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OSex+ The Greatest Virtual Sex Ever


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Posted

Having been gone from the modders scene on here for years due to situations out of my control I discovered this mod, CEO has created probably the most polished mod I've ever used. The control scheme is amazing! Unfortunately I must of just missed 1.08, if anyone can pm it to me it would be greatly appreciated, 1.06 is good but after reading over CEO's blog I really want to try all the stuff that was taken down. Thanks.

Posted

It's great to hear that you may reconsider, CEO. Your animations and awesome guides have helped inspire me to take a shot at creating some animations for Skyrim. Who knows, maybe one day soon...I'll have the ability to contribute something worthwhile.

Posted

 

Where can i download the plugins? i dont see a link here.

They aren't available (yet).

 

Hmm yet? I thought the project was canceled? Or will CEO finish them regardless ? Sorry for my lack of knowledge, but before CEO's announced, this thread was basically CEO talking with like 2-3 guys and they all were posting walls of text about technical stuff (scripts etc.), with 1-2 random questions per page like mine, so it's kinda hard to find some informations. The tumblr isn't updated either I think. 

Posted

 

 

Where can i download the plugins? i dont see a link here.

They aren't available (yet).

 

Hmm yet? I thought the project was canceled? Or will CEO finish them regardless ? Sorry for my lack of knowledge, but before CEO's announced, this thread was basically CEO talking with like 2-3 guys and they all were posting walls of text about technical stuff (scripts etc.), with 1-2 random questions per page like mine, so it's kinda hard to find some informations. The tumblr isn't updated either I think. 

 

 

Please for the love of... Give CEO space, this is a work done because someone saw something they could improve, to date the work is exceptional! But comments like this, while well intentioned, can be incredibly demoralising for a modder! This is a subject brought up by many mod creators, requests, suggestions, 'special project requests' can get overbearing. 

Posted

I'm asking to reconsider this project as something to create with and give it a shot, I promise it's pretty easy, and it can do things that were never close to possible in Skyrim before.

 

To try to make the point clear: People ask for dialogue triggers, people ask for MM Bisexual animations, FFFF body orgies, those are the complaints on the internet of the versatility OSex lacks. I can animate those but it's to many jobs to manage in a healthy way and I need help, people give that help to other systems if you believe that this is cool I need the same things to happen here. That's just one front of what I'm talking about in terms of creation but maybe that makes more sense.

 

That's what I'm hoping for, and I hope people understand why I'm asking and why it's important to me and this project. I'll keep trying also to find a way to make this something I can see through all the way.

 

I'm glad to see you're rethinking the cancellation of 0S. It's a superb mod and I agree that many people, I think, regard modding Skyrim as difficult and sometimes punishing. With all the fiascos Bethesda's modding scene have gone through recently I can understand why people are a bit hesitant to go down that rabbit hole, myself included.

 

I had a shower thought the other day and came on here to finally pipe up about it, only to see you were struggling under the workload of this mod. I have so little knowledge of the CK and its scripting practices that I have no idea just how feasible the idea is.

 

My idea was, using this mod's framework, have a plugin much like your 'Bad Girls/Boys' that was a series of dance moves - like a ball dance in a medieval style and a quest attached to it so if you danced incorrectly the quest advances differently then if you had danced correctly?

Just pointing out this is a mod I myself was thinking of creating. This isn't a feature request of you  :lol:

 

 

 

... They probably have a similar logic as you regarding the future, Special Edition, etc. They are going to be reluctant to add content for 0Sex if there is a possibility that the project is going to be cancelled unexpectedly.

 

 

Not that that's CEO's fault, of course but I have to agree a little about this. I was waiting for the 'ta da!' to which I could then play it to death and then see how I could mod it from there.

Posted

is the link to the latest update (1.08) has been removed? If anyone has it then plz give it to me. Thanks.

 

CEO said '1.08 will be by invitation to people who supported and helped this project.' on page 186. Sorry.

Posted

I have been in here for a while, (over a year I think). Usually I don't post comments much but this... I should say something about this. What you are doing is wonderfull and people are appreciating it. You should continue this project. You are making one of the best mods for Skyrim. Just to know that you're working on this even within the slowest speed possible will make us happy. About this Skyrim Remaster thing... I use over 100 mods. Even if I can play with all my mods but Osex, I won't use Remaster. I think a lot of people think the same way. 

