adaxnaw24 Posted August 4, 2016 Posted August 4, 2016 Hey guys, I was just wondering if wizard sex is now available? I saw shinji on youtube use it. It looks awesome. Tnx! Unfortunately not, I can't wait myself!
migal130 Posted August 4, 2016 Posted August 4, 2016 Going from ~8MB to ~12MB between saves, then a few saves later it's ~20MB. So way more than normal. Would you happen to remember the approximate number of OSex scenes you ran during a gaming session when your save bloated so much? Also, are you starting OSex with a hotkey, or Amorous Adventures?
migal130 Posted August 4, 2016 Posted August 4, 2016 Howdey. I just got version J from C, but it seems that each time I update, the UI keeps shifting left. Now with J the left side of the screen UI is shifted off the screen. Any help would be great, thanks. Have you happened to change your ENB settings recently? For example, were you using ENB before, but stopped using it, or vice versa? Or, were you using one ENB graphics mod, but switched to another one?
Kinky Posted August 4, 2016 Posted August 4, 2016 Hello, I have super fuicking basic question - How am I meant to interact with anything? 1st time user, on my keyboard I press FNCT+Enter and 5 white circles pop up in the bottom right, bootom of which appears to be exit. Ho do I interact with these circles? The mouse doesnt do anything, WASD or arrows dont click it. AM I missing something obvious or is my personal setup behaving badly? Check my signature. Its sexy and Pipdude likes it.
zaig Posted August 4, 2016 Posted August 4, 2016 Version 1.08 J interferes with "simply knock" and (with simply knock deactivated) when I start the action it crashes my game with a runtime error message ....do you guys use it ?
Mantissa Posted August 4, 2016 Posted August 4, 2016 Version 1.08 J interferes with "simply knock" and (with simply knock deactivated) when I start the action it crashes my game with a runtime error message ....do you guys use it ? Using simply knock and having no issues or crashes, so how's it interfere with it?
zaig Posted August 4, 2016 Posted August 4, 2016 Version 1.08 J interferes with "simply knock" and (with simply knock deactivated) when I start the action it crashes my game with a runtime error message ....do you guys use it ? Using simply knock and having no issues or crashes, so how's it interfere with it? When I install OSA it asks for overwriting some files ..... if I overwrite those files, simply knock will not work, and other way around
Carida Posted August 4, 2016 Posted August 4, 2016 Version 1.08 J interferes with "simply knock" and (with simply knock deactivated) when I start the action it crashes my game with a runtime error message ....do you guys use it ? Using simply knock and having no issues or crashes, so how's it interfere with it? When I install OSA it asks for overwriting some files ..... if I overwrite those files, simply knock will not work, and other way around If you happen to have sexlab installed. Make sure you use the storage utility from sexlab as it is always the more recent. Also allow campfire and to overwrite OSA as well. And it will work fine. I happen to use simply knock and there is no conflict between the two. They have no files that they share. So I am sure that's not your issue. If you do have campire though and sexlab there is a small conflict there. Just let campire and sexlab overwrite the files in OSA and everything will work fine. I have been using all four mods for quite some time with no issues. -C
Bif_Mandrake Posted August 4, 2016 Posted August 4, 2016 Version 1.08 J interferes with "simply knock" and (with simply knock deactivated) when I start the action it crashes my game with a runtime error message ....do you guys use it ? Using simply knock and having no issues or crashes, so how's it interfere with it? When I install OSA it asks for overwriting some files ..... if I overwrite those files, simply knock will not work, and other way around Are you using a mod organizer? I'm using MO, and found that in my left pane I had to move Simply Knock below OSEX to get the "knocking" option to work again. With Simply Knock above OSEX, my character would just open any door I went to. Now it's been moved below both mods work absolutely fine.
Mantissa Posted August 5, 2016 Posted August 5, 2016 I have enjoyed this mod very much, but there are a few specific issues I have noticed which I couldn't find in this thread Despite OSA being actionscript, osex can have impact on fps during a scene, the fps drop remains after the scene has finished. (gtx970) Sometimes there's a short delay between switching animations and the scene comes to a temporarily halt before it animates. Has anyone perhaps noticed this? I hope to make some osex plugin in the future. It seems that either one of these buttons causes the drop in my fps: "Page Up", "Page Dn" and "Home", which happens to be Num. 7. Pressing such a key once more will bring back my normal fps, this is a weird issue and not related to OSex. I might have to use other key bindings..
