Ohyes Posted September 15, 2016 Posted September 15, 2016 CE0, Love the mod, alot of love an care went into this an the engine it self, respect yo. Also will the .85 future update allow us to officially end a scence by climax?
HerefortheBoobs1 Posted September 15, 2016 Posted September 15, 2016 Can someone link/pm me to a correct way of making the creature module? I cannot seem to get the horses to interact with female player. The animations are made (very few for the time being) but firstly make it work properly. I think alot of people are looking forward to the new release and expansion of animations. Possibilities! CEO (the author of OSA and OSEX) has made it clear that he will not put any "extreme" content in it...other animators/mod makers would have to do that so you can't ask it here... Pretty sure he is working on such a mod and is asking for some advice for making it, not asking if CEO will provide such modules
CEO 0S Posted September 15, 2016 Author Posted September 15, 2016 Can you send me your current progress in a zip please Ankh? I haven't done extensive testing on creatures so it would help to have something in place that I could do some quick tests on. I can figure out where it's getting caught on and make any changes to osa that are needed for it to work.
BardSkye Posted September 15, 2016 Posted September 15, 2016 The more I play with this mod, the more I love it! Couple of minor issues, though. I understand why my character's dong is so huge. Good workaround for the limitations of Skyrim NPC's. However, is there any way I can reduce the size further while getting a blowjob? Having the majority of my girlfriends' jaw and cheeks clipped out kinda ruins it. Attempts I've made to correct this have all been disastrous The other thing... How do I get the poser modules to work? I can bring the menus up on screen, but I can't get anything to happen. The target npc just stands there. Not frozen or anything that would indicate a FNIS problem, just ignoring the command. .
MeJimmy Posted September 15, 2016 Posted September 15, 2016 The observer mode is really nice. I just stumbled upon that feature and its pretty neat to get my followers into the action with each other. Everyday it seems this mod gets better and better.
AlluringAnkh Posted September 15, 2016 Posted September 15, 2016 Can you send me your current progress in a zip please Ankh? I haven't done extensive testing on creatures so it would help to have something in place that I could do some quick tests on. I can figure out where it's getting caught on and make any changes to osa that are needed for it to work. Thanks for quick answer Ceo 0S! I will send you files once groovtama has come back to me on some subjects.
darklycan1304 Posted September 16, 2016 Posted September 16, 2016 i bloody love this mod, i'm even going to try and animate when i get chance to expand on this amazing engine, the seamless transitions seem like a lot of work, but the end result is clear for all to see.I have a few questions though; will the next update contain any new animations or is it just aimed at the icons?What update are the orgasm portions included or planned for? When can i go wizard? What ENB do you use in the gifs?And for some reason my HDT doesn't work for this mod, its fine all other times but not in this, i dont know if i messed up the installation or if it is the setting, or simply the xml for the HDT, if anyone can help it would be greatly apreciated.
CEO 0S Posted September 16, 2016 Author Posted September 16, 2016 i bloody love this mod, i'm even going to try and animate when i get chance to expand on this amazing engine, the seamless transitions seem like a lot of work, but the end result is clear for all to see. I have a few questions though; will the next update contain any new animations or is it just aimed at the icons? What update are the orgasm portions included or planned for? When can i go wizard? What ENB do you use in the gifs? And for some reason my HDT doesn't work for this mod, its fine all other times but not in this, i dont know if i messed up the installation or if it is the setting, or simply the xml for the HDT, if anyone can help it would be greatly apreciated. Hi Darklycan, Thanks for the nice feedback! You're right about the transitions, the effect is nice but they take a much longer time then the loop usually. Sometimes it does feel a bit silly putting so much time into it just for 2-6 seconds of viewing but there is some glory in staying true to it I think as it does all add up. if it's just a very slight adjustment with no hand body contact then it can be done faster then a loop but if there's turning, flipping standing, anything like that especially if hand to body or anatomy alignment is needed then it gets awful Stuff like this: it's fairly close but the hand contact on the male anatomy isn't displayed exactly in 3Dmax so it has to be repeatedly eyeballed in Skyrim and blind adjusted until it lines up. There's also a scaling difference, their location is technically all stacked on the male on the left here but the far guy on the right if he scales in Skyrim be moves closer to the left male as his scale decreases where as in 3D max he stays the same and just gets smaller, just takes a ton of checking skyrim nudging a little bit etc until