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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.

 

What if i install both of them ? I mean sexlabframework and osex.Does it work properly?

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.

 

What if i install both of them ? I mean sexlabframework and osex.Does it work properly?

 

They are two different mods you can have them both installed at the same time.

Posted

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.

I agree. Anything built within the scope of the CK is likely to require nothing more than a new CK load and save. That's not a whole lot of the popular mods being used today, but that's not something Bethesda marketers would mention.

 

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.

Simplification without losing functionality is never a bad idea. It can reduce bugs and it makes your software less reliant on other people's software, which may or may not ever be updated again. But, I wouldn't do it strictly because of Skyrim Special Edition.

 

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.

I strongly believe SKSE will be updated. Anything Expired has done will probably be updated. SkyUI will probably be updated. The rest, I don't know. Whatever the case, I wouldn't change anything about OSex today based on Skyrim Special Edition. Pipdude could tell you more about your Flash stuff, but I believe it will be fine. If the new version of Skyrim is never capable of running the more advanced mods Skyrim users enjoy today, PC users won't buy it.

 

For financial reasons, they'll want to change as little as possible, because it reduces their investment. That means Havok will probably stay if they can get it to work with the 64 bit game, which is quite possible. 64 bit applications can work with 32 bit applications via a method called "thunking".

 

Bethesda needs PC users to buy the new Skyrim, or mods will never get ported to bethesda.net. They need our (non-adult) content.

Posted

I'm sorry to bother, but I've been trying to set up my ESG properly and I tried using Kinky's guide, but it really doesn't work and the tutorial I found was for the old system, so I'm kind of at a loss on how to set it up. I generally use the bikini armors quite a bit, though I'm debating on putting the Luxurious collection back into my load order, but either way I can't seem to get the set up to recognize the pieces for what they actually are. The facecover is considered a bra I believe and a few other things are not quite considered properly. Is there an example that I can use so I can see what all the commands are? And also how to set up outfits? I noticed that was also an option when I was looking at all the slots whilst in game. That would be greatly helpful, cause than I could set up each bikini armor. 

 

Well thank you either way :) 

 

-C

Posted

 

 

Thanks that seems like a good plan.

 

Discouraging though because the motivation here was that Skyrim could be a stable foundation to invest time into an elaborate system for. That's kind of up in the air now, could be optimistic but even then I'm at the whim of other people's interest and desire to make this possible for tools I can't make myself and that's still if Beth implements it as painless as possible.

 

Part of me is burnt out with the endless issues, no matter what I try some bug still exists, I can't get it working for everybody and in trying makes more issues come up, more complaints, motivation like I said was that work was not lost and any progress on this was relatively future safe but the work I do between now and October might be completely meaningless. it's not out of the question that this change might put the nail in somethings. Logically the best play is to focus on simple systems that can survive being remastered without having to depend on when/if other people to make stuff.

 

Chances are high that expressions (beyond default expressions) will not return since there's only one plugin in that handles that which would be dead and need redevelopment but no other mod manipulates them directly in animation so the desire and need for that system I don't think is there and we might not see it again. That's a majority of the engine. Framework no one cares about and that's another big chunk. Will the UI go over, and if so how long until that's possible. We might just be looking at a 1.06 with no expressions if animations are a go at all.

 

I might just shift focus to a simple minimal alias based animation script, no expressions/persona, not much time lost if animations don't go in, basically sex lab but as an animation engine instead of a sex engine so I can access my animations in game which was why I made this in the first place. To give quick access to paired animation for papyrus scripts but stop developing the web element where you can get up move around and change things etc. since it takes forever, and might be all for nothing in 3 months and only 2% of people give a shit if they can do that.

 

----

 

Quest script that holds all the scenes in one _SceneOSex (papyrus based)

Alias script that holds my rooting+locking functions for the actors

 

_scene nextscene = quest as _scene

 

_scene.playScene(actor1, actor2, "DoggyStyle")

 

simple and easy 20-30 lines of papyrus at most (Outside of filling in each scene in the sceneQuest. no bugs, no problems and will not need to depend on tools for the future.

 

- Remove hot key to trigger the scene since people will only use APi for a mod that doesn't come with a hot key trigger.

- Scripted scene playback, 128 max movements, by passing a string array list to choreograph the scene.

- Remove framework since no one cares

- Take away UI + NAV and just have it run papyrus triggered choreographed scripted scenes by tag or specific scene.

- Take away mfg expression since I doubt remastered will get that and it's over 50% of the script.

