a-quick-fap Posted September 21, 2015 Posted September 21, 2015 @SinPusher I do use that but it still doesn't align it properly one way or the other. What will happen is it will align almost perfect in the hand, but not the mouth when performing oral, or part of the penis will clip with the hand because of the angle the SOS UNP is at. I thought this was due to body scale, but as CE0 mentioned the SOS UNP seems to be in a different coordinate than the original SOS for males. And I would say that's due to the difference between the male and female skeleton. Maybe you can b3lisario about this and see what he might suggest. ᵴᶅὴ, I found a solution but I'm not exactly sure of the full extent of what is happening. It's giving me 100% positioning of how it is on a Male in terms of alignment. It's not the most elegant solution but it could be a lot worse. Even if this isn't quite right it shows that the possibility is relatively close for this to happen and I might be on the right path now. If you want to check it out to see how it does for you: 1. Open your UNPSoS that you use (Regular) in NifScope 2. Click the BSBehaviorGraphExtraData | BGED Node 3. In the block details below change Behavior Graph files directory from "AuxBones\SOS\SOSFemale.hkx" to "AuxBones\SOS\SOSMale.hkx" It appears this makes the female version just use the exact bone placement of the Male, it gets a decent curve to it but personally I think it looks hot and feminine. I'm able to get perfect accuracy with this just as it would be on a male, (Scaling on your version will still interfere if your dom isn't 1.03 and sub 1.0} Might not be a perfect solution but there's potential and perhaps this can lead to something very easy and straight forward. -Ceo Warning: I'm completely new to nifskope. That said, I made a duplicate of my SoS for UNP mod and ended up doing this: to both of these malegenitals files, shown here: I don't think anything happened, because I had to recheck the original "SoS for UNP" in MO for the dicks to even show up, and things are still misaligned, as shown by these two (still lovely) pictures: Does anyone know what I'm doing wrong/how I could fix this? Thanks!
klauser15 Posted September 21, 2015 Posted September 21, 2015 a question which you use your mod 're the light or standard , use skin texture unpb but but nose wing that clothes when using your mod is not removed , very good mod congratulations when the new version comes to install the nmm
CEO 0S Posted September 21, 2015 Author Posted September 21, 2015 Warning: I'm completely new to nifskope. That said, I made a duplicate of my SoS for UNP mod and ended up doing this: Capture2.PNG to both of these malegenitals files, shown here: Capture.PNG I don't think anything happened, because I had to recheck the original "SoS for UNP" in MO for the dicks to even show up, and things are still misaligned, as shown by these two (still lovely) pictures:2015-09-21_00001.jpg2015-09-21_00002.jpg Does anyone know what I'm doing wrong/how I could fix this? Thanks! In terms of the edit that we did in nifskope to make this work, yours looks right on and all that needed to be done. I would like to figure this out though as I imagine there will be interest in Futa in the next patch and want to have the path ironed out for at least this first basic set up. To clarify after your edit to nifskope they were not showing up at all but reclicking unpsos in mmo brought it back? I'm not sure how exactly how MO works in this regard but potentially a change was made just to the file itself in the Skyrim directory but not in MO's virtual file of it that it planned on installing? If it's not showing up at all after edit then that is the problem and we need to figure it out. To check you have a version of regular SoS installed also? The proportions of the misalignment looks similar to what ᵴᶅὴ was getting in their screen shot at the top of the previous page. They mentioned something about their MO profile and a problem that was causing that to occur, but wasn't entirely sure about what in that profile was causing the issue. -Ceo a question which you use your mod 're the light or standard , use skin texture unpb but but nose wing that clothes when using your mod is not removed , very good mod congratulations when the new version comes to install the nmm Klauser thanks! I am sorry can you try this question again. I can't understand what you are asking exactly.
Guest toymachine Posted September 22, 2015 Posted September 22, 2015 @a-quick-fap Create a backup of SOS UNP if you do not have a hard copy saved on your drive already. From MO/mods that is. Now, instead of making a copy of the mod itself to do this testing, just go to Mod Organizer/Mods/SOS UNP folder/Meshes and go to the malegenitalsf_0.nif and malegenitals_1.nif open it with nifskope and make the edits there. What I did was made a copy of both before editing it and placed them in another folder to test it incase it messed up so I didn't have to open the mod itself and dig them out of the archive. Doing it this way is quicker. Make sure 0SEX is above SOS and SOS UNP on the left mod list. If it's below it won't work with MCM. You can read my previous post about this.
CEO 0S Posted September 22, 2015 Author Posted September 22, 2015 which uses? SOS SOS Or LUZ?tks I just checked and light seems to have all the files needed also. Both SoS and SoS Light will work.
Feldspare Posted September 22, 2015 Posted September 22, 2015 oh please someone make this a real thing.
