nt95 Posted July 11, 2016 Posted July 11, 2016 Takes a few minutes to get used to the separate OSA and OSex menus but it all looks really good. Question ... is there still a way in this version to not have the penis change size? Previously there was a .ini setting to keep this from happening but I can't find it now.
SeveN085 Posted July 12, 2016 Posted July 12, 2016 Is there any new stuff in 1.084C like new animations? Or is it just less buggy version? Also looks like this problem : Thanks for the new version, CEO. You may already be on top of it, but I thought I should say I've noticed the same problem I think SeveN085 seems to be having. For me there are three animations with the sub on her back and the dom kneeling between her legs where the speed up/slow down thrusting has no effect - it will always stay at the starting speed. There is also a freeze of a second or two where both actors remain completely still when either switching to or from any of these three animations. According to the menu (brought up with Num Enter) the animations are called: Expanse, Under Grip | Sex, Heavy Thrusts Scrunchie, Ankles Up and Out | Sex, Heavy Thrusts Flying V | Sex, Heavy Thrusts This is happening in 1.082 and was also in the previous 1.081 version. Hopefully that's of some use. Everything else I've tried out so far has been excellent. Thanks. wasn't fixed. Changing thrust speed still has no effect in those 3 animations.
Kinky Posted July 12, 2016 Posted July 12, 2016 Takes a few minutes to get used to the separate OSA and OSex menus but it all looks really good. Question ... is there still a way in this version to not have the penis change size? Previously there was a .ini setting to keep this from happening but I can't find it now. Look here. Not much new in 0sex this time, most of the focus was on separating the 2 and making API for OSA. What you discribe isnt really something that needs fixing, more like something that needs to be created. When all the hard part is done with API then CEO will be free to animate more.
SeveN085 Posted July 12, 2016 Posted July 12, 2016 Not much new in 0sex this time, most of the focus was on separating the 2 and making API for OSA. What you discribe isnt really something that needs fixing, more like something that needs to be created. When all the hard part is done with API then CEO will be free to animate more. Ah fine, what about the plugins? On the tumblr it says "in the upcoming weeks" for months now and from what I read here before, I thought the animations for them are basically done and they would be released along with new version. I guess they will be released along with the "offical" new version on nexus ?
Kinky Posted July 12, 2016 Posted July 12, 2016 Not much new in 0sex this time, most of the focus was on separating the 2 and making API for OSA. What you discribe isnt really something that needs fixing, more like something that needs to be created. When all the hard part is done with API then CEO will be free to animate more. Ah fine, what about the plugins? On the tumblr it says "in the upcoming weeks" for months now and from what I read here before, I thought the animations for them are basically done and they would be released along with new version. I guess they will be released along with the "offical" new version on nexus ? As i mentioned earlier CEO is really busy with API and development of OSA. Beside that he created all documentation on tumblr and images. All of those takes a lot of time and he is only one person so you will have to understand if things are not completed fast. OSA was released when he felt it is ready also plugins and new animations will be released the same way. If he wasnt so busy even i would annoy him to finish the animation he promised to make for me but he is working on more important things at the moment.
Khlas Posted July 12, 2016 Posted July 12, 2016 G'day CEO, Due to recent events, and the fact that I am LL's resident queer animator, I have to ask: A) Do you have a EULA/ToU as to what can and cannot be used in a module? B ) Are you adverse to me making a gay oriented module (assuming that there is a way to set gender)? Hi Tweens, A. You can animate any thing you want for OSA, I have a brief ToU but it doesn't really relate to developers much, I'll post this on the OP thanks for reminding me: OSA rules: ------------------------------------- 1. The actionscript that I wrote in OSA.swf can not be used, in other games, other products, unless it's something I released. 