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OSex+ The Greatest Virtual Sex Ever


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Posted

OK so 30 hours later I'm back with the hard truth on setting up dll and flash communication. After reading mountains of techno babble shit I had a miraculous moment of divine intervention and then suddenly for just an instant I was able to line up words that I have no idea what they mean or do to create a working communication.

 

I'm going to document this here since there is no working example online of how to do this at all and the solution can only really be made by examining and endless frankensteins of Expired's RaceMenu C+ from his source files.

 

As a note if anyone is reading this in the future, the SKSE example_plugin and some of the posts by SKSE people do not cover the basics and were either done for much earlier versions of SKSE or they were just typing stuff loosely and neglected to mention 95% of the work that would have to be done. Overall they seemed kind of wrong. Ironically most of the things I had to add were under the hash header: // ### do not do anything else in this callback

 

As I feared DLL functions meant for actionscript have an entirely different registration process and a lot of the main.cpp has to be filled in with code you can only really find in expired's files to make it work. I'm setting it up as Expired does by having a .h and .cpp pair specifically for registering ScaleformFunctions:

 

Here is working examples to get a function that can be called in the DLL from Actionscript and return data to the actionscript:

 

Note on something in there that should be changed depending on your project:

 

 

You'll see stuff related to my papyrus functions osa.h and osa.cpp which is my papyrus functions so just make sure you replace the:

bool btest = g_papyrus->Register(OSANamespace::RegisterFuncs); to the namespace of you papyrus functions

and...

#include "OSA.h" to your papyrus functions. 

Or just delete them if you aren't using papyrus functions also.

 

 

 

These results were made by just smashing things together until it worked so the chance is high that some includes or classes aren't required to make this work.

 

ScaleformFunctions.cpp:

 

 

#include "ScaleformFunctions.h"
 
#include "skse/ScaleformMovie.h"
#include "skse/ScaleformLoader.h"
#include "skse/SafeWrite.h"
#include "skse/PluginAPI.h"
#include "skse/skse_version.h"
#include "skse/GameAPI.h"
 
 
void SKSEScaleform_OSATestFunction::Invoke(Args * args)
{
_MESSAGE("actionscript happened");
args->result->CleanManaged();
args->result->type = GFxValue::kType_String;
args->result->data.string = "Hello World";
}
 

 

 

 

ScaleformFunctions.h:

 

 

 

 

#pragma once
 
#include "skse/ScaleformCallbacks.h"
#include "skse/GameThreads.h"
#include "skse/GameTypes.h"
 
#include "skse/PapyrusNativeFunctions.h"
 
class GFxValue;
class GFxMovieView;
 
 
class SKSEScaleform_OSATestFunction : public GFxFunctionHandler
{
public:
virtual void Invoke(Args * args);
};
 

 

 

 

ScaleformFunctions.main:

 

 

 

 

#include "skse/PluginAPI.h" // super
#include "skse/skse_version.h" // What version of SKSE is running?
#include <shlobj.h> // CSIDL_MYCODUMENTS
 
#include "OSA.h"
#include "ScaleformFunctions.h"
 
#include "skse/ScaleformMovie.h"
#include "skse/ScaleformLoader.h"
#include "skse/GameAPI.h"
 
#include "skse/GameRTTI.h"
 
#include "skse/ScaleformMovie.h"
#include "skse/ScaleformLoader.h"
 
#define MIN_TASK_VERSION 1
#define MIN_PAP_VERSION 1
#define MIN_SCALEFORM_VERSION 1
#define MIN_SERIALIZATION_VERSION 2
#define PLUGIN_VERSION 6
 
 
 
 
static PluginHandle g_pluginHandle = kPluginHandle_Invalid;
static SKSEPapyrusInterface         * g_papyrus = NULL;
static SKSEScaleformInterface * g_scaleform = NULL;
static SKSESerializationInterface * g_serialization = NULL;
 
bool RegisterScaleform(GFxMovieView * view, GFxValue * root)
{
RegisterFunction <SKSEScaleform_OSATestFunction>(root, view, "OSATestFunction");
 
return true;
}
 
extern "C" {
 
 
bool SKSEPlugin_Query(const SKSEInterface * skse, PluginInfo * info) { // Called by SKSE to learn about this plugin and check that it's safe to load it
gLog.OpenRelative(CSIDL_MYDOCUMENTS, "\\My Games\\Skyrim\\SKSE\\OSA.log");
gLog.SetPrintLevel(IDebugLog::kLevel_Error);
gLog.SetLogLevel(IDebugLog::kLevel_DebugMessage);
 