Posted

...That's what I'm hoping for, and I hope people understand why I'm asking and why it's important to me and this project. I'll keep trying also to find a way to make this something I can see through all the way.

 

Moving forward from 1.06 to OSA was so that it would become a framework for others to make addons. You do not have to feel obliged to deliver those as well on top of all that you have already done. Not just the modding work but also the Tumblers, Nexus Page etc. 

 

I am glad you are reconsidering your stance on this as interests are still high, and everyone is eagerly awaiting the next release, and to be so close to it as well! 

Posted

I was following this mod daily for quite a while, up until a week ago where I had to leave for a week on business. I was really looking forward to seeing how things have progressed after I returned. It's very unfortunate that you decided to stop development CEO, but I understand most of the reasoning behind it from skimming the past 6 pages of posts. All except the ones that include "not enough people interested" or the remaster coming. The first one is completely untrue from what I can tell, and the remaster will hardly make a dent in the current community. People predicted a huge shift from the Skyrim community to Fallout 4 after it came out, and even though actual modding tools are finally going to be released soon, it really doesn't look like it's happening even now. I seriously doubt that a remaster of Skyrim that looks worse than what some people have modded the original to look like is going to change anything.

 

I hope that you reconsider at least putting up the latest version of the mod for people like me who haven't been able to download it. I really don't want to go back to the Nexus version, especially since it's missing the really nice UI and some of the better animations of the mod. Even so, thank you so much for what I consider to be one of the greatest modding achievements of all time. 5 years ago, nobody in the world expected Skyrim to reach the levels that it has today, and it was people like you who made a fantasy a reality.

 

And to everyone else that put in work on this project, whether helping CEO with coding, animations, voice packs, etc. Thanks for all of your contributions and for helping it get this far. It's been amazing to see the community effort behind putting this masterpiece together.

Posted

 

 

 

Where can i download the plugins? i dont see a link here.

They aren't available (yet).

 

Hmm yet? I thought the project was canceled? Or will CEO finish them regardless ? Sorry for my lack of knowledge, but before CEO's announced, this thread was basically CEO talking with like 2-3 guys and they all were posting walls of text about technical stuff (scripts etc.), with 1-2 random questions per page like mine, so it's kinda hard to find some informations. The tumblr isn't updated either I think. 

 

 

Please for the love of... Give CEO space, this is a work done because someone saw something they could improve, to date the work is exceptional! But comments like this, while well intentioned, can be incredibly demoralising for a modder! This is a subject brought up by many mod creators, requests, suggestions, 'special project requests' can get overbearing. 

 

I don't know if you meant his or my comment, but if you felt mine was in any way overbearing, then I apologise. It wasn't my intention at all to put any pressure on CEO. All I meant with 'yet' was that the plugins might see the light of day, since CEO said he's reconsidering his stance.

 

But in the end, it's up to him to do what he feels is right and what's good for him  :)

Posted

little help guys, My UI wont show up.... any ideas? 
I can get the animation to work though... not sure if it has something to do with the numpad keys.

(i have to change hotkeys in MCM since my latop doesnt have numpad) 

 

would appreciate some help :)

 

Great Mod yes!

GREAT MOD

Posted

Apologies Lucax, I may have come a bit strong there, but still sensitive thanks to the ongoing bethesda/console wars/mod idiocy going on over at the gross f*** up that passes for bethesda.net. Blood and sand, they have created a toxic community there. 


 

 

Posted

I would hate to seem whiny, because I can definitely understand the troubles and stress that comes with working on something for so long only to have something get in the way.

But why only leave the 1.08 update for invitation only? As the 'final version' as it were, why not release it for everyone?

Posted
 

 

Honestly I was surprised you didn't burn out before.

 

You should really take it easy and take a few steps back, whatever you do. You're just too nice for your own good.

 

I doubt anybody here is asking you to release anything fast or what ... it's perfectly fine if you work on your mod 3 hours in a month because you didn't have time  ... I don't know if you noticed but people here wrote nearly 200 pages between 1.6 and 1.8 ... and there are more and more people ... so who cares if it's 800 pages before 2.0 because you don't have time to work on it?