2. Refering only to the XML text documents meant to hold the data that OSA uses, for persona documents, expression documents, etc.: These must be released as open resources that can be distributed without permission, but credit of course would be nice. I'd like OSA enthusiasts to freely be able to use these documents without having to gather permission, so progress can be accumulative. This doesn't refer to hard assets like sounds, animations, only the XML documents made for OSA to read. 3. Child characters or short races are the only exception to content, I've put walls in place to prevent them from being used as much as possible and I don't want work arounds to this, I put them there for a reason. This effects scenes regardless of intention, it's not worth the risk to me to make exceptions on this. ----------------------------------------- B. I am not adverse to it at all, I would love it if you did that. I find if you stick a female in a male animation they look generally ok but the same isn't true the other way around, OSex can semi cover FF interactions due to this but is really lacking in terms of nicely depicting male + male encounters. I hope you do, that would be great! Sexlab animations will go directly into OSex (if the actors are positioned in 3DS exactly as you want them in Skyrim, with no offsetting.) so that should be straight forward but if you want seamless you'll have to animate the transitions. You can use whatever genders, combinations, pretty much anything you want can happen. I'll explain more on this with documentation soon but the DemoModule might be enough to get started and have a feel for things by overwriting animations, and starting to change around the xml text. --------------- I'll explain some of the module options for aheads up, to show what you can do. Module's have one module.xml file which holds global settings for the module: (From OSex for example:) <init cmd="sortactors" bygender="1"/> ;<init>s are run when a module starts, this one tells the engine to prioritize certain genders into certain animation roles. Without this it would just leave the actors as they were input <modify cmd="bodyScale" actor="0" bodyscale0="1.03" bodyscale1="1.03"/> <modify cmd="bodyScale" actor="1" bodyscale0="1.0" bodyscale1="1.0" /> <modify cmd="ogentleman" actor="0" shaft0="1.75" shaft1="1.75" scrotum0="1.5" scrotum1="1.5"/> <modifies> are also run at the start, these are setting the body scale of my actors, to 1.03, 1.0 and setting the male anatomy size of the DOM actor. All of these are optional, you don't have to control scale, or sort actors but these are some examples of things that are there if they suit your project. The scaling changes I do are to ensure perfect alignment but it's not a module requirement to use. Lastly if you do give it a go, feel free to ask me any questions, I believe it is fairly simple and very quick to implement scenes but there's a lot of things they can do and ways they can be customized so it can overwhelming. I'm here if you need any help. Wow..... that was......unexpected, I must admit. I wasn't expecting such an invitation. Thank you. I am already animating with transitions. I have all of my scenes timed so that they play beginning to end. I animate in Blender; but nonetheless, all alignments are in the animations. No offsets. There are videos on my download page if you are interested in my style of animating and can stomach it... There are quite a few aspects of this mod that I find.... interesting. The ability to set expressions being one of the biggest. From your example, I should be able to figure out what is what (I had no trouble understanding it); but there is definitely going to be a learning curve. I am finishing up an animation, atm; so I will be downloading OSA and OSex (example) in the next couple of days and give it a whirl. So you agree with my suggestion I made a few months ago? So cool!
CEO 0S Posted July 12, 2016 Author Posted July 12, 2016 Tweens, I just wanted to say your animations and project are awesome. I very much hope that you do take this on and anything I can do to help or explain just let me know. One wall you might hit is that the icons themselves have to be compiled into the SWF. I have hundreds available but a good chunk of them are based around OSex, and a majority of those are based around moving the female actor hence are dominantly depicting motions of the female body. In the meantime if nothing is suiting the motions you are looking for, just placeholdering them or leaving them blank might be the best bet just for now. Also if you know an illustrator or can illustrate i can give you my button template to make icons, but I'd have to implement them into the swf. (They are adobe illustrator vector based illustrations, to keep them crisp and small in file size.) I am taking Boo's suggestion and making a pure text based style of menu with no icons, but I am also adding to the icons constantly, and bad girls of Skyrim plugin focus more on moving the male so I think this will sort itself out in time. When I do release other styles of nav menu's if they would suit your purpose better it will be relatively straight forward to fix by changing <nav style="NP1"> to <nav style="OtherMenu">
jennievm Posted July 12, 2016 Posted July 12, 2016 Im so glad you're back on track and things are finally going well again and people are starting to use and develope for the framework. I knew it was just gonna be a issue of making people aware. Just a question tho is there a alternative download link for the ova and osex the newest versions ? as everytime i download they are corrupt.
boo Posted July 12, 2016 Posted July 12, 2016 Hey CEO, do you have any policies on people modifying your anims?
Kinky Posted July 12, 2016 Posted July 12, 2016 Hey CEO, do you have any policies on people modifying your anims? Check here under permissions.
