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OSex+ The Greatest Virtual Sex Ever


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Posted

I can't even say how happy I am that you've decided not to quite! I don't have much in the way of skills, but I have dabbled quite a bit in 3DS Max, and I am a quick learner. What areas of the project need the most man power, and what skill sets do you need for those areas?

Posted

 

 

 

It's for some niche things, the array system actro uses keeps an actor[] and each actor can be talked to directly through their actraga also but that's only if they are in a scene. Once they are released from the scene their pointer is gone but the UI will still have data organized on those actors. Targeting for example will store actors that the UI has data on to give as many options as possible. (For setting up 2+ actor scenes triggered manually by the player.) There's a few other rare cases it's needed besides that which have been holding some things back:  You're right that It could all live in a actor[] that is in the mainscript but it might hit some issues with 128 limit,(If it's not cleared on load which would make sense not too it would get filled really fast)  either way the UI will have to store a string to get at them, but being in the actor[] might make them persistent, knowing papyrus most likely some bad shit will happen if the actor has been unloaded and I try to call it from targeting via string so that could be a plus. 

 

Beyond that there's a few really niche things it's needed for in the UI.

 

In the end it's a matter of targeting mode functioning like this:

 

OSex.start(actra[actrarIndex1], actra[actorIndex2])

 

vs

 

OSex.start(game.getFormEx(actorString1) as actor, game.getFormEx(actorString1) as actor)

 

The first would have take extra resources to maintain a sync of the UI to the array, it would need extra details for display like name and maybe gender to identify it on top of the index but the second would be a game. function so might be more expensive to start a scene with many actors. It would be just for the trigger though so either way wouldn't be much difference I think.

 

 

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

 

For the unique identifier we could switch the ActorBase which is currently being used as the OS-ID we could switch it to the Actor which should be 100% unique although it's surprising because it seemed to me like that might be a high possibility when OSexing guards and bandits etc but haven't heard any reports of strange things like dopleganger animations etc. so I kind of just let it be.

 

Either way due to some niche cases it's going to have to assemble the ActorBase and Actor string for different usage.

Posted

I can't even say how happy I am that you've decided not to quite! I don't have much in the way of skills, but I have dabbled quite a bit in 3DS Max, and I am a quick learner. What areas of the project need the most man power, and what skill sets do you need for those areas?

 

Thanks Mptron for the nice comments,

 

In terms of the OSA / OSex framework etc. I've got the development itself pretty much undercontrol, especially with the awesome assistance of people in this thread, but of course always welcome more help. I was mainly referring to the fact that it's an engine that can be developed for, I've put a lot of time into it to make it that way, it's got features that haven't been seen before in Skyrim but I can't get any interest in play with it. I think it would take a lot of pressure off this project and raise it's popular opinion to show context to what it can do if I could start getting just a few people interested.

 

The issues people complain about are generally things that should really be handled by other people then myself, that's the help I'm trying to get. I mostly get suggestion to address this around making more content or more documentation etc.to highlight things or make stuff clear. I'm trying but it does just keep piling onto my workload and make the whole thing more daunting. I think with the hoops I've jumped through figuring random shit for other mods in the past and making it work that the documentation and access is enough at this time. I think it would be easier to make a module like OSex (outside of time animating) then downloading and installing a number of mods people regularly use. The futility that frustrates me is to develop this but feel like I can't get others on board in the system itself. 

 

If I was an animator that wasn't me I would give it a go, but that's me and of course I'm biased because I made it do the exact thing i wanted to be able to do, but I can't be the only one that wants the features OSA brings as a creation tool... am I? My spiteful tempertantrum was a result of feeling these tools have no value in popular opinion amongst the Skyrim community, which is a tragic time loss, I shifted blame on the community in my mind perceiving it as stubborn for being so unwilling to even dabble until I deliver some  tour de force hyper polished, fully animated with every possible human gender and animal orientation of bodies in every activity possible from 2-9 actors, and various voice packs for all genders personally then hire a marketing department and puts ads on the television etc.