 

I really like your mod. But doing what you like and being in good health is more important no?

 

Personnaly I like to use the mods of others to create stories with images. It takes a lot of time. There is a kind of storyboard, writing the dialogues, finding the poses, modifying the storyboard if the poses don't exist, finding the appropriate mods that I will use, taking tons of pictures and crashing the game again and again and again, puting the pictures on photoshop to put the dialogues, uploading, posting ...

 

Sometimes one gallery asks me for more than 72 hours of work after I finish writing the story. It's long and for what? 40 likes? I could just post a few pics of a naked girl with her legs spread I would get the same result on this forum. But that's not what is important to me.

 

What is important is do I have the courage to do it (most of the time I don't during several month but that's fine no?) and do I like to do it ?

 

 

Take care of yourself !

Posted

little help guys, My UI wont show up.... any ideas? 

I can get the animation to work though... not sure if it has something to do with the numpad keys.

(i have to change hotkeys in MCM since my latop doesnt have numpad) 

 

would appreciate some help :)

 

Great Mod yes!

GREAT MOD

 

Do you use iHUD, or any other hud altering mod? At first I had the same problem you're reporting and it was simply because iHUD was hiding everything - as it's designed to do. I just had to toggle iHUD off (with the X key by default) whenever I wanted to start an OSex animation. That's all I can think of.

Posted

 

  • The “PG” version of OSEX that so many requested I believe would be a big hit. The ability to simply greet one’s spouse with a believable embrace and a kiss would be a very popular mod. Don’t believe me? There is a mod that attempts to do this, but barely works in my opinion. And yet, somehow, it has considerably more endorsements/downloads than OSEX. Your unparalleled animating skills would change that.

  • I would also suggest trying something completely differest with this brilliant framework you’ve created, something that would raise some eyebrows again. A small selection of new, brutal killmoves would not only be a welcome addition to practically everyone’s Skyrim experience, but would demonstrate the flexibility and potential of your framework that people probably only associate with sex.
 

With all due respect and the understanding that my own opinion is not necessarily better than anyone else's, I have to disagree on some of your points.

 

OSA is for displaying animations that don't have a good vanilla way to be displayed. The game already has a specific system for displaying kill moves.

 

 

Modding is definitely not my forte, nor is marketing so I will humbly acquiesce to your experience. However, my suggestions were based on CEO’s own concepts he has expressed interest in the past and my own judgment of what the average Skyrim player would like to see in a nearly five-year-old game.

 

In my opinion, most of Skyrim still holds up pretty well, with two key exceptions: a weak combat system and oftentimes terrible animations. CEO’s framework already demonstrates its advancements with the latter, and incorporating new and more lifelike combat moves would improve the former as well.

 

And while it’s true that OS isn’t necessary for creating new combat animations, were talking about generating publicity, right? I can’t speak for everyone, but I imagine most player’s first reaction after installing OSEX was, “Damn. Those animations be tight,” and not “Wow, what an impressive framework.” The authenticity and fluidity of OSEX’s animations are what separate it from other mods. Applying those same qualities to the combat could inject new life into the one aspect of Skyrim’s gameplay that everybody endures hundreds if not thousands of times.

 

As for your point on the terminology of the “Kissing” mod versus OSEX, I completely agree with you that a simpler title would have helped. But the only reason I shared the statistics was to reinforce the notion that there is certainly a market for a SFW version of OSEX.

 

That's just my two cents, anyway. I'm hoping CEO will undertake something easier and funner, if he continues at all.

 

Posted

 

 

Modding is definitely not my forte, nor is marketing so I will humbly acquiesce to your experience. However, my suggestions were based on CEO’s own concepts he has expressed interest in the past and my own judgment of what the average Skyrim player would like to see in a nearly five-year-old game.

 

People are not entirely wrong when they suggest splitting OSex into multiple mods, which is basically what you're saying regarding an SFW version.  The truth is, it would be advantageous from one marketing perspective and disadvantageous from another.

 

Marketing to mod users is not exactly the same as marketing to mod makers.  Mod makers don't like adding too many dependencies to their mods.  They know all-in-one is easier to sell than "download this, and this, and this, and that."  So, splitting OSex into separate packs to increase visibility might harm interest in the API.