_MESSAGE("OSA");
 
// populate info structure
info->infoVersion = PluginInfo::kInfoVersion;
info->name = "OSA";
info->version = 1;
 
// store plugin handle so we can identify ourselves later
g_pluginHandle = skse->GetPluginHandle();
 
if (skse->isEditor)
{
_MESSAGE("loaded in editor, marking as incompatible");
 
return false;
}
else if (skse->runtimeVersion != RUNTIME_VERSION_1_9_32_0)
{
_MESSAGE("unsupported runtime version %08X", skse->runtimeVersion);
 
return false;
}
 
 
g_scaleform = (SKSEScaleformInterface *)skse->QueryInterface(kInterface_Scaleform);
if (!g_scaleform)
{
_FATALERROR("couldn't get scaleform interface");
return false;
}
if (g_scaleform->interfaceVersion < MIN_SCALEFORM_VERSION)
{
_FATALERROR("scaleform interface too old (%d expected %d)", g_scaleform->interfaceVersion, MIN_SCALEFORM_VERSION);
return false;
}
 
 
// ### do not do anything else in this callback
// ### only fill out PluginInfo and return true/false
 
// supported runtime version
return true;
}
 
bool SKSEPlugin_Load(const SKSEInterface * skse) { // Called by SKSE to load this plugin
_MESSAGE("OSA loaded");
 
g_papyrus = (SKSEPapyrusInterface *)skse->QueryInterface(kInterface_Papyrus);
 
//Check if the function registration was a success...
bool btest = g_papyrus->Register(OSANamespace::RegisterFuncs);
 
bool bscaleForm = g_scaleform->Register("OSA", RegisterScaleform);
 
if (btest) {
_MESSAGE("Register Succeeded");
}
 
if (bscaleForm) {
_MESSAGE("OSA: Scaleform Functions Loaded");
}
 
return true;
}
 
};
 

 

 

 

In Flash:

 

 

 

 

_global.skse.plugins.OSA.OSATestFunction()

 

this will print out "Hello World"

 

I have a premade debugtextbox that prints to screen so in my case:

 

o.debugOutput(_global.skse.plugins.OSA.OSATestFunction())

 

Puts Hello World on the screen

 

 

 

 

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

 

What this means for OSA is we can pretty much gut the boot process and eliminate Actra and maybe even Actraga entirely. The rest should be easy from here on out.

Posted
 

 

Its cool to see you doing some C++ work but before jumping into SKSE I think reading some basics about C++ would help you a lot.

 

What i mean by this is - I dont think you need to include all that heathers for that tiny bit of a code (idk what those heathers contain but still doesnt seem right).

 

Heathers should be helpfull only if you are using things from them. They are there so that you dont have to reinvent things that already exist inside them. Also there is no point to include whole code inside them into your code for compiling if you dont use any of it.

 

But, Im just a noob here, Scorpion will probably know better.

 

 

Posted

Absolutely incredible work. I'm not sure if Ashal is looking for extra help but have you considered teaming up with him for SexLab? Not to dictate what you should do, but the quality of these animations and everything you've done is ridiculously high quality.

 

Thank you very much for the nice comments. Anyone that wants to help with this project is welcome to and those that do help are in this thread and that's all i can do really. I can't make people help OSex or make systems like this. but SexLab isn't made to do what OSA does. If you put this into sexlab you'd lose a lot of the project because you'd just have the looping animations play in  SexLab but lose a majority of the animations and personality stuff that OSA uses.. I don't really see another way then to make my own system since I like transitions and expressions and control etc. 

 

I'm not quite sure what you mean maybe in terms of teaming up.

 

 

 

Hi Darth Vader,

The buttons should work I think but I haven't got around to finishing them and the transitions etc in there. I was testing the new scaling option mostly this last demo but the nexus 1.082 will have that all cleaned up.

 

How does one use the wizard sex plugin for Osex that was in Shini72's video

 

It's not out yet but it will be available soon, a little bit of a delay on it sorting out the last few bugs in 1.08

 

 

Is there a button to change the aligment? (rotate the character)

 

No but I'll implement it back in at some point soon.