 

In the end it's just my fault and not a big deal, but if I misjudged things so poorly it's my responsibility to adjust my personal time investment to something that makes more sense, I can't force people to like this or try it. Making a system like this public takes a lot more time then just making it for fun, every version I posted including the 1.07s worked for me, a huge amount of time oddly is just making it work for everybody (You'd think since we're all modding Skyrim it would be pretty much the same). I am human so a part of me wants to say "well fuck you then" as a response to the stubborness "I perceive" and the additional stuff I need to do on top of this for a slight chance to stir this up, the other part says, such is life.

 

 

 

Posted

 

For the unique identifier we could switch the ActorBase which is currently being used as the OS-ID we could switch it to the Actor which should be 100% unique although it's surprising because it seemed to me like that might be a high possibility when OSexing guards and bandits etc but haven't heard any reports of strange things like dopleganger animations etc. so I kind of just let it be.

 

Either way due to some niche cases it's going to have to assemble the ActorBase and Actor string for different usage.

 

Have you tried using the actor's unique in-game Ref ID?  The Ref ID is basically a Form ID for each objectreference you encounter during game play (actors are objectreferences).  If you open the console and click on an actor, you're looking at the actor's Ref ID.  If someone with a twins fantasy spawns a second Lydia, they will have the same ActorBase Form ID, but they will have different Ref IDs.  You can get the Ref ID like this:

 

string ActorRefID = TargetedActor as string
if StringUtil.GetLength(ActorRefID) > 8
   ActorRefID = StringUtil.Substring(ActorRefID, (StringUtil.Find(ActorRefID, "(", 1)+1), 8)
endif
debug.messagebox("Actor RefID = " + ActorRefID)
int ActorRefIDint = StringUtil.AsOrd(ActorRefID)
 
I know that looks like a bit more than one might expect.  It's because when an actor is converted to a string, the string includes more than just the Ref ID.  It might include the name of  a script attached to the actor.
 
Now you have an int containing the actor's Ref ID.  GetForm supposedly takes an int, but you have to stuff 0x at the beginning of the number in order for GetForm to work.  I've never seen an int that contained the letter x, which is why I say GetForm "supposedly" takes an int.  As a result, I'm not exactly sure how you would get a Ref ID into a GetForm function call.  I'm hell at getting it to display on screen, though.   :cool:
Posted

 

 

 

CEO, it's wonderful to you see back working on the project!

 

In the quoted post and your new stickied post on Nexus, you've been saying that the main problem is getting modders excited to make content for OS, and spreading the word in general.  But what about all the posts people have made here over the last few pages, about ideas for marketing OS?  We were all trying to directly address the problem you're talking about.  Specifically migal's post about his experience with marketing mods.

Posted

I cannot tell you how happy I am to hear you're going to continue development  :D  :lol:  :)

 

 

 

CEO in case you missed it, how feasible is this idea?

 

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  :D Also I have no knowledge of how I would even start to do this, but it's an idea that's been growing on me.

Posted

Shoo....*wipes brow*

I saw the cancellation and kept reading on hoping and hoping that it wasn't so.

 

I'm glad to see that things are looking to be back on track.

 

I can see where some additional keywords on the mod name would make it easier to find.

Anyone know how to get a hold of MxR, a review would sure get it some more exposure. =P

 

I love this mod and eagerly await updates. 

Can't wait to see what it could lead to.

 

I was also naughty and left a comment for another big modder as I think the UI aspect might be something they'd be interested in. It sure gives this one a nice professional look =]

 

Keep up the awesome work CEO you're really appreciated.

 

Posted

I cannot tell you how happy I am to hear you're going to continue development  :D  :lol:  :)

 

 

 

CEO in case you missed it, how feasible is this idea?

 

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  :D Also I have no knowledge of how I would even start to do this, but it's an idea that's been growing on me.