 

HowManyTimesItShouldLoopLooped+","+SceneName per stringarray, separated with stringUtil

 

-----------

 

lockactors(actra[])

scene = scenePlayList[0]

scene.play(actra[])

If currentLoops > timesSceneShouldLoop

 

pointer+=1

scenePlayList[pointer]

scene.play(actra[])

Posted

I'm sorry to bother, but I've been trying to set up my ESG properly and I tried using Kinky's guide, but it really doesn't work and the tutorial I found was for the old system, so I'm kind of at a loss on how to set it up. I generally use the bikini armors quite a bit, though I'm debating on putting the Luxurious collection back into my load order, but either way I can't seem to get the set up to recognize the pieces for what they actually are. The facecover is considered a bra I believe and a few other things are not quite considered properly. Is there an example that I can use so I can see what all the commands are? And also how to set up outfits? I noticed that was also an option when I was looking at all the slots whilst in game. That would be greatly helpful, cause than I could set up each bikini armor. 

 

Well thank you either way :)

 

-C

 

My example is for vanila equipement.

For any custom items you will have to adjust it further.

In that same menu where you found outfits you can see one empty button and it shows name of your character and all equipement it has. Here you will see what item is ocupying what slot number.

Remember that slot numbers and set them inside esg to match it.

 

Posted
 

 

CEO dont worry so much.

 

If Skyrim remastered turns out to be a success then people will do same thing they did with original (mod the hell out of it) if not then who cares.

 

As for now being burnt out. you dont really have endless amount of bugs there is only one but that one is hard to solve (crash on load and footik error). FootIk error is something people were getting long before you even started to make this mod so its not really 0sex issue. Only thing you can do is try to make things easier on load.

Also this error is not game breaking it only requires user to reload the game.

 

You can never please everyone (not even me since im often perfectionist) so dont even try, but you do it for the most part.

Speaking of me, whatever i say that is not good is only being constructive criticism.

Idk if i go to far sometimes, but people dont complain for the most part and are used to me being direct with the intention of trying to help.

 

there is no ejaculation options? 

 

Not yet.

Posted

 

I'm sorry to bother, but I've been trying to set up my ESG properly and I tried using Kinky's guide, but it really doesn't work and the tutorial I found was for the old system, so I'm kind of at a loss on how to set it up. I generally use the bikini armors quite a bit, though I'm debating on putting the Luxurious collection back into my load order, but either way I can't seem to get the set up to recognize the pieces for what they actually are. The facecover is considered a bra I believe and a few other things are not quite considered properly. Is there an example that I can use so I can see what all the commands are? And also how to set up outfits? I noticed that was also an option when I was looking at all the slots whilst in game. That would be greatly helpful, cause than I could set up each bikini armor. 

 

Well thank you either way :)

 

-C

 

My example is for vanila equipement.

For any custom items you will have to adjust it further.

In that same menu where you found outfits you can see one empty button and it shows name of your character and all equipement it has. Here you will see what item is ocupying what slot number.

Remember that slot numbers and set them inside esg to match it.

 

 

 

 

Yes, I have done that but it does not seem to be working and the wrong animations are being used with the wrong items. I was reading the tutorial on ESG and I noticed there was a mention of "lower items" you can classify things in that matter, and I was wondering if there was any other example to show what other tags there are that can be used, unless all of them are used in your example? Also, is there a way to set up outfits? I saw that its an option in the menu whilst in game, but again, I don't see any documentation on how to implement such a thing so I was wondering if there was something I could read so I could figure it all out. 

 

Thank you :) 

 

-C

Posted

 

If Skyrim remastered turns out to be a success then people will do same thing they did with original (mod the hell out of it) if not then who cares.

 

 

True but there's the chance it's popular enough to pull most of the crowd that does play more casually then crazy modders but not have enough pull for 4 years of intensive tools dvelopment for it to make it what it is. Just a guess of course but there is the chance it would kind of just turn Skyrim into a one more playthrough on console kind of thing, split the community and be the coffin for Skyrim after a bonus cash out, fallout 4 did this a lot but a split that's incompat could just kill it, which wouldn't effect Beth cause they get more $ but would effect modders. Basically the not knowing makes it a lot less appealing to work on, investing a lot of time in a system that very soon might be nothing.

Posted

Yes, I have done that but it does not seem to be working and the wrong animations are being used with the wrong items. I was reading the tutorial on ESG and I noticed there was a mention of "lower items" you can classify things in that matter, and I was wondering if there was any other example to show what other tags there are that can be used, unless all of them are used in your example? Also, is there a way to set up outfits? I saw that its an option in the menu whilst in game, but again, I don't see any documentation on how to implement such a thing so I was wondering if there was something I could read so I could figure it all out. 

 

Thank you :)

 

-C

 

 

First outfit manager is still under construction.

 

Next ESG setup:

 

Try to compare my esg file and the one you get by default.

You will see that i added some custom tags and changed item slots on some items but also kept everything that CEO had in his setup.

 

What CEO has in his setup is telling 0sex what animation to play when unequipping some item so you should use same names that he used.

 

For any extra items you can use whatever you like.

