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OSex+ The Greatest Virtual Sex Ever


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Posted

Ok but since he knows that 0SA is installed then he can run 0SA function to search for installed modules and see if he has 0sex installed?

 

Unless he really doesnt want to use/wait for OSA in which case: whats the difference between having bunch of .esp vs bunch of  .osmod files?

 

If he needs some info then this seems like a perfect oportunity to make .osmod files more usefull and not just empty.

 

It's simpler then that, the information is there and onLoad events have to happen either way:

 

The UI will send an event when the data is ready so it's a matter of:

 

onLoadEvent setsup to listen for an event from the UI to know if it's installed or

the onLoadEvent gets data from an esp that would come with every module.

 

.osmods would have to exist either way so the UI knows what's happening but esp does have a disadvantages over .osmod in that there's a limited amount of .esps (255 I think, idk) vs endless .osmods.

Posted

.osmods would have to exist either way so the UI knows what's happening but esp does have a disadvantages over .osmod in that there's a limited amount of .esps (255 I think, idk) vs endless .osmods.

If I were going to use an SKSE file utility to hunt for files GetFormFromFile can't see, I'd probably just hunt for the OSex osplug itself.

 

Your latest code sample:

 

I'll try it when your next release hits.  I am a little concerned about the delay between event registration and UI return.  Not visible lag, but the potential for the MCM script to not unload when it normally would.  I don't know that we ever tied any CTDs to event registration or UI communication during game load.  It might have just been papyrus errors.  But, I've been wondering about it for a while and I suspect you have as well.  All we can really do is try various combinations to see if anything helps while still maintaining functionality.

 

In other news, I'm wondering if we're about to get an SKSE update.  This page of the CK Wiki was heavily modified this morning and it contains some things I haven't seen before, things that aren't yet explained:

 

http://www.creationkit.com/index.php?title=Category:Script_Objects

 

 

 

Posted

 

.osmods would have to exist either way so the UI knows what's happening but esp does have a disadvantages over .osmod in that there's a limited amount of .esps (255 I think, idk) vs endless .osmods.

If I were going to use an SKSE file utility to hunt for files GetFormFromFile can't see, I'd probably just hunt for the OSex osplug itself.

 

Your latest code sample:

 

I'll try it when your next release hits.  I am a little concerned about the delay between event registration and UI return.  Not visible lag, but the potential for the MCM script to not unload when it normally would.  I don't know that we ever tied any CTDs to event registration or UI communication during game load.  It might have just been papyrus errors.  But, I've been wondering about it for a while and I suspect you have as well.  All we can really do is try various combinations to see if anything helps while still maintaining functionality.

 

In other news, I'm wondering if we're about to get an SKSE update.  This page of the CK Wiki was heavily modified this morning and it contains some things I haven't seen before, things that aren't yet explained:

 

http://www.creationkit.com/index.php?title=Category:Script_Objects

 

 

If there is a delay which I don't think so the registration of the event could be moved into your script's init section. Based on the timing when starting I do believe that Skyrim does all it's quest stuff first an then let's the UIs happen. Actionscript is much faster then papyrus but the UI stuff winds up going off after the papyrus is loaded

 

I think events are light and wont matter much. I theorize that behind the scenes it just puts a pointer on a list and works just like a function (that gets sent to multiple places based on what's on the list, like a call back. I don't think it will be a problem but let's see. I'm almost certain it will be faster then game.GetForm since that takes a frame to output I think.

 

Curious are you able to directly search things on the CK anymore? The only way I can get anything to come up is if I type the exact script name exactly. "Actor Script" for example. I wonder what's happening there, can't really imagine what would be happening maybe it's a recovery to the issue I experience when trying to use the creation kit. The page seems to be a chart of what forms will receive functions and events from each other.

 

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

Behind the scenes in the C you can see RegisterForModEvent just puts all the properties and the name into a single property and puts in on a list: 

 

The break out of it in SKSE's C:

params.callbackName = callbackName;
g_modCallbackRegs.Register<BGSBaseAlias>(eventName, BGSBaseAlias::kTypeID, thisAlias, &params);
 
kind of just an aoe function basically.
Posted

 

Curious are you able to directly search things on the CK anymore? The only way I can get anything to come up is if I type the exact script name exactly. "Actor Script" for example. I wonder what's happening there, can't really imagine what would be happening maybe it's a recovery to the issue I experience when trying to use the creation kit. The page seems to be a chart of what forms will receive functions and events from each other.

 

 

I never search the CK wiki, because it doesn't work very well.  I just keep the page I linked in an open browser tab because it contains links to all the script object definitions.  The page was reorganized to be more legible this morning and there are a couple items there I don't remember previously seeing.

Posted

any chance i could get the 0sex 1.08 or newer? might be able to help testing if i could get that lol

 

Yeah next month.

 

Posted

 

any chance i could get the 0sex 1.08 or newer? might be able to help testing if i could get that lol

 

Yeah next month.