Posted

There's no animations or anything in the downloads. Just a bunch of pdf's and the other has script files. Where are the animations and the esp/esm?   There's no explanation on this page.  Oh I see, for some reason you made a mod page here, but then decided to not actually upload any content here. Instead you say in the last line of text, " oh by the way this is all on the NExus and not here in this thread I created about it."  Cool bro. 

 

Frustrating, especially for me because I'm ip banned on the nexus by the gay ass owner. So I have to fore up the proxy just to get on there.

 

Wow man, go F yourself. Maybe I'll just take the whole project down so I don't waste more people's valuable time?

Posted

 

Windows 10 won't let the game use more than 4GB for graphics display (not all games, just older games like Skyrim). Windows 7 can let the game grab memory from computer RAM that isn't part of the video card and thus allow total video memory to exceed 4GB. Those are the primary differences I'm aware of and yes, under the right circumstances, it can cause a CTD, but the CTDs should not be limited to just during game loads.

 

Well. That explains some CTDs I was seeing. For me, it only seems to cause issues when ENB is running.

 

I wonder if that will be fixed with this Skyrim Remaster coming out.

 

OK so 30 hours later I'm back with the hard truth on setting up dll and flash communication. After reading mountains of techno babble shit I had a miraculous moment of divine intervention and then suddenly for just an instant I was able to line up words that I have no idea what they mean or do to create a working communication.

 

Well done. Thank you for posting.

 

Frustrating

 

Don't hate the playa. Hate the game.

Posted

Ok, I navigated to the Nexus and picked up the mod. It's freaking awesome! I noticed you stole some sounds out of xstory player. You should host this thing here on LL, this website is about sex in games after all. I did have an issue, while using an ENB my FPS would drop to 10 fps while using the controls.  I'm surprised you haven't been banned on the Nexus yet. 

 

I'm seriously considering uninstalling SexLab all together and just using this. I don't use any of those weird rape or slave mods anyway, the only thing I use is Eager NPC's and Aroused.

 Qi9smb1.jpg

uUPTJQa.jpg

jAGycp2.jpg

Posted

CEO takes much time to bring us really outstanding content, and graces us with some really great tutorials. Thank you CEO. :wub:  ^_^

Don't let one character discourage you or make you upset. You are very appreciated, and all your hard work is superb.

 

 

Posted

I wonder if that will be fixed with this Skyrim Remaster coming out.

It has the potential to fix a lot of things, particularly memory management. However, it's also going to break a lot of things, for the same reason. It's 64 bit. A 64 bit version of SKSE will have to be made and possibly other SKSE-dependent DLLs.

 

64 bit Skyrim is coming with a new CK. Is the new CK going to be based on the FO4 CK, where animations are handled in a completely different way? Will the new Skyrim be using animations converted to the FO4 system?

 

There are a lot of questions. The biggest one in my mind is whether or not Havok is gone. FO4's physics are superior to HDT in terms of stability, but I'm not sure people have figured out how to take advantage of it yet, aside from transferring hair mesh weight painting and bones.

Posted

It has the potential to fix a lot of things, particularly memory management. However, it's also going to break a lot of things, for the same reason. It's 64 bit. A 64 bit version of SKSE will have to be made and possibly other SKSE-dependent DLLs.

Yikes, I wasn't aware of that. Does that mean mods that use SKSE will be unplayable until a 64 bit version is created?

Posted

 

Fuck outta here with that passive aggressive shit dude.

 

 

Just being honest and typing what I think, don't be a faggot.

Don't ban me bro, because I'll be back anyway whether you want me to be or not.

 

 

Ok let me be honest as well.

 

What you wrote is lots of BS that only speaks about you.

 

You are seeking attention on adult site with perverted mods where you are only by accident coz you got banned for "no good reason" from "pure" site.

 

You are calling people faggots and gays in attempt to make yourself be recognized as "pure" and "normal".

 

You are saying you dont play perverted mods and are not interested in them yet here you are on this site that is full of them, you even know what mods include rape and what mods do not coz you tried them all. Another attempt to look "pure" failed.

 

You think that this site doesn't have the rules that protect modders.

You think that this site doesn't ban dumb people.

 

You are in serious self denial.

 

No one cares what you think. Also no one cares if you will create another account after you get banned on this one.