 

Maybe a compromise like you suggest could be achieved.  Make a new mod page that is "OSex – Romance Engine" with OSA and SFW animations, and convert the current mod page to "OSex – Adult Fantasy" or "OSex – NSFW" or maybe "OSex – XXX".  This would only require API users to add one or two items to their requirements list but it should also increase the mod's visibility.

 

"Osex – Romance Engine" wouldn't have to be adult.  With enough inbox spam, we might be able to get MxR to review it.  The guy doesn't do as many Skyrim reviews as he once did, but he has a huge following for both Skyrim and FO4.  OSex is the kind of mod that if it was presented by MxR it could actually bring FO4 players back to Skyrim.  MxR probably gets a ton of youtube message spam and he might just ignore it.  Still, if 30 or more of us all bombed it in one day with a subject line of "'OSex – Romance' is the most innovate, most uh-mersive mod evah," he might notice.  And then there's comment spam.

 

I should mention that I'm not sure how much XML and extra animation work would be required in order to split SFW from NSFW.  I believe there would be dead ends in navigation and/or gawky transitions without doing a bunch of extra work.  Plus, I'm not sure how small an SFW-only Osex would look.  More SFW animations might have to be created (or finished) in order for an SFW version of OSex to impress someone like MxR.

Posted

I would hate to seem whiny, because I can definitely understand the troubles and stress that comes with working on something for so long only to have something get in the way.

But why only leave the 1.08 update for invitation only? As the 'final version' as it were, why not release it for everyone?

 

Because 1.08 was not finished whereas 1.06 was considered bug free and stable, therefore only 1.06 is open to the public.

Posted

Thank you for the very very nice words everybody,

Before things get too emotional in here: I'll reconsider my stand on this a bit, to harsh on my part due to some biterness/spite and I'm sorry for that. I've been discouraged as the projects hits a few pretty significant disadvantages in my eyes. I need to think about what to do but the truth is OSA is complete, it has one bug and we've worked on this system for over a year intensely with everything now behind us. For the future I'm not sure what will happen as I'd like to find a way to sanely and in a healthy manner maintain and grow this project but we'll have to see.

 

To try to make the point clear: People ask for dialogue triggers, people ask for MM Bisexual animations, FFFF body orgies, those are the complaints on the internet of the versatility OSex lacks. I can animate those but it's to many jobs to manage in a healthy way and I need help, people give that help to other systems if you believe that this is cool I need the same things to happen here.

 

 

 

Very happy to see that you think again about the whole Matter.

 

Well of Course People wanna have this or that yet i would not see these as demanding but always as "would be nice to have". People have Wishes like Kids have Wishes for Christmas. - smiley-

 

Very many People like me are not even native english Speakers and might come off rude because they do not know or understand the fine Tones in the english Language. Also cultural Problems play a Role and then there are simply Idiots on the www, nothing new... But I understand it can hurt personally and can be stressful. Never forget you are public with your Mod to a worldwide Audience and that can create serious Problems.

 

Finally you gotta decide what you can and want to do and if I were you I would simply make a Post about your future Plans regarding the Mod on the Main Page of the Mod and leave it at that. And you simply could do a shoutout on the ModMain Page on the Nexus that you are looking for People helping you with expanding the Mod (if you haven't done so already). I am sure that some would like to help, just to keep this Thing alive.

 

In here the Audience is surely much smaller and on the Nexus you might get more helpful Response so would let People know about the Problems you got and where you need Help and I am positive you will get some Help. And if not no Problem than do what you can/want to do Step by Step at your own Speed.

 

I understood also that good Animators are a rare Sight and hard sought after. So it would definitely be a Loss to loose a great Animator like you are.

 

I also have supported a Mod on the Nexus (ETaC) very early on the Nexus before it even had 50 Endorsements because I saw its Potential and I saw the Mod Author was working very hard on it. Today it is the most popular Townmod for Skyrim but it took its Creator a huge Amount of Blood, Sweat and Tears from what I have seen...

 

You need to know if you wanna do this - maybe after we all have seen what the 64bit Skyrim really means to Players and Modders. But I definitely would not simply throw this here away. Again it is some outstanding Work and can (has) change(d) the World of Modding forever.

 

All the best !