it's tight the whole way through. (as far as I know) 180 flips and turns are pretty hard too, like the animations from doggy to missionary, took a long time, but those were very early on, prob the hardest transition by far I did at the time and one of the first so it could maybe be improved. ------------------- The next update to OSA is a new nav panel, mostly sexier icons and effects + a lot of small bug hunting I've been trying to make time for on a list that got quite ling + redoing of key input sounds since it was spotty and I didn't get most places with audio. And when I first started this patch I added features to allow for transitioning the actor count inviting and dismissing actors etc. OSex gets about 4 or 5 new scenes: - I think 2 are raising the leg higher and higher in missionary: 2 variations of this: one sitting up straight: and I started redoing the folded missionary that weren't complet, the undergripped thighs one (most broken incomplete of the bunch) got totally reworked and I think is much better now. For the most part though I'm trying to get plugins ready for launch, I have a lot of animation complete in them that people can't access right now, mostly because they have some transitions I haven't made time for yet and I don't want to release them on nexus incomplete. In some cases like wizard they rely on special OSA systems and I don't want to release them and have developers start using those systems and have to change it if it's not quite right and have to break their mods until they catch up so some of it is based on OSA developing. At some point soon I hope I'll be able to release a substantial amount of animation all around the same time since they are all very close but also all not done. ------------------------------- Not yet for orgasms, you'll get Male x2 + female first since it caught my attention and I was developing OSA systems for it side by side. After that most likely bad boys + girls and Female x2 + male, then maybe wizard but with wizard I might finish the system up earlier since I want OSA to have all the features and release the intro segment of wizard, which was lifting and some rotating with a little sex, hj. The blowjobs in wizard take quite a long time to make and the transitions are worse but I'm working on it, I'll see if I can get something out in advance that isolates the stuff that is at least complete right now. ------------- Poupouri Morningstar ENB for the gifs. ------------ I don't get much HDT myself in the animations but usually don't in any animators work I use a pretty subtle bounce kit overall. For example when the female actor stands from the kneeling cuddle I get a ton of jiggle from that but I'm assuming that's because of a major movement that gets moved quickly where as in the sex they stay roughly in the same spot and make smaller movements even though the animation makes it seem like it should be more. I've tried a number of export settings to see if I can improve this but I wasn't able to make any change to it. I can confirm that it is on, if you console sgtm .1 so the game moves really slow during sex you can see the breasts ticking at a different speed then the body confirming it is working just subtle.
Stannis_Baratheon_ Posted September 16, 2016 Posted September 16, 2016 You are fulfilling your destiny.
Fibonnachos Posted September 16, 2016 Posted September 16, 2016 You are fulfilling your destiny. Fuckn LOL hahahahahaha!
Quzi122 Posted September 16, 2016 Posted September 16, 2016 When ever i try to start up a scene the character i selected just drifts towards my guy then just stands still in them ?? any fixes?
Kinky Posted September 16, 2016 Posted September 16, 2016 When ever i try to start up a scene the character i selected just drifts towards my guy then just stands still in them ?? any fixes? Learn how to use FNIS.
migal130 Posted September 16, 2016 Posted September 16, 2016 I don't get much HDT myself in the animations but usually don't in any animators work I use a pretty subtle bounce kit overall. For example when the female actor stands from the kneeling cuddle I get a ton of jiggle from that but I'm assuming that's because of a major movement that gets moved quickly where as in the sex they stay roughly in the same spot and make smaller movements even though the animation makes it seem like it should be more. I've tried a number of export settings to see if I can improve this but I wasn't able to make any change to it. I can confirm that it is on, if you console sgtm .1 so the game moves really slow during sex you can see the breasts ticking at a different speed then the body confirming it is working just subtle. I've noticed females seem to get much more pronounced HDT movement when they are in vertical positions, as opposed to horizontal. It might just have to do with the positioning of the bones and joints and/or the differences in XML for vertical verses horizontal motion. I also noticed you can make it considerably more pronounced by increasing the breast weight XML settings. But, don't go too far, or you'll get full time grandma droop.
AlluringAnkh Posted September 16, 2016 Posted September 16, 2016 You are fulfilling your destiny. Hah! you sure is, it is a pretty good legacy to leave. The population of LL will forever remember the name.
