correctly, so i don't know, why it shows it. Here is the screenshot, where you can see, that the mod is successfully started and works, while still displaying the error:

 

27603858961_9ff9b28af1_z.jpg

 

4. The spanking icons still loses the selection after each spank, but this is a knows issue.

5. The new "Lay down on your back" action is irreversible, after performing this action you have no "stand up" icon, but instead it shows 3 absolutely identical "Kneel Down" buttons. So it is no way to return from this pose and to change to any other pose from it.

 

27604253731_91592176af.jpg

 

Sorry if something of this, or all of this, is already reported perhaps.

Posted

Hi the new version work prefect to me but have small problem

 

this animation

 

tumblr_nscuns3Tp21u3yh8bo6_400.gif

 

UP9~KneelingStraight | Guided 2H BJ

 

cant found it in my order game when make the female kneel don't show up the next  position for this animation don't know what the problem

 

the mod just give me this position

 

attachicon.gifScreenShot221.jpg

 

just stroke yourself when i click on it no other option show

 

sorry for my bad English - British

 

I got my version from the Nexus and had this option unless something has changed.

 

Edit : Okay maybe I imagined it...I'm trying to find it again.

Yeah, I guess I imagined it, I can only get to a BJ scene I then can't navigate away from without using th eEnter menu and choosing Navigate. It kinda gets stuck when you switch to the other person. 

Posted

Testing the API has allowed me to see what Kinky is talking about regarding scaling issues. From what I can tell, female player characters are always scaled wrong on the first try. Sometimes hitting the Arrange option twice fixes it. Sometimes it makes it worse. On the bright side, everything goes back to original scale after the scene is over, no matter how bad it was.

 

Setting sortRoleByAnimGender to 0 made no difference.

Posted

Scorpion since you know how to create skse plugins, would you be able to create functions for camera control? No one did this so far but it could turn this mod and the game into real cinematic experience.

Face to face mod tried some of it but it is missing a lot of camera techniques.

Basicly what plugin would need to do is:
1. detatch camera from player like tfc mode
2. Ability to move and rotate camera by scripts
3. Ability to zoom in and out
4. Perform different camera techniqes like pan, tracking, moving and tracking, fade in, fade out, rotate camera arround object...

 

Posted

 

 

Hi Scorpion, thanks for this reply and feedback and yes absolutly no rush at all, you've given me all I need to make OSA international and I'm really happy about. I will move the internationalFonts= to the translation folder. What was getting me caught up with the idea was that OSA  has 2(+) translations, the main one that translates the menus but then every module would have a translation also (Like OSex has a translation for example) something about it was confusing me but I'll move internationalFonts and codePage  both into _english.ini.

 

The warning box check you got is tied into downloading the _language.ini. Here's what it will do:

 

1. It will try to open an .ini for your Skyrim client's language for example _russian.ini

2. if it doesn't find any document there then it will open _english.ini (as a back up).

3. If it gets neither of them it will report the error box you got.

 

In almost all cases for other users the box will be shown if they have the hudmenu.gfx file since OSA can't load any documents which would result in neither language being loaded. I think here in your example since you are actively working on the translating etc. that it might be tied into not being able to find the translation documents that the check was based around. I"ll look into this further but basically I believe that as long as  _russian.ini or _english.ini the box should not show up (And HudMenu.gfx but you already covered that.)

 

The crash however I'm not sure if I'll be able to fix. It most likely has to do with behavior files and the FNIS process and there's not much i can do about, besides hit the button. I'll continue to look into it and see what I can find though.

 

I still am working on making the pages stay on the same one if you do an action (like spanking) It's a little complicated but I think it would be good and I'll get it in. The new animations are incomplete I'll have the ironed out when I put 1.082 on the nexus although I think their nav is in just the buttons are labeled wrong, however you might not be able to stand back up from there but you can go down to cowgirl.

Posted

Scorpion since you know how to create skse plugins, would you be able to create functions for camera control? No one did this so far but it could turn this mod and the game into real cinematic experience.

Face to face mod tried some of it but it is missing a lot of camera techniques.

1. detatch camera from player like tfc mode

PapyrusUtil already can do this:

MiscUtil.ToggleFreeCamera()

2. Ability to move and rotate camera by scripts

Theoretically such effects can be achieved with creating two invisible actors, attaching the camera itself to the first actor and the second actor use for targeting camera's look at him. And then all camera effects are performed just by moving those two actors one relatively to another and both of them relatively to the objects, which you want to show.

One of this things surely does the vanilla Game.SetCameraTarget() function, but i am not sure which exactly from the two, does it attaches the camera to the actor or does it centers the direction of the camera view on him. I have not experimented with this function, so i can't say for sure. But seems like most of such effects can be done with the wise usage of the vanilla papyrus functions. Also for implementing the movement algorythms for each effect correctly, you need the perfect understanding of trigonometric formulas and vector geometry.

 

But for implementing such things on the SKSE level you need the knowledges about how to hook, tweak and patch various ingame objects.