 

Posted

 

 

 

Finally arrived at a solution to actra. It's a bit weird but it's the only thing I could get to work. The main problem and reason for Actra existing is that I was unable to get an Actor form without someway having the actor show up in the script. If the UI wanted to get an actor form directly from a mod event it would have no way to do this. Actorbase on the other hand is much easier since getFormEx will return that. Here's my solution and findings. (SF I used a lot of your ideas, which i don't quite understand, to make this work so maybe you will have further insight with your expertise on this stuff.)

 

Problem: Can't magically get an actor form just from a string of data.

 

Issues:

FioneNPC.getForm()   returns a negative number (assuming this relates to unsigned etc. SF was talking about but I don't really know what's up with that)

 

using SF's getID_s function returns the correct hex value for an actor form. Fione comes in as FF000DFE so let's use that. Since it's hex I can't put it directly into getFormEx it needs to be converted into a decimal number however there's the problem:

 

 

FF000DFE is 4278193662 however if I send that through getFormEx it's getting (capped?) at the value of 7FFFFFFF which is 2147483647 and only about half the actual mod ID.

 

I did studies in C and it turns out that something about INTs over 2147483647 can not go through a papyrus function and enter into C with a cap like that. However C can hold a number larger then that so if in the C i manually set that property to 4278193662 it will work. It appears there's something about sending from papyrus to C where the number get's capped.

 

This isn't true if you input the form as hex for example 0xFF000DFE works and return 4278193662 but that's only possible with hardcoded stuff in papyrus and can't be based off strings.

 

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

 

Here's the solution:

 

String function GetTrueActor_s(Form zForm) global
    Return Math.RightShift(zForm.GetFormID(), 24)+","+Math.LogicalAnd(0x00FFFFFF, zForm.GetFormID())
endFunction
 
Fione returns: "255,3582"
 
It takes the hex of the actor form and gets the mod section as decimal and the form section as decimal and separates them with a comma. This will be stored as a string by the UI. When the UI wants an actor it will send a mod event with that string into this:
 
osa.getActorForm(TrueActorString)
 
actor function getActorForm(string Hex) global
 
String[] Multi = StringUtil.split(Hex, ",")
return getActor(Multi[0] as int, Multi[1] as int)
 
endFunction
 
 
--------------------
 
getActor is a native C function I made that multiplies the mod section(255)  x 16777216 (Number to reach the 7th and 8th hex digits) and adds that to the formsection (3582). It plugs that into a getFormEx equivalent in the C and returns the actor.
 
 
Curious if you see a better way to go about this. The good news is we'll be able to remove actra now and maybe some other stuff since we can't get an actor form direct from a stored string.
Posted

FF000DFE is 4278193662 however if I send that through getFormEx it's getting (capped?) at the value of 7FFFFFFF which is 2147483647 and only about half the actual mod ID.

 

I did studies in C and it turns out that something about INTs over 2147483647 can not go through a papyrus function and enter into C with a cap like that. However C can hold a number larger then that so if in the C i manually set that property to 4278193662 it will work. It appears there's something about sending from papyrus to C where the number get's capped.

 

...

 

Curious if you see a better way to go about this. The good news is we'll be able to remove actra now and maybe some other stuff since we can't get an actor form direct from a stored string.

 

I thought the reason GetFormEx was added by the SKSE team was to handle form id's > 0x8000000.  It should in theory work if you hand it the "negative" form id which can be directly obtained using Papyrus.

 

From SKSE source (snippets):

; ...
typedef TESForm * (* _LookupFormByID)(UInt32 id);
extern const _LookupFormByID LookupFormByID;

; ...
const _LookupFormByID LookupFormByID = (_LookupFormByID)0x00451A30;

; ...
TESForm* GetFormEx(StaticFunctionTag * base, UInt32 formId)
{
	return LookupFormByID(formId);
}

It looks like that should be calling the same function but bypassing Papyrus's limitation on signed/unsigned.

 

This works for me, try testing it for your purposes? (I don't know how action script behaves)

; get information
Actor akTest = Game.GetCurrentCrosshairRef() as Actor
Int akInt = akTest.GetFormID() as Int

; forwards logic
MiscUtil.PrintConsole("F: " + akTest + ", " + akInt)

; backwards logic
MiscUtil.PrintConsole("B: " + akInt + ", " + Game.GetFormEx(akInt)) 

The negative integer must be preserved throughout if it travels to the UI etc, and it can only be used with GetFormEx as far as I know.