Kinky Posted August 5, 2016 Posted August 5, 2016 I have enjoyed this mod very much, but there are a few specific issues I have noticed which I couldn't find in this thread Despite OSA being actionscript, osex can have impact on fps during a scene, the fps drop remains after the scene has finished. (gtx970) Sometimes there's a short delay between switching animations and the scene comes to a temporarily halt before it animates. Has anyone perhaps noticed this? I hope to make some osex plugin in the future. It seems that either one of these buttons causes the drop in my fps: "Page Up", "Page Dn" and "Home", which happens to be Num. 7. Pressing such a key once more will bring back my normal fps, this is a weird issue and not related to OSex. I might have to use other key bindings.. Check your enblocal.ini There is FPS limiter key bind that will affect your FPS. This is not OSA issue.
Benja Posted August 5, 2016 Posted August 5, 2016 Shift + home is the frame limiter according to http://enbdev.com/doc_skyrim_input_en.htm
Kernel39 Posted August 5, 2016 Posted August 5, 2016 Scat/pee animations?No Shame, my female Skyrim characters are all scat whores.
Krag Posted August 5, 2016 Posted August 5, 2016 Can I initiate 0Sex between two npcs? Figured it out, I had to use the library menu. Also, this is more related to OSA than 0Sex but I'll ask anyway. Can I create a persona or is it not finished yet? I can't seem to find documentation on it and my character's persona menu is simply empty.
Alan47 Posted August 5, 2016 Posted August 5, 2016 Hi CEO, I downloaded OSA and 0Sex yesterday and took it for a spin in my Skyrim. First of all, as a software developer, I have to express my respect for your work and your contributions to the Skyrim community. Thanks a lot! To help you with the further development of OSA and 0Sex, here are some issues I've had with it: I was trying really hard to do it but I just wasn't able to figure out how to start a 0Sex-Scene that includes the player character. I was able to start one with two NPCs, no problem at all, but no chance with the player character. Maybe I missed some control element on the UI? The user feedback on the UI is not always optimal yet. For example, I selected "random position/animation" in the menu and hit the "accept" key, but nothing happened. So I hit that "accept" key several times. What I had not realized was that the engine was just waiting for the current animation cycle to end in order to transition character positions. The result was that the game had now so many "random position" commands queued up that my characters were wildly cycling through positions. It was not always completely clear for me if my keyboard input are going to control the right (main) or the left (actor) menu. Is there any chance to get all commands/controls/options into ONE menu? That would make things a lot easier to handle. I sometimes had problems to reach the option I wanted with the keyboard. Is there any chance at all to make the menu work with mouse input? I know that's complex, but it would improve the usability a lot, especially since you are already nicely displaying so many options on the UI. Is there a way to tell the involved actors of a scene to move somewhere else, e.g. a bed? In my case, there was a lot of clipping at the spot where the scene took place because of objects in the game environment. You mentioned somewhere in the documentation that you can't use the WASD keys because player controls are usually mapped to these keys. Well... it's nice that one can potentially move the player character around even while an OSA scene is running, but from my point of view I would usually not even WANT to control my player character during an OSA scene. I want to control the scene, and maybe the camera, but nothing else really. Maybe you could implement a control mode that is more "focused" on the OSA scene control, instead of preserving player character controls? Again, thanks for your great work!