 

Yea it's totally possible, would be very quick to make too. We'll need one thing and that's criteria to check on the movements if they are correct.

 

To explain technically what I call things: A stage is an instance of a session in an OSA scene. For example when you start OSex it makes a stage, each position you can go to I call a scene.

 

The scene documents each have a special word that designates the kind of stuff the scene can do. I have 3 so far:

 

-OScene which basically makes something just like OSex.

 

OToggle which is a scene switchboard based on "If this then do that scene etc". It's used in the redressing scenes to pick the right equipment and play the gender specific animation.

 

OPosition which is used for making the character shift depending on if they need to be positioned differently. Redressing uses this also, some redressing scenes are flagged as sitting others standing, an OPosition scene looks at the orientation of the upcoming scene and if needed stores that scene then plays an animation to make the actor adjust their orientation. (Stand up from sitting down for example) It's different then how OSex does it since OSex just has specific transitions where as redressing just does whatever but animates the actor with this special scene style.

 

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

 

With the scene style format examples above you can see that we can pretty much do anything we just need to make a special flag for what you want to have happen if it's very complicated.

 

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

 

Most likely it can be handled in a more simple way:

 

- If it's not timing based and based only on selection (right or wrong). You can make a series of one way transitions from each loop, a fumbling animation in one and a smoother looking animation in the correct one and have both send a mod event for either a good or bad selection. Process it in the papyrus as the scene goes on and then adjust your quest response at the end based on that. These could be entirely external from OSA really.

 

- If it is timing based like Dance Revolution you can register animation events in the animations and have those turn a flag to true or false (framed around the timing sweet spot), on selection input it could send a mod event and when the papyrus receives it based on if it's true or false you could +1 or -1 a point.

 

- The score could be handled entirely in OSA also but I'd need to make a special scene style to do that as described above if it is timing based, but it would be nice to have that anyways as something like that could serve comboing in combat moves etc.

 

 

 

Let me know some more details on how you'd like it to happen and I'll help figure it out all the way. Creating it would just involve registering the animations in FNIS and entering some text fields / renaming some folders.

Posted

 

If I was an animator that wasn't me I would give it a go, but that's me and of course I'm biased because I made it do the exact thing i wanted to be able to do, but I can't be the only one that wants the features OSA brings as a creation tool... am I?

 

Sorry to repeat myself on this point. But, I suspect that the bar is set pretty high for animators.

 

Many designer/animator types probably don't know what an API is, let alone how to work with a framework, XML, etc.

 

It seems like a solution could be to make it loud and clear that you're looking for animators and that you (or another volunteer) will integrate their work if they just provide the animations.

Posted

(Sorry, should have included this in my previous post... pls respond to that one though ;) )

 

On the topic of potential third party plugins, I'm considering looking into making dialogue triggers, since that was mentioned as a commonly requested feature, and it's a good fit for me: while I haven't done Skyrim scripting stuff before, I'm a third year computer science student, so I can probably figure it out, given a few weeks (and my asset creation skills are not good enough to make animations or whatnot).

 

After thinking about it briefly though, what exactly would people want out of a dialogue trigger system for OS?  My biggest question is whether people assume that some sort of "relationship system" would be part of dialogue triggers (e.g. chance for NPC to refuse if they dislike you, cooldown on "interactions" per day, etc.).  I suppose that could be configurable in an MCM menu?

 

It just feels to me like it would be a bit of a stretch to try to make such a system "fully immersive" due to voice acting restrictions.  Maybe you could reuse some generic acceptance / refusal lines.

 

Anyway, if anyone has suggestions for resources for a project like this, like any example SL plugins, that would be appreciated :)  Can't make any promises, as I am in the middle of an academic term.

Posted

It just feels to me like it would be a bit of a stretch to try to make such a system "fully immersive" due to voice acting restrictions.  Maybe you could reuse some generic acceptance / refusal lines.

 

They want Amorous Adventures by FoxFingers.  It has everything you just described, but it currently uses SL.  FoxFingers' most common request is to make it work with OSex, which he said he would do, when OSex was ready.