 

(Technical note): The "UInt32 formId" argument in GetFormEx is essentially "casting" the signed integer given in Papyrus to an unsigned integer, then passing it along to the game's built in function for GetForm.  A 32-bit signed integer has its highest order bit reserved for sign so you get [1 bit] + or - and [31 bits] of number.  For a signed integer that is -2^31 to 2^31-1 or 2,147,483,648 to 2,147,483,647.  An 32-bit unsigned integer is simply 0 to 2^32-1 or 0 to 4,294,967,295.  As long as the signage is preserved when transferring the integer representing the form id, there isn't actually any conversion going on between the two numbers as they are both the same bits, just used differently.

 

EDIT: I guess maybe a point of confusion may be why I wrote GetFormID_s in the first place if you don't need it here... basically you need it everywhere else except here (such as GetFormFromFile or GetModName).  Though if you did decide to pass around and preserve ids as signed integers you should be able to do this directly:

; new function
String function GetFormID_s_int(Int zInt) global
    String ModID = IntToHex(Math.RightShift(zInt, 24))
    String SubID = IntToHex(Math.LogicalAnd(0x00FFFFFF, zInt))
    ...

or indirectly

; using old function
String akString = GetFormID_s(Game.GetFormEx(akInt))
Posted

 

 

 

Hi SF,

Thank you for this it makes sense, and no I don't think it was confusion but your solution was helpful for me to isolate the mod ID int and form ID int combination (pre hexing), the function you wrote for me takes it all the way to Hex but following what you did also gave me an easy way to isolate the 2 sections as int's broken out from the hex.

 

I'm using a replica basically of the getFormEx in C:

 

Actor* getActor(StaticFunctionTag *base, UInt32 modHex, UInt32 formHex) {
 
modHex = modHex * 16777216;
modHex = modHex + formHex;
 
   _MESSAGE("ActorID is %u", modHex);
 
Actor* thisActor = DYNAMIC_CAST(LookupFormByID(modHex), TESForm, Actor);
 
return thisActor;
}

 

I recall trying with the negative number earlier when trying to make GetFormEx work without having to make a new function for it, but i was in the middle of trying a lot of failed things so it's possible I pulled off of it without trying more tests. I'll do a few now and get back to you on what I find.

 

 

This number will just be stored as a string in actionscript and would be used when talking to the dll or to papyrus to retrieve an actor form from string. I'll do some tests now and get back to you, on the negative number, because that would eliminate the need for a special function and reduce what has to be done quite a bit.

 

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

 

At a glance what's confusing to me is that the number that does work: 4278193662 is above the max of both signed or unsigned you described, in the case it wraps back around to 0? I do know for certain that the UInt32 it winds up with if I plug: 4278193662 into it which results in 7FFFFFFF does not find a form and casts no actor.

 

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

Results:

You were right thanks this will simplify things a lot:

 

My tests with your plan which puts into the messagebox -15932814 (something like that)x2 and then Fione so all seems to work.

 

int myTarget = targeted.getFormId()
 
debug.messagebox(myTarget)
debug.messagebox(myTarget as string)
 
actor newActor = game.getFormEx(myTarget) as actor
debug.messagebox(newActor.getActorBase().GetName())
Posted

 

little help guys, My UI wont show up.... any ideas? 

I can get the animation to work though... not sure if it has something to do with the numpad keys.

(i have to change hotkeys in MCM since my latop doesnt have numpad) 

 

would appreciate some help :)

 

Great Mod yes!

GREAT MOD

 

Do you use iHUD, or any other hud altering mod? At first I had the same problem you're reporting and it was simply because iHUD was hiding everything - as it's designed to do. I just had to toggle iHUD off (with the X key by default) whenever I wanted to start an OSex animation. That's all I can think of.

 

hmmm strange... I do not have any Hud Mods, had a fresh install and only required mods (Papyrusutil...MFGconsole...FNIS (latest) SKSE latest), Net immerse,Skyui 5.1, sos, demonizedbody)  

 

Thanks for the reply btw! I appreciate it.

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