 

Trust Kinky, Kinky knows everything. :D

 

 

Posted

He's basically another
 

we are anomalous
we are region
forgive and forget
expecto patronum


2psooky4me

Posted

 

I wonder if that will be fixed with this Skyrim Remaster coming out.

It has the potential to fix a lot of things, particularly memory management. However, it's also going to break a lot of things, for the same reason. It's 64 bit. A 64 bit version of SKSE will have to be made and possibly other SKSE-dependent DLLs.

 

64 bit Skyrim is coming with a new CK. Is the new CK going to be based on the FO4 CK, where animations are handled in a completely different way? Will the new Skyrim be using animations converted to the FO4 system?

 

There are a lot of questions. The biggest one in my mind is whether or not Havok is gone. FO4's physics are superior to HDT in terms of stability, but I'm not sure people have figured out how to take advantage of it yet, aside from transferring hair mesh weight painting and bones.

 

 

Interesting. Where have those details been released? Do you have a link?

 

If they are upgrading Skyrim to that degree, seems like there could be a bigger picture reason. Maybe they are going to link the worldspace to the sequel coming out.

Posted

Yikes, I wasn't aware of that. Does that mean mods that use SKSE will be unplayable until a 64 bit version is created?

That is exactly what it means. I expect the SKSE guys to be on top of it pretty rapidly. They've already pumped out an FOSE for FO4, so they've dealt with a 64 bit version of a very similar engine already.

 

The real concern would be heavily used mods that people have come to rely on but the developer is no longer active and isn't really interested in becoming active again.

 

Is Havok still there? Are animations the same format? Will XPMSE still be compatible? There are many questions like those that have nothing to do with switching to 64 bit.

Posted

There was a discussion on Steam which was talking about how our current mods will need to be loaded into the remaster CK and saved in order for them to work on the remaster version. @pipdude, and Dauvmire.

 

 

 

Don't know what that means for stuff like skse, xpmse, racemenu, ect. though.

Posted

Interesting. Where have those details been released? Do you have a link?

 

If they are upgrading Skyrim to that degree, seems like there could be a bigger picture reason. Maybe they are going to link the worldspace to the sequel coming out.

Just google "skyrim special edition 64 bit". It's all over the internet.

 

The bigger picture reason is Bethesda wanting to get our mods onto bethesda.net so xbox and PS4 users can download them straight from the console game menu, a feature currently producing considerable rage in the FO4 community because bethesda.net is sort of becoming a wares site, due to unauthorized individuals uploading other people's mods. My modding partner and I plan to put code in our mods that should cause the game to crash if it isn't running on a Windows machine, simply to ensure better control of distribution.

 

PC users with registered Steam versions of Skyrim and all its DLCs are going to get the Special Edition for free. Console players are going to have to buy it, like a new game. The entire exercise is about selling more Skyrim console games.

Posted

 

Interesting. Where have those details been released? Do you have a link?

 

If they are upgrading Skyrim to that degree, seems like there could be a bigger picture reason. Maybe they are going to link the worldspace to the sequel coming out.

Just google "skyrim special edition 64 bit". It's all over the internet.

 

The bigger picture reason is Bethesda wanting to get our mods onto bethesda.net so xbox and PS4 users can download them straight from the console game menu, a feature currently producing considerable rage in the FO4 community because bethesda.net is sort of becoming a wares site, due to unauthorized individuals uploading other people's mods. My modding partner and I plan to put code in our mods that should cause the game to crash if it isn't running on a Windows machine, simply to ensure better control of distribution.

 

PC users with registered Steam versions of Skyrim and all its DLCs are going to get the Special Edition for free. Console players are going to have to buy it, like a new game. The entire exercise is about selling more Skyrim console games.

 

Easy with the sabotage man, I plan on getting for the ps4 in our home too, not just the free DL for my PC version. haha... I mean if other modders are going to do this and put it content up over at bethsoft for console users to install and wreck their games, then I am sticking to original skyrim then. I know the feeling of mods being stolen or your content taken and used without permission, it has happened to me a few times in the past. Ah, maybe we went off topic here... oops, sorry CEO.

Posted

Don't know what that means for stuff like skse, xpmse, racemenu, ect. though.

Not sure about xpmse. Definite about SKSE, racemenu, nioverride, immersive first person DLL, the new translation DLL Scorpion just made for Osex, mfgconsole, papyrusutil. All have to be remade. Most of meh321's Crash Fixes will no longer have a purpose, because memory management will be so much better. ENB may also lack much purpose, because the graphics come with a lot of features commonly associated with ENB.