Sadly my knowledges about SKSE currently are quite limited, so at this moment i know only how to create my custom functions, how to recieve parameters into them, how to convert them to C++ standart data types and vise versa, and how to return a result value. But about tweaking the engine itself currently i still know nothing, except the fact that it is possible in general, but i really dont know how. For such task just the knowledges of C++, Windows API, and how to create the simple SKSE plugin, is not enough. For this thing you need some knowledges about the internal architecture of the skyrim engine itself and at least about some part of the disassembled source code of skyrim, which is included into SKSE. So at this moment i can do in the SKSE anything, but except the things which affects the existing game mechanics in any way.

About such things maybe better to ask some people, who has the more specialized experience especially in tweaking the game mechanics, like meh321 (author of CrashFix), expired6978 (author of NiOverride), etc... But maybe asking them is a bad idea, because such people are always already too much overloaded with a lot of boring newbie questions, so most probably they will just ignore any questions of course.

If i knew how to do my own game engine tweaks and fixes, then i could even fix that damn CTD from the animations. But sadly i don't know how to do the things like this :(. Shame on me, but true :D.

 

3. Ability to zoom in and out

You can zoom the camera directly from the vanilla Papyrus by simply changing the FOV value:

Utility.SetINIFloat("fDefaultWorldFOV:Display", 12)

4. Perform different camera techniqes like pan, tracking, moving and tracking, fade in, fade out, rotate camera arround object...

Fade in/fade out you can do with the vanilla papyrus FadeOutGame function:

Game.FadeOutGame(false, true, 2.0, 1.0)
About moving, tracking, rotating see my explanations above in 2nd quote.
Posted

The warning box check you got is tied into downloading the _language.ini. Here's what it will do:

1. It will try to open an .ini for your Skyrim client's language for example _russian.ini

2. if it doesn't find any document there then it will open _english.ini (as a back up).

3. If it gets neither of them it will report the error box you got.

Thank you, i understood now. Yes the game has the Russian language set in the Skyrim.ini. Now i created again the _russian.ini translation files in all needed places, and it really stopped showing me the error.

 

The crash however I'm not sure if I'll be able to fix. It most likely has to do with behavior files and the FNIS process and there's not much i can do about, besides hit the button. I'll continue to look into it and see what I can find though.

Yes, sadly i completely believe you, that it is not the bug of your mod itself. Actually i know, that it is a well known bug, it is exactly the same bug as the HaloPoser has, because it also had such CTD. I already saw many opinions about the reasons, which causes this bug on the many forums, but sadly most of this opinions are different and mostly contradicts each other. Also most of the recommendations about how to avoid this bug just not works. The only things, which are known for sure, that this bug have really a lot of people, that not all people have this bug but still too many, that it is caused by behavior files itself (mostly when the behavior file contains extremely large quantity of animations), that it happens only on the first loading of the savegame (if you have loaded at least one savegame, then all next loadings go 100% successful until you restart the game).

 

Also my personal subjective observation is, that this CTD not happens if you create the savegame with the next conditions (when all this conditions are performed at the same time):

1. Your character stays in the indoor location

2. The character is currently alone, no other NPCs/followers are present in the location, where your character currently is located

3. There are no HDT-enabled clothes/items/jewelry equipped on the character

4. No HDT-enabled hairstyle is set on the charater in the racemenu

5. The character is currently wearing some NON-HDT clothes, because otherwise, when she is nude the body itself also uses HDT

Posted

 

 

I understand but had to ask coz it would be simply amazing. :D

Thing is someone already tried papyrus approach but it was extremely limited. He said he would need skse for more advanced functions but he doesnt know how to create skse plugins.

Anyway nevermind that your translation work here is already good.

 

Posted

...it is caused by behavior files itself (mostly when the behavior file contains extremely large quantity of animations)...

 

This seems logical because including a lot of animation packs in Sexlab can add thousands of animations (far more than come with 0Sex) without causing game load CTDs. If it's a matter of too many animations being listed in one or more behavior files, couldn't it be fixed by splitting the animations into a larger number of behavior files?

 

I realize this is no small task because of the way the animations and paths are currently set up, but if this change is necessary, it should be done before the API sees significant use. The API is reliant on scene IDs which are based on paths and animation file names. The cryptic and lengthy scene IDs are already difficult to work with because they can't be copied and pasted and it takes better handwriting than mine to get it right on the first try. The numeral 0 looks like the letter O in the interface, exclamation points look like pipe symbols, plus (addition) symbols look like a lower case t, lower case l looks like the number 1, and in the case of my handwriting, lower case b tends to look like the numeral 6. All these characters can be involved in a scene ID. Asking a modder who has taken time to test and get the scene IDs right to do it over again is not ideal.

 

Of course, if the CTDs are not caused by the number of animations listed in a behavior file, splitting the animations across more behavior files would be a ton of wasted work. Is there a way we can test this?

 

Please note, I'm not suggesting CEO should have to implement a data entry task of this size on his own, should testing indicate it is necessary.

 

 

 

Edit: For the time being let's ignore what I've posted here and take a look at my next post.

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