SapphicSoul2 Posted September 16, 2016 Posted September 16, 2016 I might be doing something wrong but it makes me giggle. and just in case it is a cause for concern, for other players, I can assure them, that when you see your recent sexual conquest walking around starkers, in my case it was Carlotta in Whiterun, don't despair, their clothes/ armor will eventually respawn. (to be honest when you have Bijin's excellent mods installed with an htd unpb body doing it's thing. it is hypnotising)
migal130 Posted September 16, 2016 Posted September 16, 2016 I might be doing something wrong but it makes me giggle. and just in case it is a cause for concern, for other players, I can assure them, that when you see your recent sexual conquest walking around starkers, in my case it was Carlotta in Whiterun, don't despair, their clothes/ armor will eventually respawn. (to be honest when you have Bijin's excellent mods installed with an htd unpb body doing it's thing. it is hypnotising) In the software business, that kind of bug is referred to as "WAD." Working As Designed.
dermannimmond2 Posted September 16, 2016 Posted September 16, 2016 Hi, i am having some trouble with alignment that seems to be not as common or at least i dont find anything about it. Its not that anything crazy happens, but the girl is generally a bit too far away from the guy (eg in kissing scenes their lips dont even touch remotely) and a bit too small/he is too tall. Her hand is always below his parts when it actually should hold them and i general it seems as she is simply doing everything too low (about a hand size). Is there anything i am doing totally wrong? I am using: XMP + UNP + BodySlider + HDT Physics SOS and FNIS, OSA and OSEX obviously Loading order is: SOS Core -> OSA -> FNIS -> more SOS esps (other mods dont appear in my NMM Plugin Order list :/) Thanks!
alpalia Posted September 16, 2016 Posted September 16, 2016 this question has probably been answered already, but, when Lydia wants some love (Amorous Adventures), my character embraces her, kisses her lips, kisses her neck and undresses her. her weapons, gloves, boots, cuirass all get removed by my character. but despite my efforts, I cannot find the slot for arrows, in the OSA menu. am I being thick? ps. your mods are still the bees knees. the Cunnilingus is beautifully animated. fingers crossed for the plugins! It's a strange code thing about Skyrim. There is no code at all to remove a quiver and the only option is to equip a invisible quiver to clear the slot then take off the invisible quiver. I have an invisible quiver made for this but the problem is that all npcs in Skyrim's clothing is put in a special type of data called an "outfit" which is a list of their items that they should wear separate from their inventory. Everytime you add an item (which i have to do to add the quiver.) it fires some secret code deep in Skyrim where we can't reach to make them evalutate their outfit, so they put all their clothes back on basically. There's a few tricks I can most likely do to get around this but I might have to pack the mod with consoleUtil to pull it off. I'm debating what the best path to handle this is. I actually forgot about it also until you mentioned it. I'm planning some new ESG features so I'll work on the bug you found when I get back into the esg system. Thank you for the nice comments! i wonder if the auto-unequip arrow can work with OSA/OSEX. its an old mod, but still for me the only one that worked properly with sexlab and else. maybe you can take a look at the code used on it and get some clues about how to make it more implented
SapphicSoul2 Posted September 16, 2016 Posted September 16, 2016 I am doing Winterhold/main quests at the moment. it will be a while before I get back to Breezehome. when I do see Lydia again, I will test Auto Unequip and see if it solves the arrow quiver issue. I'm trying to be sort of faithful to her. so Victoria, my character, just embraces and kisses the Amorous Adventures quest targets. I want to see her and Lydia married eventually.
SapphicSoul2 Posted September 16, 2016 Posted September 16, 2016 on a side note, does Osex require SoS? I don't have it installed. but then as my character is Lesbian, why would I?
jwideman Posted September 16, 2016 Posted September 16, 2016 on a side note, does Osex require SoS? I don't have it installed. but then as my character is Lesbian, why would I? It's not a hard requirement. No pun intended.
Quzi122 Posted September 16, 2016 Posted September 16, 2016 When ever i try to start up a scene the character i selected just drifts towards my guy then just stands still in them ?? any fixes? Learn how to use FNIS. i ran FNIS did not solve anything When ever i try to start up a scene the character i selected just drifts towards my guy then just stands still in them ?? any fixes? Learn how to use FNIS. i ran FNIS did not solve anything
reckless234123 Posted September 16, 2016 Posted September 16, 2016 When ever i try to start up a scene the character i selected just drifts towards my guy then just stands still in them ?? any fixes? Learn how to use FNIS. i ran FNIS did not solve anything When ever i try to start up a scene the character i selected just drifts towards my guy then just stands still in them ?? any fixes? Learn how to use FNIS. i ran FNIS did not solve anything Run it again and post what it says please.
dddestro Posted September 17, 2016 Posted September 17, 2016 Hi CEO, First, there's no words to describe the quality of your work i mean nothing comes close in term of adult entertainment in gaming and your presentation is flawless. Second, I was wondering is there any guide or documentation on how OSA's sound engine works since i can't find any. I played around a little bit and replaced some voice samples but not sure exactly how they are played in-game and how to add new ones. Thank you for all the hard work.