For example lets say you have backpack in slot 77

 

you can add new tag in esg:

 

<esg id="backpack" s="77"/>

 

for both male and female and then inside esg_english.ini put name of that tag so that it is shown and available for unequip:

 

[CategoryFemale]

 

backpackCategoryFemale= "Backpack"

 

[Noun Female]

 

backpackFemale= "backpack"

 

and same for the male. When you do this if your character has backpack equipped it will be shown in 0sex scene menu. This will not be shown in main UI coz there is no animation made for that type of an item.

 

 

If you want your backpack to have the same unequip animation for example cloak then you can simply tell 0sex that backpack is actualy cloak like this:

 

<esg id="cape" s="46"/>

<esg id="cape" s="77"/>

 

But in this case both cloak and backpack will be unequipped at the same time while playing unequip cloak animation. Hope that helps.

 

 

Posted

 

 

If Skyrim remastered turns out to be a success then people will do same thing they did with original (mod the hell out of it) if not then who cares.

 

 

True but there's the chance it's popular enough to pull most of the crowd that does play more casually then crazy modders but not have enough pull for 4 years of intensive tools dvelopment for it to make it what it is. Just a guess of course but there is the chance it would kind of just turn Skyrim into a one more playthrough on console kind of thing, split the community and be the coffin for Skyrim after a bonus cash out, fallout 4 did this a lot but a split that's incompat could just kill it, which wouldn't effect Beth cause they get more $ but would effect modders. Basically the not knowing makes it a lot less appealing to work on, investing a lot of time in a system that very soon might be nothing.

 

 

There will always be something new, something better, more modern, its the way software goes and its good (or we would still be stuck on win 95 or MS DOS).

Im not sure i understand what your concernes are.

If you would want to switch 0sex to Skyrim remastered but cant coz there are no tools then you cant do it and there is no reason to try to. If you would have to wait 4 years to be able to transfer this 0sex to skyrim remastered then its clear you shouldnt waste your time on that.

Focus on now rather then thinking what could happen in the future.

Make a mod you are proud of, make good advertisement, hit the hotfiles and people will rather play original Skyrim just for your mod then play whatever comes in remastered.

 

Also Skyrim Redone will do most of the things Skyrim Remastered does and even more.

 

You are not meant to be famous throughout history as the only person that made 0sex for all games starting with TESV: Skyrim.

But you could be known as the person who brought most realistic sex sim to TESV: Skyrim and inspiration to all future generations :P

 

Anyway, take it easy, you are doing good. :)

 

Posted

 

 

 

 


Yes, I have done that but it does not seem to be working and the wrong animations are being used with the wrong items. I was reading the tutorial on ESG and I noticed there was a mention of "lower items" you can classify things in that matter, and I was wondering if there was any other example to show what other tags there are that can be used, unless all of them are used in your example? Also, is there a way to set up outfits? I saw that its an option in the menu whilst in game, but again, I don't see any documentation on how to implement such a thing so I was wondering if there was something I could read so I could figure it all out. 

 

Thank you :)

 

-C

 

 

First outfit manager is still under construction.

 

Next ESG setup:

 

Try to compare my esg file and the one you get by default.

You will see that i added some custom tags and changed item slots on some items but also kept everything that CEO had in his setup.

 

What CEO has in his setup is telling 0sex what animation to play when unequipping some item so you should use same names that he used.

 

For any extra items you can use whatever you like.

For example lets say you have backpack in slot 77

 

you can add new tag in esg:

 

<esg id="backpack" s="77"/>

 

for both male and female and then inside esg_english.ini put name of that tag so that it is shown and available for unequip:

 

[CategoryFemale]

backpackCategoryFemale= "Backpack"

 

[Noun Female]

backpackFemale= "backpack"

 

and same for the male. When you do this if your character has backpack equipped it will be shown in 0sex scene menu. This will not be shown in main UI coz there is no animation made for that type of an item.

 

 

If you want your backpack to have the same unequip animation for example cloak then you can simply tell 0sex that backpack is actualy cloak like this:

 

<esg id="cape" s="46"/>

<esg id="cape" s="77"/>

 

But in this case both cloak and backpack will be unequipped at the same time while playing unequip cloak animation. Hope that helps.

 

 

 

 

 

That is quite helpful thank you :) 

 

I just tried to adjust everything in game and this is what I made my config ini look like: 

 

[Language]
languageOverride= ""
 
!!-> only fill this in if you want to use a language Skyrim can't register for
 
internationalFont=0
 --> Font variants containing non-english characters for translations, 1 for Arial 2 for Times Roman
 --> 0 is the english only font, I would recommend using this if you do not need non-english characters
 --> because the Typography will be slightly stronger
 
 
[scale]
allowMaleGenitalScaling=1
 
 
[Role and Sorting]
sortRoleByAnimGender=2
 
sortTieBreaker=1
 --> 1: Player has lead 2: Tallest has lead | if sorting is allowed
 