CEO 0S Posted September 22, 2015 Author Posted September 22, 2015 I would like to test it - but I fail because the key map does not fit to my MacBook keyboard - is there a way to configure the keys? When I want to integrate your sex animations in my mod - is there a callback (mod event) system so my mod gets notified about start / stop of the animations? Hi Zaira, Key config will most likely be in the next version, maybe all keys or partial keys but either way your problem should be fixed. What kind of events are you look for. I design this mod primarily just for my own needs but I'd be happy to include features if they help others. I'm assuming you are asking for me to send mod events at certain times. It would be helpful for me to know what events would aid you the most. Also my mod animation loops basically have "Free Papyrus Time" so anything can be done in that section of my script, if there's additional call outs you'd like made based on more specific events I can put them there and will consider anything that might be needed, let me know and I'll see what I can do about getting it included. oh please someone make this a real thing. Sorry, I can't live with it / myself if I pursued that path. With seamless, interactivity the line isn't blurred at all,and I'm already on the fence about depictions of the subject even if only vaguely interpretable. That being said I'm not judging here, it's just my personal threshold for what I feel capable and right about doing. I agree it makes a powerful effect.
prakhan Posted September 22, 2015 Posted September 22, 2015 Love all the work you been doing and the constant update /comment Big thanks I,m sure from all of us who really dig this Mod But if your looking for my Futa based suggestion see ▼
zaira Posted September 22, 2015 Posted September 22, 2015 When I want to integrate your sex animations in my mod - is there a callback (mod event) system so my mod gets notified about start / stop of the animations?What kind of events are you look for. I need only start, start failed and stopped events. And a way to start a session with specific actors via script
CEO 0S Posted September 22, 2015 Author Posted September 22, 2015 Progress on the last embrace position I'm working to get included in the update this week: Calling it Curlicue "Sub + Leg Up" from the prior embrace. I need only start, start failed and stopped events. And a way to start a session with specific actors via script I see thank you. Hopefully these are what you would need then? I'm new to this element so if this is not what you need I'll keep trying until i figure it out. SendModEvent("0SexStart") Right at the start of the event | SendModEvent("0SexEnd") Right at the end Not sure about "failed" and what to do because if the magic effect has started the script is happening and the event would be called from the magic effect. To cast Currently it would require copying or making the Magic Effect linked to my script and Spell like in my mod but the spell would have to be changed from target. It might help if I just made that version of the spell in my mod so you can just use gamegetfile to the spell and not have to link it? 0SexSpell.cast(akCaster, akTarget) / 0SexSpell.cast(Dom, Sub) Let me know if I'm close or not with these please, I'll keep trying if not. -Ceo
vram1974 Posted September 22, 2015 Posted September 22, 2015 Progress on the last embrace position I'm working to get include in the update this week: Calling it Curlicue "Sub + Leg Up" from the prior embrace. I need only start, start failed and stopped events. And a way to start a session with specific actors via script I see thank you. Hopefully these are what you would need then? I'm new to this element so if this is not what you need I'll keep trying until i figure it out. SendModEvent("0SexStart") Right at the start of the event | SendModEvent("0SexEnd") Right at the end Not sure about "failed" and what to do because if the magic effect has started the script is happening and the event would be called from the magic effect. To cast Currently it would require copying or making the Magic Effect linked to my script and Spell like in my mod but the spell would have to be changed from target. It might help if I just made that version of the spell in my mod so you can just use gamegetfile to the spell and not have to link it? 0SexSpell.cast(akCaster, akTarget) / 0SexSpell.cast(Dom, Sub) Let me know if I'm close or not with these please, I'll keep trying if not. -Ceo Looks pretty great. I'm curious what are your thoughts on polyamorous scenes? MFF?
CEO 0S Posted September 22, 2015 Author Posted September 22, 2015 Looks pretty great. I'm curious what are your thoughts on polyamorous scenes? MFF? Thanks! From a technical standpoint 0Sex can handle as many actors as needed, no problem. Logistically it becomes kind of crazy with time and effort increasing since even with just 2 the controls are complex and development takes a lot of works. If you had 2 doms let's say they could be, for controls, considered 1 entity and the Dom keys control them both in unison for example. Or you could have a modifier that toggled between which Dom you were controlling. Theoretically they could have the same intricacy of control but it would be really daunting to make an MFF scenes were both females and the male can individually be told to do different actions. If I was to make it for sanity's sake it would have to ease up on the intricacy quite a bit and, unless time was an endless resource, it would be more linear or very few paths to take and less movement choices. The last obstacle is not a problem if you're triggering the mod from a script as you can just assign actors. For the player however using a key to trigger the spell can get wonky to make a system to select 2 actors at once with the 3rd being the player. If a dialogue for example triggered the scene that would however be easy to do it's just from the player standpoint without the aid of mods. . If I was going to do it (which I most likely will play around with a little bit at some point): There would be a scene that's intended to be a launch pad into a 3 way and from this scene you can invite your follower or nearby npc into the scene. The npc would walk up and proceed to join in and you'd be put in a special web for 3 way (Which would most likely be very abbreviated) to return to the normal web you'd have to command the npc to leave the scene.