HerefortheBoobs1 Posted July 12, 2016 Posted July 12, 2016 Maybe I'm just too dumb to find it, but how do I control 2 npcs in OSex ? I figured out how to select two actors, assign their roles and start the scene (they are embracing) but I have no clue how to go from there and make them do anything, as the usual menu structure doesn't pop up like when my playercharacter engages with an npc. Or is this feature not fully implemented yet and therefore won't work ?
lorren451 Posted July 12, 2016 Posted July 12, 2016 First post but I just wanted to bring up a possible bug that I first saw in either 1.081 or 1.082 and has carried over to 1.084c. I'm not sure this is on my end or if it's actually a bug in OSex. The two finger animation does not produce any sound or expression changes though the other two animations, using the mouth and one finger both have sound and expressions. The rub animation also has sound and expression changes so I'm thinking it might be just the one animation for me, at least. Very immersive mod for using with spouses/lovers in game though if it could be tied to Beeing Female that would be awesome. (I've looked at your documentation and the lines of code needed for output for Beeing Female but I haven't coded forever nor have I studied xml formats though I'm positive I could learn it quickly. And I think I should move any more questions about this to the OSA thread since that would be where this type of question should go.)
Changer Posted July 12, 2016 Posted July 12, 2016 i have a problem with undress animations: with the option "HIDE UNWORN ESG NAVIGATION" checked, i only get to choose to unequip weapons and armor, but not underwear. Background: i set up the esg.xml file correctly with my biped slots. in OSA settings (INSPECT SELF/EQUIPMENT) all worn items are shown and can be equiped and unequiped correctly. in 0Sex settings (EQUIPMENT) also all worn items are shown and can be equiped and unequipeed correctly. if i uncheck "HIDE UNWORN ESG NAVIGATION" i get all options of cause and i can unequip all items correctly. is that something on my end? is that a bug? Is the function not fully implemented yet?
Kinky Posted July 12, 2016 Posted July 12, 2016 Please post anything related to OSA in OSA topic. Maybe I'm just too dumb to find it, but how do I control 2 npcs in OSex ? I figured out how to select two actors, assign their roles and start the scene (they are embracing) but I have no clue how to go from there and make them do anything, as the usual menu structure doesn't pop up like when my playercharacter engages with an npc. Or is this feature not fully implemented yet and therefore won't work ? Press inspect key on one of the actors (close major menu first) and then observe them. First post but I just wanted to bring up a possible bug that I first saw in either 1.081 or 1.082 and has carried over to 1.084c. I'm not sure this is on my end or if it's actually a bug in OSex. The two finger animation does not produce any sound or expression changes though the other two animations, using the mouth and one finger both have sound and expressions. The rub animation also has sound and expression changes so I'm thinking it might be just the one animation for me, at least. Very immersive mod for using with spouses/lovers in game though if it could be tied to Beeing Female that would be awesome. (I've looked at your documentation and the lines of code needed for output for Beeing Female but I haven't coded forever nor have I studied xml formats though I'm positive I could learn it quickly. And I think I should move any more questions about this to the OSA thread since that would be where this type of question should go.) Thanks for report about that animation. i have a problem with undress animations: with the option "HIDE UNWORN ESG NAVIGATION" checked, i only get to choose to unequip weapons and armor, but not underwear. Background: i set up the esg.xml file correctly with my biped slots. in OSA settings (INSPECT SELF/EQUIPMENT) all worn items are shown and can be equiped and unequiped correctly. in 0Sex settings (EQUIPMENT) also all worn items are shown and can be equiped and unequipeed correctly. if i uncheck "HIDE UNWORN ESG NAVIGATION" i get all options of cause and i can unequip all items correctly. is that something on my end? is that a bug? Is the function not fully implemented yet? You will only get the option to play undress animation for item that has undress animation. Not all items have undress animations created specificaly for them. HIDE UNWORN ESG NAVIGATION - will hide slots from showing up in esg menu if there is no item equipped to that slot. For example for Lydia wearing elven armor set i had slot 61 shown. Nothing is really equipped in that slot. Skyrim slot 61 says fx01. It doesnt really make sense to show that slot in the menu since you cant unequip anything from it so this option hides it from the menus.
hornedhaner Posted July 12, 2016 Posted July 12, 2016 Does the new OSex version allow for saving your game yet? 0.81 doesn't seem to let me load saves I make after using OSex. If I use Osex on an untouched save, make a new save and quit, and then reload the "touched" save it won't load. Just wondering if that's changed with the July update.