[Navigation Menu]
hideUnwornESG=1
 
 
<male>
 
<name weapon="Weapons" shield="Shield" helmet="Helmet | Circlet" hood="Hood" cuirass="Cuirass" gloves="Gloves" boots="Boots" cape="Cape" amulet="Amulet" ring="Ring" stockings="Socks" intlow="Subligar | Briefs" inthigh="Undershirt" misclow="Lower Body Accessories" miscup="Upper Body Accesories" miscarms="Arm Accesories" pants="Pants"/>
 
<esg id="hood" s="31"/>
<esg id="helmet" s="42"/>
<esg id="shield" s="39"/>
<esg id="cuirass" s="32"/>
<esg id="gloves" s="33"/>
<esg id="boots" s="37"/>
<esg id="cape" s="46"/>
<esg id="amulet" s="35"/>
<esg id="ring" s="36"/>
<esg id="stockings" s="54"/>
<esg id="intlow" s="45"/>
<esg id="inthigh" s="56"/>
<esg id="misclow" s="53"/>
<esg id="miscmid" s="49"/>
<esg id="miscup" s="48"/>
<esg id="miscarms" s="59"/>
<esg id="pants" s="52"/>
 
</male>
 
<maleExclude>
<esg s="61"/>
<esg s="52"/>
</maleExclude>
 
<female>
 
<name weapon="Weapons" shield="Shield" helmet="Circlet | Helmet" hood="Hood" cuirass="Cuirass" gloves="Gloves" boots="Boots" cape="Cape" amulet="Amulet" ring="Ring" stockings="Stockings" intlow="Panties" inthigh="Brassiere" misclow="Lower Body Accessories" miscup="Upper Body Accesories" miscarms="Arm Accesories" pants="Pants | Skirt"/>
 
<esg id="hood" s="31"/>
<esg id="helmet" s="42"/>
<esg id="shield" s="39"/>
<esg id="cuirass" s="32"/>
<esg id="gloves" s="33"/>
<esg id="boots" s="37"/>
<esg id="cape" s="48"/>
<esg id="amulet" s="35"/>
<esg id="ring" s="36"/>
<esg id="stockings" s="54"/>
<esg id="hood" s="45"/>
<esg id="miscup" s="56"/>
<esg id="misclow" s="53"/>
<esg id="miscmid" s="46"/>
<esg id="miscup" s="48"/>
<esg id="miscarms" s="59"/>
<esg id="miscarms" s="57"/>
<esg id="intlow" s="52"/>
 
</female>
 
 
 
<femaleExclude>
<esg s="61"/>
<esg s="52"/>
</femaleExclude>

 

 

 

But none of it worked at all and the system still considered things the same way it did before, might you be able to tell me where I'd gone wrong with it? I will keep trying to fiddle about and see where I'd gone wrong. Thank you :) 

 

-C

 

Posted

 

 

 

 

 

Yes, I have done that but it does not seem to be working and the wrong animations are being used with the wrong items. I was reading the tutorial on ESG and I noticed there was a mention of "lower items" you can classify things in that matter, and I was wondering if there was any other example to show what other tags there are that can be used, unless all of them are used in your example? Also, is there a way to set up outfits? I saw that its an option in the menu whilst in game, but again, I don't see any documentation on how to implement such a thing so I was wondering if there was something I could read so I could figure it all out. 

 

Thank you :)

 

-C

 

 

First outfit manager is still under construction.

 

Next ESG setup:

 

Try to compare my esg file and the one you get by default.

You will see that i added some custom tags and changed item slots on some items but also kept everything that CEO had in his setup.

 

What CEO has in his setup is telling 0sex what animation to play when unequipping some item so you should use same names that he used.

 

For any extra items you can use whatever you like.

For example lets say you have backpack in slot 77

 

you can add new tag in esg:

 

<esg id="backpack" s="77"/>

 

for both male and female and then inside esg_english.ini put name of that tag so that it is shown and available for unequip:

 

[CategoryFemale]

 

backpackCategoryFemale= "Backpack"

 

[Noun Female]

 

backpackFemale= "backpack"

 

and same for the male. When you do this if your character has backpack equipped it will be shown in 0sex scene menu. This will not be shown in main UI coz there is no animation made for that type of an item.

 

 

If you want your backpack to have the same unequip animation for example cloak then you can simply tell 0sex that backpack is actualy cloak like this:

 

<esg id="cape" s="46"/>

<esg id="cape" s="77"/>

 

But in this case both cloak and backpack will be unequipped at the same time while playing unequip cloak animation. Hope that helps.