zaira Posted September 22, 2015 Posted September 22, 2015 I am happy with the events but using your spell adds a hard dependency to my mod. Sending a mod event does no tie mods together. Look into ModEvent.psc - it is possible to provide as many parameters with an event as you need. So you should add the actors to the notification events plus a tag like "oral", so another mod can react . Eg. Increasing sexual skill counters, alarming passengers, calming spectators, updating the relationship... this is why Sexlab has so many companion mods
CEO 0S Posted September 22, 2015 Author Posted September 22, 2015 Ok thanks for the help I think I see. These would be the basic fields I would be sending out: (And whatever else seems appropriate to add for functionality other mods could use.) event On0SexStart(Form Dom, Form Sub) event On0SexEnd(String 0SexReport(example)) I'm not sure how to classify the scene as a tag like oral for example since it's all tied together and a trip through my scene might result in a few different acts happening. SexReport is just an example and could be some output of how the sex went: -------------- By hard dependency meaning needing to be mastered or a problem outside of that making it hard to interact with on a developers side of things? What I mean is if it casts a spell from Game.GetFormFromFile referencing a spell built into my mod wouldn't that bypass it needing dependency similar to if I made an event that listened for a call and then cast the spell as a trigger? Thank you for the help! -Ceo Now that I think about it more if I changed my trigger (start) key to not cast the spell but send an event like you suggested then add in the trigger script for it to also listen for that even and cast the spell when it hears potentially it could pass on personality etc. when SexDentity comes into play more. So a developer could maybe modevent.pushstring(form Sub // form Dom // String "Personality") To define facial expression style and certain alternate animations etc to be played in the future.
pushto Posted September 22, 2015 Posted September 22, 2015 Could this mod possibly be another sex-related framework which other mods can be dependent upon???
zaira Posted September 22, 2015 Posted September 22, 2015 Yes, possibly- I 'll adapt Maria Eden 2.0 - because playing Sex Scenes (prostitution) are one major intention of 2.0 and this new sex animation mod seems to become a very nice alternative to sexlab.
Kain82 Posted September 22, 2015 Posted September 22, 2015 Progress on the last embrace position I'm working to get included in the update this week: Calling it Curlicue "Sub + Leg Up" from the prior embrace. I need only start, start failed and stopped events. And a way to start a session with specific actors via script I see thank you. Hopefully these are what you would need then? I'm new to this element so if this is not what you need I'll keep trying until i figure it out. SendModEvent("0SexStart") Right at the start of the event | SendModEvent("0SexEnd") Right at the end Not sure about "failed" and what to do because if the magic effect has started the script is happening and the event would be called from the magic effect. To cast Currently it would require copying or making the Magic Effect linked to my script and Spell like in my mod but the spell would have to be changed from target. It might help if I just made that version of the spell in my mod so you can just use gamegetfile to the spell and not have to link it? 0SexSpell.cast(akCaster, akTarget) / 0SexSpell.cast(Dom, Sub) Let me know if I'm close or not with these please, I'll keep trying if not. -Ceo Looks great! Keep up the great work! Edit: Can you please repost the EZ controls? I forgot them lol.
CEO 0S Posted September 22, 2015 Author Posted September 22, 2015 Looks great! Keep up the great work! Edit: Can you please repost the EZ controls? I forgot them lol. Thanks Kain! They are still there sorry, I felt the OP was too ridiculous and wanted to slim it up a bit with spoilers, maybe I'll move the installation and controls stuff back out. Open the first Spoiler under the row of 3 gifs > Open the Spoiler under > Installation And Getting Started EZ-Mode Controls is a spoiler in that group.
Kain82 Posted September 22, 2015 Posted September 22, 2015 Looks great! Keep up the great work! Edit: Can you please repost the EZ controls? I forgot them lol. Thanks Kain! They are still there sorry, I felt the OP was too ridiculous and wanted to slim it up a bit with spoilers, maybe I'll move the installation and controls stuff back out. Open the first Spoiler under the row of 3 gifs > Open the Spoiler under > Installation And Getting Started EZ-Mode Controls is a spoiler in that group. Oh okay. I don't know how I missed that, thanks!
a-quick-fap Posted September 22, 2015 Posted September 22, 2015 @a-quick-fap Create a backup of SOS UNP if you do not have a hard copy saved on your drive already. From MO/mods that is. Now, instead of making a copy of the mod itself to do this testing, just go to Mod Organizer/Mods/SOS UNP folder/Meshes and go to the malegenitalsf_0.nif and malegenitals_1.nif open it with nifskope and make the edits there. What I did was made a copy of both before editing it and placed them in another folder to test it incase it messed up so I didn't have to open the mod itself and dig them out of the archive. Doing it this way is quicker. Make sure 0SEX is above SOS and SOS UNP on the left mod list. If it's below it won't work with MCM. You can read my previous post about this. Thank you, it worked. Not sure, but I think the problem was with MO being confused with two mods that had the same ESP. That was dumb of me. EDIT: Aaaaand nevermind.
Kain82 Posted September 23, 2015 Posted September 23, 2015 can i install it along with sexlab? Yes, yes you can.
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