Kinky Posted July 12, 2016 Posted July 12, 2016 Does the new OSex version allow for saving your game yet? 0.81 doesn't seem to let me load saves I make after using OSex. If I use Osex on an untouched save, make a new save and quit, and then reload the "touched" save it won't load. Just wondering if that's changed with the July update. Even old Osex version allowed you to load the game after saving it. Problem is Skyrim seems to have some issues when you have a lot of installed animations and some scripted mods that affect actors on load. This results in strange CTD that meh321 is trying to solve in his Crash Fixes mod. He called it FootIk error. Not everyone gets this error/CTD. If you keep trying to load the save it will load eventualy. But if you want to make sure that it will load the first time without crashing then you can bypass footIk error from happening. 1. on skyrim main menu open console by pressing tilde key 2. type in coc riverwood and press enter 3. when riverwood loads press esc and load the game you wanted to load that was crashing earlier. Other then FootIk error it seems that any other on load crash from 1.081 is now fixed.
shadowuser0723 Posted July 12, 2016 Posted July 12, 2016 hey CE0 and the rest of the OSA team, hope you dont mind but i made a post in the nexus page of OSEX telling them about the 1.084C version of this mod and the new OSA with the purpose of atracting as many testers and probably modders as posible, if you guys do mind then ill go and delete the comment myself, no biggie. Also i got a little doubt, is the Foot ik error still a thing with this version?
marcob3 Posted July 12, 2016 Posted July 12, 2016 where i can find a detailed map of the aviable positions and their progression of this last relase of the mod? i saw one on tumblr but it seems related to an old version of the mod i press the short cut button listed there they dont work
hornedhaner Posted July 12, 2016 Posted July 12, 2016 Does the new OSex version allow for saving your game yet? 0.81 doesn't seem to let me load saves I make after using OSex. If I use Osex on an untouched save, make a new save and quit, and then reload the "touched" save it won't load. Just wondering if that's changed with the July update. Even old Osex version allowed you to load the game after saving it. Problem is Skyrim seems to have some issues when you have a lot of installed animations and some scripted mods that affect actors on load. This results in strange CTD that meh321 is trying to solve in his Crash Fixes mod. He called it FootIk error. Not everyone gets this error/CTD. If you keep trying to load the save it will load eventualy. But if you want to make sure that it will load the first time without crashing then you can bypass footIk error from happening. 1. on skyrim main menu open console by pressing tilde key 2. type in coc riverwood and press enter 3. when riverwood loads press esc and load the game you wanted to load that was crashing earlier. Other then FootIk error it seems that any other on load crash from 1.081 is now fixed. That's helpful. Thanks.
Kinky Posted July 12, 2016 Posted July 12, 2016 hey CE0 and the rest of the OSA team, hope you dont mind but i made a post in the nexus page of OSEX telling them about the 1.084C version of this mod and the new OSA with the purpose of atracting as many testers and probably modders as posible, if you guys do mind then ill go and delete the comment myself, no biggie. Also i got a little doubt, is the Foot ik error still a thing with this version? Its not trouble that they know. They will get new version soon anyway, and spreading the word is good thing so thanks for that. FootIk error is a thing on its own and doesnt depend if you have Osex or not. I got this error once on lightly modded vanilla game with 211 animations and didnt have OSA or OSex installed. More animations only seems to increase the chance of it happening and Osex has arround 1000 animations. But as i mentioned above this error can be bypassed and if you load your game successfully it wont happen again unless you close the skyrim or go back to main menu. FootIk error is something that meh321 in his Crash Fixes mod will have to solve, and not something CEO has to solve or can solve.
allfather123 Posted July 12, 2016 Posted July 12, 2016 Does the new OSex version allow for saving your game yet? 0.81 doesn't seem to let me load saves I make after using OSex. If I use Osex on an untouched save, make a new save and quit, and then reload the "touched" save it won't load. Just wondering if that's changed with the July update. Even old Osex version allowed you to load the game after saving it. Problem is Skyrim seems to have some issues when you have a lot of installed animations and some scripted mods that affect actors on load. This results in strange CTD that meh321 is trying to solve in his Crash Fixes mod. He called it FootIk error. Not everyone gets this error/CTD. If you keep trying to load the save it will load eventualy. But if you want to make sure that it will load the first time without crashing then you can bypass footIk error from happening. 1. on skyrim main menu open console by pressing tilde key 2. type in coc riverwood and press enter 3. when riverwood loads press esc and load the game you wanted to load that was crashing earlier. Other then FootIk error it seems that any other on load crash from 1.081 is now fixed. Yeah, I figured out a while back that if I always leave a saved game, right after the character customizing, I can load it pretty quickly cause he's still in the prisoner cell of "Alternate Start" mod and then load my official save with no CTD. Doing that solves the black body high res glitch on the PC as well, most of the time.