 

 

 

 

 

That is quite helpful thank you :)

 

I just tried to adjust everything in game and this is what I made my config ini look like: 

 

[Language]
languageOverride= ""
 
!!-> only fill this in if you want to use a language Skyrim can't register for
 
internationalFont=0
 --> Font variants containing non-english characters for translations, 1 for Arial 2 for Times Roman
 --> 0 is the english only font, I would recommend using this if you do not need non-english characters
 --> because the Typography will be slightly stronger
 
 
[scale]
allowMaleGenitalScaling=1
 
 
[Role and Sorting]
sortRoleByAnimGender=2
 
sortTieBreaker=1
 --> 1: Player has lead 2: Tallest has lead | if sorting is allowed
 
[Navigation Menu]
hideUnwornESG=1
 
 
<male>
 
<name weapon="Weapons" shield="Shield" helmet="Helmet | Circlet" hood="Hood" cuirass="Cuirass" gloves="Gloves" boots="Boots" cape="Cape" amulet="Amulet" ring="Ring" stockings="Socks" intlow="Subligar | Briefs" inthigh="Undershirt" misclow="Lower Body Accessories" miscup="Upper Body Accesories" miscarms="Arm Accesories" pants="Pants"/>
 
<esg id="hood" s="31"/>
<esg id="helmet" s="42"/>
<esg id="shield" s="39"/>
<esg id="cuirass" s="32"/>
<esg id="gloves" s="33"/>
<esg id="boots" s="37"/>
<esg id="cape" s="46"/>
<esg id="amulet" s="35"/>
<esg id="ring" s="36"/>
<esg id="stockings" s="54"/>
<esg id="intlow" s="45"/>
<esg id="inthigh" s="56"/>
<esg id="misclow" s="53"/>
<esg id="miscmid" s="49"/>
<esg id="miscup" s="48"/>
<esg id="miscarms" s="59"/>
<esg id="pants" s="52"/>
 
</male>
 
<maleExclude>
<esg s="61"/>
<esg s="52"/>
</maleExclude>
 
<female>
 
<name weapon="Weapons" shield="Shield" helmet="Circlet | Helmet" hood="Hood" cuirass="Cuirass" gloves="Gloves" boots="Boots" cape="Cape" amulet="Amulet" ring="Ring" stockings="Stockings" intlow="Panties" inthigh="Brassiere" misclow="Lower Body Accessories" miscup="Upper Body Accesories" miscarms="Arm Accesories" pants="Pants | Skirt"/>
 
<esg id="hood" s="31"/>
<esg id="helmet" s="42"/>
<esg id="shield" s="39"/>
<esg id="cuirass" s="32"/>
<esg id="gloves" s="33"/>
<esg id="boots" s="37"/>
<esg id="cape" s="48"/>
<esg id="amulet" s="35"/>
<esg id="ring" s="36"/>
<esg id="stockings" s="54"/>
<esg id="hood" s="45"/>
<esg id="miscup" s="56"/>
<esg id="misclow" s="53"/>
<esg id="miscmid" s="46"/>
<esg id="miscup" s="48"/>
<esg id="miscarms" s="59"/>
<esg id="miscarms" s="57"/>
<esg id="intlow" s="52"/>
 
</female>
 
 
 
<femaleExclude>
<esg s="61"/>
<esg s="52"/>
</femaleExclude>

 

 

 

But none of it worked at all and the system still considered things the same way it did before, might you be able to tell me where I'd gone wrong with it? I will keep trying to fiddle about and see where I'd gone wrong. Thank you :)

 

-C

 

 

Well its pretty obvious :D

You pasted the whole thing in wrong file.

You need to paste all that inside esg.xml (open with notepad or something similar) not inside _config.ini

 

Posted

...

Take it easy.

 

First of all, FoxFingers and I both care about the API and we are probably not the only ones.

 

Second, the truth is that Skyrim SE has the potential to vastly extend Skyrim's lifespan. It should cause a resurgence of interest in the game, not the opposite. It could, by itself, eliminate any memory-related crashes currently associated with any mod. It could provide a reason to continue current development instead of switching to FO4. Understand that mods like Osex and SL are crucial to the lifespan of these games, more so than the vast majority of other mods. If they can't be made to work with Skyrim SE, a whole lot of people will not switch to Skyrim SE. After you have done a dozen play-throughs, mods like yours are the only reason to keep playing the game.

 

I honestly believe the potential for Skyrim SE being the greatest thing that ever happened to Skyrim fans and modders is more likely than the opposite.

 

I know it's been tough lately. That's why I've been trying to help. You've added and changed a lot the last few months and bugs were introduced. It happens. That doesn't mean they can't be resolved. I believe it is very likely they can be resolved and that it can be done without creating a new DLL.

 

It is crucial for your continued development at this point for us to learn whether or not the loading CTDs are an aspect of behaviors/animations/memory, or a result of startup processing. If it is startup processing, it can be fixed. If it is behaviors/animations/memory, it might not be possible to fix it *until* Skyrim 64 bit is available, which could literally fix it without you having to do anything more than wait for some DLL authors to recompile. A lot of those DLLs are on github, so even if the original author is no longer active, they can still be made compatible.