 

I've made some dialogue triggers for my own mod and I will also do some automatic triggering, but I'm not into the romance/relationship thing.  I did a little of it with the Apachii NPC, but generally speaking, I'm more of a harem mod kind of guy.

 

Another good mod to look at would be Immersive Wenches.  It adds a ton of barmaids all over Skyrim and if you say the right things to them, you can purchase their "services."  It is much less involved than Amorous Adventures, but still cool.  I'm pretty sure he includes his script source files with the mod, so it could be a good learning tool.

Posted

It seems like a solution could be to make it loud and clear that you're looking for animators and that you (or another volunteer) will integrate their work if they just provide the animations.

 

I can't make the animations, but I'm fairly certain I can make animations work in OSex.

 

I think I could do more than that.  I think I could make females say appropriately inappropriate things during OSex scenes using their default Skyrim voices.  But, I digress.  Yes, good idea, Pip.

Posted

tumblr_o98fwoVC1x1ubnr1mo1_1280.gif

 

Progress on the first F+F+F+F+F+F+F+F+F scene ever for Skyrim

(Only 5ladies in so far and Fione's not doing anything yet but it's getting there.)

 

 

tumblr_o924wqLeop1ubnr1mo1_540.jpg

 

tumblr_o924wqLeop1ubnr1mo2_540.jpg

 

tumblr_o924wqLeop1ubnr1mo3_540.jpg

 

Some other more reasonable stuff playing with the new targeting feature working towards the ability to invite NPC / followers into a scene to convert a 2 way to a 3 way etc in OSex. Femx9 will be separate since that's pretty hard to start and will use billions of your hkx limit.

 

 

 

 

Yea definitely, module takes just a few minutes to make if you have the animations, literally just a few words need to be changed and a lot of it is flavor / glam text so it doesn't really matter.

Posted

 

Yea definitely, module takes just a few minutes to make if you have the animations, literally just a few words need to be changed and a lot of it is flavor / glam text so it doesn't really matter.

 

 

I  am currently playing around with the 1.08 OSA sample module and beginning to convert the 1.06 OSA module I made half year ago into the new structure. I am taking this time as an opportunity to refine/polish the animations as well, so it is taking longer than converting things over.

 

I found I can be satisfied with a lot less super detailed animation bells/whistles than most people so I was planning on just using my module/animations for my own personal use/game (except for people who expressed interest and specifically asked). However, if you think it would help stir interest in OSA development then I would be happy to send it off to you for review when it is done and make it public.

 

Posted

 

 

Hi Proxy, yes that would help a lot, I'll be happy to take a look if you'd like maybe there's some stuff in the xml I can show to use all the features. Looking forward to it and thanks a lot.

Posted

I'm really sorry about asking a stupid question like this, but I just picked up this mod yesterday and from what I've seen, there's a 1.08 version on the Nexus, but there is no way of getting it? The only thing I can get is the 1.06 version. Is the 1.08 version not released yet or am I just really stupid? I'm very excited to be able to use the 1.08 version, it looks great and from what I've seen it's coming along really well. Just popping in for this question. :)

Posted

(Sorry, should have included this in my previous post... pls respond to that one though ;) )

 

On the topic of potential third party plugins, I'm considering looking into making dialogue triggers, since that was mentioned as a commonly requested feature, and it's a good fit for me: while I haven't done Skyrim scripting stuff before, I'm a third year computer science student, so I can probably figure it out, given a few weeks (and my asset creation skills are not good enough to make animations or whatnot).

 

After thinking about it briefly though, what exactly would people want out of a dialogue trigger system for OS?  My biggest question is whether people assume that some sort of "relationship system" would be part of dialogue triggers (e.g. chance for NPC to refuse if they dislike you, cooldown on "interactions" per day, etc.).  I suppose that could be configurable in an MCM menu?