Posted

 

Don't know what that means for stuff like skse, xpmse, racemenu, ect. though.

Not sure about xpmse. Definite about SKSE, racemenu, nioverride, immersive first person DLL, the new translation DLL Scorpion just made for Osex, mfgconsole, papyrusutil. All have to be remade. Most of meh321's Crash Fixes will no longer have a purpose, because memory management will be so much better. ENB may also lack much purpose, because the graphics come with a lot of features commonly associated with ENB.

 

Honestly I think everyone will be happy not having to use ENB's all the time now. And also with the better memory management too, that alone is a nice thing. Sucks about all the .DLL's having to be redone, that will take time. And Thats if the modders want to even go through all that. Again, soory CEO for going Off topic, please don't punch me .  :heart:

Posted

Nice work but i have a dumb question.I am playing with "Sexlab Defeat" mod and it requires "SexlabFramework".If i remove "SexlabFramework" , can "Sexlab Defeat" work with "OSEX"? Thank you.

Posted

Nice work but i have a dumb question.I am playing with "Sexlab Defeat" mod and it requires "SexlabFramework".If i remove "SexlabFramework" , can "Sexlab Defeat" work with "OSEX"? Thank you.

No. 0SEX has no compatibility with sexlab mods.

Posted

Ok, I navigated to the Nexus and picked up the mod. It's freaking awesome! I noticed you stole some sounds out of xstory player. You should host this thing here on LL, this website is about sex in games after all. I did have an issue, while using an ENB my FPS would drop to 10 fps while using the controls.  I'm surprised you haven't been banned on the Nexus yet. 

 

I'm seriously considering uninstalling SexLab all together and just using this. I don't use any of those weird rape or slave mods anyway, the only thing I use is Eager NPC's and Aroused.

 Qi9smb1.jpg

uUPTJQa.jpg

jAGycp2.jpg

 

The amount of disrespect I am starting to see pop up for Sexlab and the other "Weird Mods" that use it is  getting kina annoying.

Posted

 

 

It seems like that change will pretty much make everything but the most basic story/quest mods broken. Maybe 3rd party tools also have to see really. Most of the mods that make Skyrim really epic require the fancy to stuff to pull off and I think they might leave the area that Beth is considering a mod when they say "basically" they will be able to work in the new system. I do feel Beth takes a lot of credit for mods that's not really there's to take, what can you really do in the CK without hacks and programs made by users besides make new dungeons, and new basic npcs, and maybe some audio. Even the most basic additions require NifSkope to even start to do unless you just want to adjust stats/names around.

 

My viewpoint is the most impressive things Skyrim can do Beth had nothing to do with and it's 3rd party hacks made my people for Skyrim simply due to the game's popularity and baby steps it has into modding out of the box. What they say is a mod is not what all the glorious Skyrim mods are. We'll have to see. Pessimistically it could result in a schism of the skyrim community between the potential of old Skyrim and ease of visuals of the new system, ideally it's all very seamless and painless and everything goes right in and looks great, I weigh in Pessimistically on most things though.

 

OSex most likely would not survive the transition due to the UI being used and possibly animations which I don't think Beth consider a part of what a mod should do. My interpretation is that mods that are built within the scope of just the CK will be fine which goes under the "basically" quote. Will be nice to see more information as/if it comes please inform me on details.

 

Maybe I should look into simplifying the OSex script but there's not enough information to know the best way to go about that. Also if animations will be with in the realm of what can survive the transition.

 

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

 

For the sake of stability I'd personally prefer very much if this change wasn't coming as it rocks the boat quite a bit for not much gain in my eyes but it might go just fine and be awesome!

 

I would be very curious on informed speculation on what this might really mean and what do you guys think would be the best play for OSex in light of this? (Keeping in mind I specifically don't want to dig myself into a hole where all work is lost when remastered comes out). I'd like OSex to be able to make a transition if possible as pre-remastered Skyrim will most likely become obsolete outside of super niche. It's my understanding the the making of a script extender is one thing to allow for DLLs etc but the funcitonality that SKSE brought for example papyrus functions that could only be used with SKSE is a gradual thing that takes time to reach beyond having the script extender usable.

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