 

Skyrim 64 bit is a good thing. Possibly a holy crap fantastic thing. It will allow us to make mods that simply cannot be made now due to poor memory management.

Posted

I know I don't post much and new here but. I have to say as an avid player of modded skyrim if certain mods don't translate to the remastered version. (Esp this mod in my top 2 favorite mods of all time) I'll just stay in 32 bit land till forever.

 

The remastered to me at the moment feels like a cash grab from console players. For pc it's not a day one download and I feel if your favorite mods can't convert over how can we call it an upgrade?

 

Ok rambling, long story short you are doing great work here and one of your fans (me) will just use the 32 bit version to enjoy the best sex mod (IMHO) on skyrim.

Posted

 

 

 

If Skyrim remastered turns out to be a success then people will do same thing they did with original (mod the hell out of it) if not then who cares.

 

 

True but there's the chance it's popular enough to pull most of the crowd that does play more casually then crazy modders but not have enough pull for 4 years of intensive tools dvelopment for it to make it what it is. Just a guess of course but there is the chance it would kind of just turn Skyrim into a one more playthrough on console kind of thing, split the community and be the coffin for Skyrim after a bonus cash out, fallout 4 did this a lot but a split that's incompat could just kill it, which wouldn't effect Beth cause they get more $ but would effect modders. Basically the not knowing makes it a lot less appealing to work on, investing a lot of time in a system that very soon might be nothing.

 

 

There will always be something new, something better, more modern, its the way software goes and its good (or we would still be stuck on win 95 or MS DOS).

Im not sure i understand what your concernes are.

If you would want to switch 0sex to Skyrim remastered but cant coz there are no tools then you cant do it and there is no reason to try to. If you would have to wait 4 years to be able to transfer this 0sex to skyrim remastered then its clear you shouldnt waste your time on that.

Focus on now rather then thinking what could happen in the future.

Make a mod you are proud of, make good advertisement, hit the hotfiles and people will rather play original Skyrim just for your mod then play whatever comes in remastered.

 

Also Skyrim Redone will do most of the things Skyrim Remastered does and even more.

 

You are not meant to be famous throughout history as the only person that made 0sex for all games starting with TESV: Skyrim.

But you could be known as the person who brought most realistic sex sim to TESV: Skyrim and inspiration to all future generations :P

 

Anyway, take it easy, you are doing good. :)

 

 

I agree. Focus on the now CEO. Not because I want the next update your working on ;) but why play it safe on something that may or may not be better. Think there will always be a major audience for the 32-bit Skyrim despite the limitations it has. Just cause modders like you have truly made the Skyrim we have had for the past 4 years the definitive edition of Skyrim.

Posted

 

 

 

 

 

 

 

 

Yes, I have done that but it does not seem to be working and the wrong animations are being used with the wrong items. I was reading the tutorial on ESG and I noticed there was a mention of "lower items" you can classify things in that matter, and I was wondering if there was any other example to show what other tags there are that can be used, unless all of them are used in your example? Also, is there a way to set up outfits? I saw that its an option in the menu whilst in game, but again, I don't see any documentation on how to implement such a thing so I was wondering if there was something I could read so I could figure it all out. 

 

Thank you :)

 

-C

 

 

First outfit manager is still under construction.

 

Next ESG setup:

 

Try to compare my esg file and the one you get by default.

You will see that i added some custom tags and changed item slots on some items but also kept everything that CEO had in his setup.

 

What CEO has in his setup is telling 0sex what animation to play when unequipping some item so you should use same names that he used.

 

For any extra items you can use whatever you like.

For example lets say you have backpack in slot 77

 

you can add new tag in esg:

 

<esg id="backpack" s="77"/>

 

for both male and female and then inside esg_english.ini put name of that tag so that it is shown and available for unequip:

 

[CategoryFemale]

 

backpackCategoryFemale= "Backpack"

 

[Noun Female]

 

backpackFemale= "backpack"

 

and same for the male. When you do this if your character has backpack equipped it will be shown in 0sex scene menu. This will not be shown in main UI coz there is no animation made for that type of an item.

 

 

If you want your backpack to have the same unequip animation for example cloak then you can simply tell 0sex that backpack is actualy cloak like this:

 

<esg id="cape" s="46"/>

<esg id="cape" s="77"/>

 

But in this case both cloak and backpack will be unequipped at the same time while playing unequip cloak animation. Hope that helps.