 

 

 

On the 1st of july was what I recall reading, Is that accurate? Or did I misunderstand what I read and that date is a release for a part of the system?

Posted

 

 

On the 1st of july was what I recall reading, Is that accurate? Or did I misunderstand what I read and that date is a release for a part of the system?

 

 

I think you're confusing a previous release which was promised on June 1.

 

That I'm aware of, no date has been promised for the next version.  IMO, It should be released when it's ready and not before.

Posted

 

 

 

On the 1st of july was what I recall reading, Is that accurate? Or did I misunderstand what I read and that date is a release for a part of the system?

 

 

I think you're confusing a previous release which was promised on June 1.

 

That I'm aware of, no date has been promised for the next version.  IMO, It should be released when it's ready and not before.

 

Agreed. Greatness can't be rushed!

 

Edit: Had a question CEO or anyone familiar with this mod. Recently decided to revert back to 1.06 while 1.08 is being ironed out. As 1.06 has been more stable and producing no crashes thus far. Course this is Skyrim. Anyhow was there a option for more girl on girl. Cause I know 1.08 had fingering.

 

Cause Terra and Sofia's relationship is blossoming if you know what I mean ;)

post-1016637-0-85365700-1467175767_thumb.jpg

Posted

Hi all! Okay total noob question: what is the name of the keymapping in the ini file? Im having a total brain memory loss here...I cant even think of how to describe it....

Posted

Hi all! Okay total noob question: what is the name of the keymapping in the ini file? Im having a total brain memory loss here...I cant even think of how to describe it....

 

You need to edit meshes/0SA/_0S/Config/key.ini

http://wiki.nexusmods.com/index.php/DirectX_Scancodes_And_How_To_Use_Them

I removed it from my signature since you wont need to do it in next release.

 

Does this work with the follower mod "Bijin Warmaidens by rxkx22" ?

 

Yes.

 

This mod works with every other npc/follower mod, don't know about creatures but humanoids do.

 

Creatures dont work since there are no animations for them. People who are interested in this kind of animations can easily make extra module for OSA. I think Leito and other animators made their animations available for public to use freely so people would just have to fill in few xml files in order to play them in OSA.

Posted

 

any chance i could get the 0sex 1.08 or newer? might be able to help testing if i could get that lol

Here you go

 

 

I wouldn't download this, because well, new account, first post, that just screams fishy. Also respect the fact that the dev only released it to certain people for testing and don't spread it around. That's not hard people.

Posted

wow man nice work realy!!

i cant understand why you drive away the idea of force sex

you could make a plugin maybe 

see those bandits sometimes you could fall across a beauty now imagine a series of interactions with your systeme where you could actually 

press her head down with force or maybe try to neutralise her with arms

Posted

wow man nice work realy!!

i cant understand why you drive away the idea of force sex

you could make a plugin maybe 

see those bandits sometimes you could fall across a beauty now imagine a series of interactions with your systeme where you could actually 

press her head down with force or maybe try to neutralise her with arms

 

You are right it can be made but CEO is not the only modder who can animate, but he is already way to busy building this mod. If you know another animator then you can suggest to them to try to make something for this mod.

 

Posted

 

 

 

 

 

Had a crazy bold idea but the more I think about it, the idea seems to become pretty reasonable and a good solution. I'm going to run it by you guys please if you have time to tell me what you think.

 

I've been messing around with different solutions to a long term data storage system for OSA that's saved into the game. There's a bunch of ways it could be done ranging from saving documents, packing data into keyword data strings, saving xml in them, using storageDLL etc. 

 

It occurred to me that at this point modding Skyrim most likely is peaked in terms of major projects and a lot of the tools made are set in stone and always going to be this way, OSA has the scale and scope to warrant a solution like this perhaps:

 

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

Plan:

 

I'm most likely going to start adding properties directly to SKSE's revised Skyrim Baseform papyrus scripts. For example actor long term stats that could be tracked i could just tack them on as properties: It would allow me to just add more properties that the scenes can apply and also that mod developers would have easy access to, and not have to use any complicated data management to get access to them.

 

I don't believe anyone has messed with these before so most likely there isn't a conflict and even if someone did it would just mean this part of the project is incompat with other mods that do the same (Which I think is none), changes could also easily be unified if an agreement was made. The changes would be additive so nothing would be effected retroactively. I would use it as an opportunity to add some properties both libido related and normal life stuff also that would just be nice to have access to in Skyrim for a few scripts. It would be super easy to manage and I think give a lot more depth to the data available to us.

 

I'd do it optional so that whatever OSA is now will work regardless without needing the enhanced scripts attached but if mod developer wants to get into the added properties they can do that also.In a sense it could all play together, let's say BBLS didn't want to use the enhanced scripts but someone wanted to make an osa arousal manager mod the arousal etc could be managed by a mod that is looking at the enhanced scripts to impact the scenes that play in BBLS which wouldn't need to have anything to do with the enhanced scripts.