lucaxs Posted August 5, 2016 Posted August 5, 2016 Hi CEO, I downloaded OSA and 0Sex yesterday and took it for a spin in my Skyrim. First of all, as a software developer, I have to express my respect for your work and your contributions to the Skyrim community. Thanks a lot! To help you with the further development of OSA and 0Sex, here are some issues I've had with it: I was trying really hard to do it but I just wasn't able to figure out how to start a 0Sex-Scene that includes the player character. I was able to start one with two NPCs, no problem at all, but no chance with the player character. Maybe I missed some control element on the UI? The user feedback on the UI is not always optimal yet. For example, I selected "random position/animation" in the menu and hit the "accept" key, but nothing happened. So I hit that "accept" key several times. What I had not realized was that the engine was just waiting for the current animation cycle to end in order to transition character positions. The result was that the game had now so many "random position" commands queued up that my characters were wildly cycling through positions. It was not always completely clear for me if my keyboard input are going to control the right (main) or the left (actor) menu. Is there any chance to get all commands/controls/options into ONE menu? That would make things a lot easier to handle. I sometimes had problems to reach the option I wanted with the keyboard. Is there any chance at all to make the menu work with mouse input? I know that's complex, but it would improve the usability a lot, especially since you are already nicely displaying so many options on the UI. Is there a way to tell the involved actors of a scene to move somewhere else, e.g. a bed? In my case, there was a lot of clipping at the spot where the scene took place because of objects in the game environment. You mentioned somewhere in the documentation that you can't use the WASD keys because player controls are usually mapped to these keys. Well... it's nice that one can potentially move the player character around even while an OSA scene is running, but from my point of view I would usually not even WANT to control my player character during an OSA scene. I want to control the scene, and maybe the camera, but nothing else really. Maybe you could implement a control mode that is more "focused" on the OSA scene control, instead of preserving player character controls? Again, thanks for your great work! To start a scene with the player character, you have to first use the 'inspect' menu and then you can select your character.
J.O.D. Posted August 5, 2016 Posted August 5, 2016 Hmm... I just target the NPC with crosshair and press a key I have bound in the menu - and PC in in the scene automatically. To start a scene with the player character, you have to first use the 'inspect' menu and then you can select your character.
migal130 Posted August 5, 2016 Posted August 5, 2016 Hmm... I just target the NPC with crosshair and press a key I have bound in the menu - and PC in in the scene automatically. To start a scene with the player character, you have to first use the 'inspect' menu and then you can select your character. Yep. It's that easy. You just bind OSex to a hotkey, then point at an NPC and press the hotkey.
Kinky Posted August 5, 2016 Posted August 5, 2016 Migal and lucas are explaining 2 different things. Its possible to start PC/NPC scene 2 ways: - add actors to the list then use them to start a scene (inspect menu) This is mostly used for NPC on NPC and multi actor scene. - use major menu to bind module to hotkey then just use that hotkey on any npc you want (Easiest way to start PC/NPC scene).
jinx_60 Posted August 5, 2016 Posted August 5, 2016 If you happen to have sexlab installed. Make sure you use the storage utility from sexlab as it is always the more recent. Also allow campfire and to overwrite OSA as well. And it will work fine. I happen to use simply knock and there is no conflict between the two. They have no files that they share. So I am sure that's not your issue. If you do have campire though and sexlab there is a small conflict there. Just let campire and sexlab overwrite the files in OSA and everything will work fine. I have been using all four mods for quite some time with no issues. -C Actually that's not true. Simply Knock comes packaged with StorageUtil.dll, JsonUtil.psc and JsonUtil.pex which are overwritten by OSA - Skyrim Ascendancy Engine. These files, while having the same name, obviously do not contain the exact same data, because using the ones packaged with OSA will break Simply Knock. I'm not sure if the reverse is true, I haven't tested OSA very much since fixing Simply Knock by moving it to a higher MO priority.
Kinky Posted August 5, 2016 Posted August 5, 2016 If you happen to have sexlab installed. Make sure you use the storage utility from sexlab as it is always the more recent. Also allow campfire and to overwrite OSA as well. And it will work fine. I happen to use simply knock and there is no conflict between the two. They have no files that they share. So I am sure that's not your issue. If you do have campire though and sexlab there is a small conflict there. Just let campire and sexlab overwrite the files in OSA and everything will work fine. I have been using all four mods for quite some time with no issues. -C Actually that's not true. Simply Knock comes packaged with StorageUtil.dll, JsonUtil.psc and JsonUtil.pex which are overwritten by OSA - Skyrim Ascendancy Engine. These files, while having the same name, obviously do not contain the exact same data, because using the ones packaged with OSA will break Simply Knock. I'm not sure if the reverse is true, I haven't tested OSA very much since fixing Simply Knock by moving it to a higher MO priority. Wrong! Carida was correct. Except they do have some shared files. Files from OSA can overwrite the ones from SimplyKnock without any issues. (just tested it) They will not break SimplyKnock also they are possibly exactly the same files. Sexlab always has newest papyrusutil and should be installed last and overwrite any mod that includes their own. Mod Organizer can suggest that you put SimplyKnock after OSA but that doesnt mean anything will be broken if you don't.