 

 

 

 

 

That is quite helpful thank you :)

 

I just tried to adjust everything in game and this is what I made my config ini look like: 

 

[Language]
languageOverride= ""
 
!!-> only fill this in if you want to use a language Skyrim can't register for
 
internationalFont=0
 --> Font variants containing non-english characters for translations, 1 for Arial 2 for Times Roman
 --> 0 is the english only font, I would recommend using this if you do not need non-english characters
 --> because the Typography will be slightly stronger
 
 
[scale]
allowMaleGenitalScaling=1
 
 
[Role and Sorting]
sortRoleByAnimGender=2
 
sortTieBreaker=1
 --> 1: Player has lead 2: Tallest has lead | if sorting is allowed
 
[Navigation Menu]
hideUnwornESG=1
 
 
<male>
 
<name weapon="Weapons" shield="Shield" helmet="Helmet | Circlet" hood="Hood" cuirass="Cuirass" gloves="Gloves" boots="Boots" cape="Cape" amulet="Amulet" ring="Ring" stockings="Socks" intlow="Subligar | Briefs" inthigh="Undershirt" misclow="Lower Body Accessories" miscup="Upper Body Accesories" miscarms="Arm Accesories" pants="Pants"/>
 
<esg id="hood" s="31"/>
<esg id="helmet" s="42"/>
<esg id="shield" s="39"/>
<esg id="cuirass" s="32"/>
<esg id="gloves" s="33"/>
<esg id="boots" s="37"/>
<esg id="cape" s="46"/>
<esg id="amulet" s="35"/>
<esg id="ring" s="36"/>
<esg id="stockings" s="54"/>
<esg id="intlow" s="45"/>
<esg id="inthigh" s="56"/>
<esg id="misclow" s="53"/>
<esg id="miscmid" s="49"/>
<esg id="miscup" s="48"/>
<esg id="miscarms" s="59"/>
<esg id="pants" s="52"/>
 
</male>
 
<maleExclude>
<esg s="61"/>
<esg s="52"/>
</maleExclude>
 
<female>
 
<name weapon="Weapons" shield="Shield" helmet="Circlet | Helmet" hood="Hood" cuirass="Cuirass" gloves="Gloves" boots="Boots" cape="Cape" amulet="Amulet" ring="Ring" stockings="Stockings" intlow="Panties" inthigh="Brassiere" misclow="Lower Body Accessories" miscup="Upper Body Accesories" miscarms="Arm Accesories" pants="Pants | Skirt"/>
 
<esg id="hood" s="31"/>
<esg id="helmet" s="42"/>
<esg id="shield" s="39"/>
<esg id="cuirass" s="32"/>
<esg id="gloves" s="33"/>
<esg id="boots" s="37"/>
<esg id="cape" s="48"/>
<esg id="amulet" s="35"/>
<esg id="ring" s="36"/>
<esg id="stockings" s="54"/>
<esg id="hood" s="45"/>
<esg id="miscup" s="56"/>
<esg id="misclow" s="53"/>
<esg id="miscmid" s="46"/>
<esg id="miscup" s="48"/>
<esg id="miscarms" s="59"/>
<esg id="miscarms" s="57"/>
<esg id="intlow" s="52"/>
 
</female>
 
 
 
<femaleExclude>
<esg s="61"/>
<esg s="52"/>
</femaleExclude>

 

 

 

But none of it worked at all and the system still considered things the same way it did before, might you be able to tell me where I'd gone wrong with it? I will keep trying to fiddle about and see where I'd gone wrong. Thank you :)

 

-C

 

 

 

 

Well its pretty obvious :D

You pasted the whole thing in wrong file.

You need to paste all that inside esg.xml (open with notepad or something similar) not inside _config.ini

 

 

 

 

Omg, so embarrassing, lol thank you!! Let me go try now lolol 

 

-C

Posted

 

Omg, so embarrassing, lol thank you!! Let me go try now lolol 

 

-C

 

 

No worries :D

 

Anyway i noticed that you are using name tag. That is no longer in use. That part is now inside translation. Check my signature for updated files for both of them.

 

Posted

 

Kinky,

 

Sorry to bug you, but I need your help again.

 

Please back up your 1.082 PEX files and replace the appropriate ones with those contained in this zip.

 

WARNING: Not for normal use. These scripts disable OSex functionality!

 

 

You should not be able to start a scene with these scripts installed. Their purpose is to narrow down game load CTD causes.

 

Please test them on clean saves and unclean.

 

You may or may not still get foot IK crashes. If you do, I wouldn't be surprised if you get them less frequently with these scripts. I also need to know if you also get t-pose or any other non foot IK CTDs.

 

After each game load, please check your papyrus logs. All OSA related issues in the logs should be gone.

0Sex1.082-testScripts01.zip

Posted
 

 

Sure ill test but since we vampires have to avoid sunlight ill have to dissapear for now.

I wish you posted those couple of hours ago.