shadowuser0723 Posted July 12, 2016 Posted July 12, 2016 hey CE0 and the rest of the OSA team, hope you dont mind but i made a post in the nexus page of OSEX telling them about the 1.084C version of this mod and the new OSA with the purpose of atracting as many testers and probably modders as posible, if you guys do mind then ill go and delete the comment myself, no biggie. Also i got a little doubt, is the Foot ik error still a thing with this version? Its not trouble that they know. They will get new version soon anyway, and spreading the word is good thing so thanks for that. FootIk error is a thing on its own and doesnt depend if you have Osex or not. I got this error once on lightly modded vanilla game with 211 animations and didnt have OSA or OSex installed. More animations only seems to increase the chance of it happening and Osex has arround 1000 animations. But as i mentioned above this error can be bypassed and if you load your game successfully it wont happen again unless you close the skyrim or go back to main menu. FootIk error is something that meh321 in his Crash Fixes mod will have to solve, and not something CEO has to solve or can solve. Oh ok good to know, i thought the foot ik thingy was only related to the excesive amount of animations inside a game, in mine it happened after my added animations went far from 1000, so its kind of like a russian roullete then?
Tweens Posted July 12, 2016 Posted July 12, 2016 Tweens, I just wanted to say your animations and project are awesome. I very much hope that you do take this on and anything I can do to help or explain just let me know. One wall you might hit is that the icons themselves have to be compiled into the SWF. I have hundreds available but a good chunk of them are based around OSex, and a majority of those are based around moving the female actor hence are dominantly depicting motions of the female body. In the meantime if nothing is suiting the motions you are looking for, just placeholdering them or leaving them blank might be the best bet just for now. Also if you know an illustrator or can illustrate i can give you my button template to make icons, but I'd have to implement them into the swf. (They are adobe illustrator vector based illustrations, to keep them crisp and small in file size.) I am taking Boo's suggestion and making a pure text based style of menu with no icons, but I am also adding to the icons constantly, and bad girls of Skyrim plugin focus more on moving the male so I think this will sort itself out in time. When I do release other styles of nav menu's if they would suit your purpose better it will be relatively straight forward to fix by changing <nav style="NP1"> to <nav style="OtherMenu"> Thank you, CEO; that is quite the compliment, coming from you. It is going to be a while before I can really dig into this; so there is no rush. As the only gay animator, I am focusing on making some more animations, so that there is a bit more variety. I have 3 that are about to be released (still working on one); but I want to make 5-10 more. Working in Blender is a bit trickier than 3DS and so takes longer. I recently came into possession of 3DS so I am thinking of transitioning to it for a faster work-flow. But I will have to build my own rig (as I did in Blender <groan>), so I will be learning 3DS and Havok from the ground up. Time..... it's always time...... I have also had a recent change in life that has interfered with my ability to concentrate. Time is making that easier. Text based menu would be great since you are already working on it. Once I am comfortable with the number of animations that I have, then I can see where you have gone with this. Maybe there will be some icons of which I can make use. Plus it will give you time to get the bugs worked out, adding the planned content, and getting the documentation done. I just wanted to be sure that you wouldn't have a problem with my considered use of your mod before I invested any time analyzing it. Great idea; incredible mod. I can see alot of potential here. We share the drive to have animations that look fluid and precise..... just from opposite sides of the fence. Actually, thinking about it, I do have a question. Is there SoS control? My animations utilize the SoS functionality (although I would love it if the transitions could be made fluid). I am also thinking about animating the Shlong if/when I switch to 3DS. The only problem is writing the behavior file. I presume that Havok can do that. I was able to get a shlong animation to play in game, (but it was distorted due to Blender's export) by manually adding it to the SoSMaleBehavior.hkx; so I do know it is possible. But the basic bend up/bend down functionality would be very important. This is one heck of a project; and I, for one, salute you!
Kinky Posted July 12, 2016 Posted July 12, 2016 Oh ok good to know, i thought the foot ik thingy was only related to the excesive amount of animations inside a game, in mine it happened after my added animations went far from 1000, so its kind of like a russian roullete then? Exactly its so random. That is why its difficult to figure out why it happens. During testing of OSA and Osex 1.084 we had multiple theories about what could be causing it. Then each of those theories were proven incorrect coz it happened again after removing everything we thought is causing it. Only solution for now is to bypass it or try your luck and load the game eventualy.
robinaholic Posted July 12, 2016 Posted July 12, 2016 How do you select your own character in the OSEX module.. i can choose my partner with the crosshair, but i can't choose my own character
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