 

It just feels to me like it would be a bit of a stretch to try to make such a system "fully immersive" due to voice acting restrictions.  Maybe you could reuse some generic acceptance / refusal lines.

 

Anyway, if anyone has suggestions for resources for a project like this, like any example SL plugins, that would be appreciated :)  Can't make any promises, as I am in the middle of an academic term.

Dynamic Follower Dialogue has a lot of new follower/spouse lines: 

 

From the mod's description: "Adds over 1,500 dialogue lines for NPCs with the main focus on friends, followers, and spouses.These lines are completely voiced and consist of existing lines that have been re-added in a new instance as well as new and completely unique dialogue I've created from splicing/editing parts of multiple dialogue lines together to form new ones that you will only hear from using this mod."

 

Perhaps some lines in those files could be used à la Spouses Enhanced. His similarly 'custom voiced' high elf follower mod Minerva might also prove interesting. (The mod author is also planning a new mod (to be released in the coming months) that will expand on DFD.) If you do come across something useful in DFD, I assume you'd have to ask him for permission?

 

Your thoughts on a relationship system reminded me of what CEO once said, that he'd like varying outcomes in 0sex, that an npc could walk away in anger if you repeatedly do something she dislikes. Presumably, a dialogue mod for 0sex could then latch onto that information, like what you said about chances to refuse and cooldowns. But it's too early to talk about those kinds of variables. I'm just saying it would be possible :)

 

Some other thoughts: 

-About the 'chance for an npc to refuse if they dislike you'-idea. I don't know about you, but I'm just using 0sex on the npc my char is married to, not random npc's. Given the romantic nature of 0sex, I've always found this preferable. So a chance for refusal would just be irritating, because you'd then have to wait for the cooldown à la Eager NPCs. I know that the chance to refuse creates the illusion that the npc has a mind of his/her own, but I'm worried that every time he/she refuses, it would just be annoying rather than immersive. It'd be like endlessly failing Fallout persuasion options all over again :P

 

-In Spouses Enhanced, you have the option to invite a third npc for a threesome. Maybe a dialogue mod for 0sex could do something similar. Talk a friendly npc into a threesome (or into foursomes and beyond) during which the npc would respond with some generic lines. If succesful, the mod would mark them as 'invitable for 0sex' so to speak. Then, after you activate 0sex, you could press a button to make invitable npc(s) join the party. Using this method, we'd have a dialogue-driven way of activating threesome, foursomes, etc. 

 

I hope this helps :)

I'm really sorry about asking a stupid question like this, but I just picked up this mod yesterday and from what I've seen, there's a 1.08 version on the Nexus, but there is no way of getting it? The only thing I can get is the 1.06 version. Is the 1.08 version not released yet or am I just really stupid? I'm very excited to be able to use the 1.08 version, it looks great and from what I've seen it's coming along really well. Just popping in for this question. :)

Read the sticky on the Nexus page. CEO is planning to bring it back.

Posted

I've taken some time off from gaming in general lately.  The plan is "one final ultimate Skyrim mod build" and then I'll let myself get lost in Tamriel for a while.

 

Luckily for me, I picked up the last Osex beta while it was available.   Even if this mod was twice as buggy as it seems to be, I wouldn't hesitate to use it as there's nothing (imo) that really compares.  Hell, if I was "forced" to use the 1.06 beta, I'd be beyond delighted.

 

Osex for me is one of the "immersive" mods that I don't use every time I play.  Perhaps because of that, it really stands out when I do use it.

 

For example, the last time I used Osex was after clearing out a particularly intense dungeon with my favorite custom follower (Etain the Shewolf).  In the final battle I took down 8 bandits single-handed, and as I sheathed my ebony blade Etain ran up to me.  It was a spontaneous thing - and a great virtual decompression tool.  Seemed authentic, too.  After all that violence, a little sexual tension release seemed like the ticket.

 

In terms of creating verisimilitude, this mod is the bomb.

 

Thank you sincerely.