Ill post my results tomorrow. :)

 

Posted

CEO,

 

These mod events that get registered in Omni's OnGameReload:

 

    RegisterForModEvent("0SA_OTest", "onOTest")
    RegisterForModEvent("0SA_InfuseActra", "OnInfuseActra")
    RegisterForModEvent("0SA_UIBoot", "OnUIBoot")
    RegisterForModEvent("0SA_RefreshKey", "onRefreshKey")
    RegisterForModEvent("0SA_RefreshActions", "onRefreshActions")
    RegisterForModEvent("0SA_UIReady", "onUIReady")
    RegisterForModEvent("0SA_InputSound", "OnInputSound")
 
I need to know a little bit more about them.  Do they exist so Flash can call papyrus events/functions, or so papyrus can call Flash functions, or both?
Posted

 

CEO,

 

These mod events that get registered in Omni's OnGameReload:

 

    RegisterForModEvent("0SA_OTest", "onOTest")
    RegisterForModEvent("0SA_InfuseActra", "OnInfuseActra")
    RegisterForModEvent("0SA_UIBoot", "OnUIBoot")
    RegisterForModEvent("0SA_RefreshKey", "onRefreshKey")
    RegisterForModEvent("0SA_RefreshActions", "onRefreshActions")
    RegisterForModEvent("0SA_UIReady", "onUIReady")
    RegisterForModEvent("0SA_InputSound", "OnInputSound")
 
I need to know a little bit more about them.  Do they exist so Flash can call papyrus events/functions, or so papyrus can call Flash functions, or both?

 

 

Hi Migal,

 

I'll explain them: Those are all Flash to Papyrus modevents. When they are happening the do trigger some papyrus > flash stuff: sending the client language, and sending the arrays of the osplug and osmod file titles. 

 

OTest: does nothing can be removed was using it in early stages to test flash > papyrus stuff since I couldn't see the results in debugging mode in flash.

InfuseActra: Obsolete now was the mod event that registered an actra to the UI for the API but I'm talking directly to the quest now since 1.082

 

RefreshKey + RefreshActions. Register for the keys in key.ini and the actions in act.xml. Sent when the UI finishes reading the xml + ini files. It basically says "The data is ready" so papyrus goes and pulls the data flash set up for it for the keys.

 

InputSound: Makes the sounds that play when you navigate the scenemenu.

 

UIPreBoot / UIBoot / UIReady:  I need to make sure the config files are loaded, that the swf number has been stored and that I know the client language before doing some things. These are the different stages, has to do it in a few steps to make sure it has the data it needs to proceed to the next step. (The timing in how Papyrus would compute stuff in context to the UI was unpredictable so it needs some gates to make things happen in order.  PreBoot is the first which is registered in the init event sent when the UI is turned on. It gets the SkyUI number for the OSA swf and stores it in a global variable so the UI can be talked to directly without needing to extend the UI quest etc. 

 

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

 

I put them in onGameReload to reduce clean saving being an issue, PreBoot is the only one that would cause a problem now without a cleansave.

Posted

I'll explain them: Those are all Flash to Papyrus modevents. When they are happening the do trigger some papyrus > flash stuff: sending the client language, and sending the arrays of the osplug and osmod file titles.

I assume your Flash is up and running by the time the game's start menu is visible? Or does it happen later?

 

 

This is what I know for certain so far, although I'm probably not telling you anything you don't know already:

 

Based on what I've seen in the logs, your mod is not the only possible cause of the foot IK CTD. My tests indicate other mods, or combinations of other mods, including OSex, USLEEP and Convenient Horses can be involved. I'm sure there are others, but I'm not running SL or anything related to it.

 

In Omni, this will stop the vast majority of papyrus log errors:

 

Event OnRefreshActions(string eventName, string i, float numArg, Form sender)

; Migal

; bindAllKeys(i as int)

; ----

EndEvent

 

The above may be associated with t-pose and non foot IK crashes, but we need feedback from Kinky before we'll know. I realize that doesn't make a whole lot of sense. What does a t-pose have to do with key binding? Nothing, except, if the keybinding routine causes papyrus to start failing in general, who knows what will happen when/if the game loads.

 

In Actra, this will stop the remaining papyrus log errors:

 

Event OnGameLoaded(string c, string a, float t, Form x)

;Migal

;Self.Dispel()

;-----

EndEvent

 

I believe the above may be the cause of Foot IK errors as they relate to OSex. I'm not saying Foot IK errors cannot happen with the dispel gone. I'm saying they are less likely to happen. Other things, including other mods, can cause foot IK.

 

I think both of these may currently cause memory corruption and alter or break memory allocation during startup.

 

We need to figure out how to change the timing/order of these two issues or replace them with different approaches. But, we should wait to hear from Kinky first. If his CTDs are not diminished, we should probably comment out everything in Omni's OnGameReload event and see if that stops his CTDs. If it does, that's a good thing, because it's just scripting and scripts can be fixed.

Posted

Just popping in to to give you a pat on the back and say that this is a truly impressive piece of work. 

I'm expiriencing the same random crahes at testing as others but hey, that has to be expected for a WIP of this scope.

Also the current setup using the numpad obviously conflicts horribly with Jaxonz Positioner so i'm looking forward to a comeback of a MCM configuration menu :P

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