 

semi-quick thought up examples to try to make my point:

 

Scriptname Actor extends ObjectReference Hidden

 

string property title auto
 
; SkyLife | Libido
bool property virgin auto
float property arousal auto
float property wetness auto
 
float property timeLastSex Auto
float property timeLastOrgasm Auto
 
equip form would get a little more in depth on some much needed stuff imo that Skyrim doesn't cover.
 
1. Slot it's equipped too if equipped
2. Specific detail on what type of clothing it is. Pants vs Skirts etc.
 
stuff like that
 

Don't really see any possible conflicts happening with this, I am kind of forcing myself into something that people avoid doing purely for compat issues but maybe it's ok considering how late game Skyrim is at the moment and that I already been complaining a lot that I can't get interest. Might be a bold but really powerful solution that opens up a lot of doors. Would reduce data management and make things very easy smooth.

 

----------

Maybe there's a major issue I'm not seeing but so far seems really good.

 

Papyrus interaction would be hyper simple:

 

Actor Fione

 

If Fione.arousal >= 50

osa.startscene()

else

Fione.arousal = 0

endif

 

 

I notice that SKSE adds a bunch of properties themselves here and there so what how much harm could adding a few more do if it makes interactivity and possibilities a lot higher?

Posted

wow man nice work realy!!

i cant understand why you drive away the idea of force sex

you could make a plugin maybe 

see those bandits sometimes you could fall across a beauty now imagine a series of interactions with your systeme where you could actually 

press her head down with force or maybe try to neutralise her with arms

 

that's for whoever is into that to make for others into that. CEO has plainly stated his groundwork is geared towards romance. Creatures and rape or otherwise non consensual acts are distasteful to me personally. Which is why the way the mod is directed now is perfect as far as my preferences are situated. But if others want to create such...go for it. Plugins abound. Just keep it optional and modulized would be my suggestion.

Posted

Did some further testing on the SKSE papyrus modifications theory. adding 25 properties to the actor script added on about 150kb to my save but could have just been some fluctuation too seems to not have much impact.

Posted

Actor Fione

 

If Fione.arousal >= 50

osa.startscene()

else Fione.arousal = 0

endif

 

 

If it's something you want to do, go for it.

 

My only other suggestion would be to finish/stabilize/release the current version first.  We can get excited and start working on new things for future builds before finishing current builds and it sometimes results in not knowing if the new thing for future builds is causing a bug or something old is causing the bug.  Not being judgmental.  I've done it myself many times.  Hell, I was the king of scope creep.

Posted

 

 

Sounds like a plan, I'm going to do it. Going with SkyLife for the project designation since it's going to mostly be dealing with enhancing actor and clothing data. Did a google search to make sure it's not some hate group or something and got this image which looked pro enough for me: (I hear your point though I'll see to that)

 

 

Community-Pad.jpg

 

 

The time commitment would be non-existant though.

 

I'm just arrogantly putting in  and marking territory for handling a mass-coordinating kind of thing by entering in a few:

 

float property newActorProperty auto

 

into some skse scripts and will leave it at that. 

Posted

Thank you Kinky! Jeezuz for the life of me I could NOT remember what that was called LOL. Ok another newb question: what numbers do I need to change so that my female char isnt always taller than the guy she is making out with. By the way CEO, Im so happy to see you continuing this! People who come to the internet just to be mean and belittle someone or the fantastic work they do is a sad, pathetic individual. Just because your real life sux doesnt make these talented mod creators your emotional toilet. AAAnyway back on topic, the scaling issue is literally the only one I have experienced, and that is so minor, Im just asking if its ok to change the numbers in the .ini for it, and what would anyone recommend. Thanks again for the awesome work you guys have done here!


 

wow man nice work realy!!

i cant understand why you drive away the idea of force sex

you could make a plugin maybe 

see those bandits sometimes you could fall across a beauty now imagine a series of interactions with your systeme where you could actually 

press her head down with force or maybe try to neutralise her with arms

 

that's for whoever is into that to make for others into that. CEO has plainly stated his groundwork is geared towards romance. Creatures and rape or otherwise non consensual acts are distasteful to me personally. Which is why the way the mod is directed now is perfect as far as my preferences are situated. But if others want to create such...go for it. Plugins abound. Just keep it optional and modulized would be my suggestion.

 

 

I agree with you nothindoin, how is rape hot?
 

Posted

Thank you Kinky! Jeezuz for the life of me I could NOT remember what that was called LOL. Ok another newb question: what numbers do I need to change so that my female char isnt always taller than the guy she is making out with. By the way CEO, Im so happy to see you continuing this! People who come to the internet just to be mean and belittle someone or the fantastic work they do is a sad, pathetic individual. Just because your real life sux doesnt make these talented mod creators your emotional toilet. AAAnyway back on topic, the scaling issue is literally the only one I have experienced, and that is so minor, Im just asking if its ok to change the numbers in the .ini for it, and what would anyone recommend. Thanks again for the awesome work you guys have done here!

 

What you are describing are scaling issues that will hopefully be fixed in next version.

Nothing you can do on your part.

 

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