Posted

(Sorry, should have included this in my previous post... pls respond to that one though ;) )

 

On the topic of potential third party plugins, I'm considering looking into making dialogue triggers, since that was mentioned as a commonly requested feature, and it's a good fit for me: while I haven't done Skyrim scripting stuff before, I'm a third year computer science student, so I can probably figure it out, given a few weeks (and my asset creation skills are not good enough to make animations or whatnot).

 

After thinking about it briefly though, what exactly would people want out of a dialogue trigger system for OS?  My biggest question is whether people assume that some sort of "relationship system" would be part of dialogue triggers (e.g. chance for NPC to refuse if they dislike you, cooldown on "interactions" per day, etc.).  I suppose that could be configurable in an MCM menu?

 

It just feels to me like it would be a bit of a stretch to try to make such a system "fully immersive" due to voice acting restrictions.  Maybe you could reuse some generic acceptance / refusal lines.

 

Anyway, if anyone has suggestions for resources for a project like this, like any example SL plugins, that would be appreciated :)  Can't make any promises, as I am in the middle of an academic term.

 

People like fully voiced seduction and story. This is why Amorous Adventures is so popular.

Another example is Sexlab Submit that is more generic, is based on relationship value and includes refusal.

If you want to give it a try then checking how submit is doing things could be most usefull for you.

 

You can try to create simple dialogue option that will lead to suggestion of sex to NPC that results on acceptance and start of 0sex or refusal and apropriate animation (slap, push away) and generic dialogue ("ill teach you to speak to me like that!")

 

Start simple then build on it.

 

Posted

So glad everything is back on track again ^_^ ! We'll be happy to give you feedback and help whenever you may need !

 

Also I'm excited to actually have a UI now (I have the 1.06 version)

 

;_;

 

edit2: and I keep noticing that i have so many enb photos on my skyrim directory, and it seems my enb screenshot is binded to the numpad 0 key rofl

 

;_; i think i gotta edit my enb local files lol 

Posted

First of all, I apologise in advance for my poor english. Surely I will write some typos and build my sentences incorrectly, but I think you would be able to understand me.

I'm relatively new to the sex oriented mods. Some months ago I downloaded sexlab and some romance/sex oriented mods because I wanted my characters to seem to be in love. Some mods like Amorous Adventures with other sex mods managed to meet what I wanted... kind off.

Then I saw the video of your mod in Shinji72 channel and my head exploded. I downloaded the mod and tried it and I was amazed. Amorous Adventures + SexLab + etc were a great combo and they managed to provide in some way that feeling that I was looking for in my gameplay. But your mod...¡oh man! Just the base idle where the characters hold their arms and look at each other give me that feeling. I was honestly amazed by how well done this mod was. Those animations are so much more real (in my humble opinion) than the animations from SexLab. ¡And the transitions from one animation to another! They introduce so much realism... And I can go on praising what I saw back then because every single detail that I could perceive (like the facial expresions) had been done with great quality and I just loved it.

So even that I didn't use your mod every time I was playing Skyrim, OSex became an absolutely indespensable mod in my load order replacing the SexLab framework.

And then, some time later, I saw the other video of Shinji72 about the update of your mod. I thought that your work in Osex updates would just be some new postures, maybe some final scenes... But you surprised me with those great ideas like the "wizard sex" and the user interface. You managed to put your mod in another level. And you got me superinterested on your work. So I visited your web and now I'm kind off following what you do because I would have never  thought that all this things that you have made could be done with this kind of quality in Skyrim and I'm supercurious to see what you can do.

But even being so curious and eager to see all those crazy and wonderful ideas of yours made reality I hope that you don't force yourself to do things at a pace that makes you uncomfortable, and even less that you do things that you dont really want to do. Firstly because you dont owe us anything. And secondly because people can't make art when
they don't feel passion for what they do. And you, my friend, you are an artist.

Hope that all this didn't sound too wierd and I wish that you get the recognition that you deserve. Kudos to you and the people that helps you.
 

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