CEO 0S Posted August 5, 2016 Author Posted August 5, 2016 Hi CEO, I downloaded OSA and 0Sex yesterday and took it for a spin in my Skyrim. First of all, as a software developer, I have to express my respect for your work and your contributions to the Skyrim community. Thanks a lot! To help you with the further development of OSA and 0Sex, here are some issues I've had with it: I was trying really hard to do it but I just wasn't able to figure out how to start a 0Sex-Scene that includes the player character. I was able to start one with two NPCs, no problem at all, but no chance with the player character. Maybe I missed some control element on the UI? The user feedback on the UI is not always optimal yet. For example, I selected "random position/animation" in the menu and hit the "accept" key, but nothing happened. So I hit that "accept" key several times. What I had not realized was that the engine was just waiting for the current animation cycle to end in order to transition character positions. The result was that the game had now so many "random position" commands queued up that my characters were wildly cycling through positions. It was not always completely clear for me if my keyboard input are going to control the right (main) or the left (actor) menu. Is there any chance to get all commands/controls/options into ONE menu? That would make things a lot easier to handle. I sometimes had problems to reach the option I wanted with the keyboard. Is there any chance at all to make the menu work with mouse input? I know that's complex, but it would improve the usability a lot, especially since you are already nicely displaying so many options on the UI. Is there a way to tell the involved actors of a scene to move somewhere else, e.g. a bed? In my case, there was a lot of clipping at the spot where the scene took place because of objects in the game environment. You mentioned somewhere in the documentation that you can't use the WASD keys because player controls are usually mapped to these keys. Well... it's nice that one can potentially move the player character around even while an OSA scene is running, but from my point of view I would usually not even WANT to control my player character during an OSA scene. I want to control the scene, and maybe the camera, but nothing else really. Maybe you could implement a control mode that is more "focused" on the OSA scene control, instead of preserving player character controls? Again, thanks for your great work! Thank you Alan, I'll try to go through these points: - Targeting menu needs some love still, it's keeping targets from the past which testing reveals is no good if you are out of range of actors by being in another cell, it also doesn't get the player by default. I'll fix this in an upcoming version thank you. For now keybinding OSex would be the best way to get the player in a scene. - For the Navigation menu stuff it sounds like you hit some bugs. Autonav is a beast system and might have some loop holes that the script can get caught on I'll take a look at the situations you are describing and see if I can find it. - Mouse input is hard in Skyrim because it's also used for movement and camera so it requires motion of the camera be locked out entirely. At a best case scenario it would be similar to racemenu where the game isn't paused but the camera is locked in place. I like the idea of course but i'm not sure if it will be possible without requiring the player to freeze everything while they move the mouse around to select things. - The division of actors is a organization feature, it would technically be simpler to just put them all in as one but I felt the system would benefit from having some division of information. This is a purely OSex thing though and how I chose to group movements, other developers can do whatever they want with their nav menu. i see your point though and I'll keep it in mind to make the information clearer in the future. - Currently can't move the scene but I'll see about this as the feature would be very handy. - The WASD key is a little different, it's related to toggle free camera mode (TFC in console) which allows for much better views and angles on scenes using (console FOV). A lot of users screen shot or view scenes in TFC mode and the keys to control the TFC camera always equals the up down left right movement keys. The issue is that in floating their camera around the user would wind up randomly navigating the menus. Thank you very much Alan, I'll keep your points in mind and see what I can do to address them in future versions. -Ceo
Mantissa Posted August 5, 2016 Posted August 5, 2016 Check your enblocal.ini There is FPS limiter key bind that will affect your FPS. This is not OSA issue. Thanks, under [iNPUT] in my enblocal.ini it says: [iNPUT] //shift KeyCombination=16 //f12 KeyUseEffect=123 //home KeyFPSLimit=36 //num / 106 KeyShowFPS=106 //print screen KeyScreenshot=44 //enter KeyEditor=13 //f4 KeyFreeVRAM=115 So, I assume it's set on the home key now, which also happens to be numpad 7 on my keyboard. This clarifies months of confusion as to why these buttons have this effect on my game.
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