CEO 0S Posted September 17, 2016 Author Posted September 17, 2016 Hi CEO, First, there's no words to describe the quality of your work i mean nothing comes close in term of adult entertainment in gaming and your presentation is flawless. Second, I was wondering is there any guide or documentation on how OSA's sound engine works since i can't find any. I played around a little bit and replaced some voice samples but not sure exactly how they are played in-game and how to add new ones. Thank you for all the hard work. Hi dddestro, Thank you so much for the epic comments! I'm a little reluctant to post because I want to do one more pass on persona, and sound is based in persona, it's not going to be major but a few values might get moved around here and there and I don't want to give the green light by posting a guide and then make some small changes that wind up breaking everything people did until they figure out the parts that need adjustment. For the most part though it will be relatively the same I just might move a few things around I can give you a quick gist of it and maybe it's enough to get started in the mean time. To make a new sound pack - OSA breaks sounds up into a number of different packs, For intimacy: ivo (voice primal) is their sex moans and grunts pants etc, ivos (voice primal suck) is the same only when they are sucking, wzo is their wizard casting sounds, and I believe they have a vo also which is just regular voice sounds. - If you go to meshes/OSP/base/default/ you'll see a file called oForm.oform open that up with any text editor and you'll see a list of all the sound packs currently installed. Here's an example of the ivo (voice primal) <form id="_OGal" name="OGal" type="ivo" gender="F" mod="OSA.esm" formid="00231A" > <breath0 indx="0" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <breath1 indx="1" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <breath2 indx="2" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <effort0 indx="3" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <effort1 indx="4" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <effort2 indx="5" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <subtle0 indx="6" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <subtle1 indx="7" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <subtle2 indx="8" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <medium0 indx="9" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <medium1 indx="10" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <medium2 indx="11" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <loud0 indx="12" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <loud1 indx="13" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <loud2 indx="14" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <frenzy0 indx="15" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <frenzy1 indx="16" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <frenzy2 indx="17" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <flavor0 indx="18" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <flavor1 indx="19" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> <flavor2 indx="20" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> </form> This is a single sound pack for one gender. -------------------------------------------------------------- First you'll want to make an esp and put a formlist form into into, then fill that formlist with sound forms you want to use in that pack(SoundMarker Forms not their SoundDescriptor Forms). Once that's done copy the xml block and start filling in your own: <form id="_OGal" name="OGal" type="ivo" gender="F" mod="OSA.esm" formid="00231A" > -This line is the ID of the pack which is a short abbreviation of the name of the pack which you'll use elsewhere to register NPCs to use it. -Gender is if it's meant for a specific gender F or M -mod is the full name of the esp or esm that the form list is from. -formid is the Form# of the formlist in that mod. This is followed by a list of sounds that persona uses, these are hardcoded and have to be followed, if you need more I can add them. They are different types of sounds with 0-2 being tiers of that sound. I would think of 0,1,2 escalating the complexity of the sound, for example a longer memorable moan you don't want spammed or it seems mechanical so things that you don't want playing very much I put in 1 or 2 and leave 0 for the subtler sounds that are ok to play often. I'd escalate the intensity of moans by going subtle > medium > loud > frenzy. indx = the index number in the formlist of the sound ti = how long the sound is, this locks out the actor from making another sound for that duration so they don't moan twice at once. lsync="shape" just leave it as this for now it's the only lip sync mode I have. Will try others in the future lshape=" list of vowel shapes their mouth should make when they make that sounds. They are in intensities of 0 1 or 2, and cover the vowels aeiou. The vowel shapes are defined in their persona per actor but you don't have to mess with this, it's meant to be modular so whatever data you put here is just saying what vowel to make, a persona developer would handle how they shape their mouth to make that vowel. All you ahve to decide is what mouth shape that sound generally would be making. If you have multiple of one type of sound that require much different lip shapes you can put multiple entries in and give them different lshape values: <medium0 indx="9" ti="1" lsync="shape" lshape="i0u0"/> <medium0 indx="10" ti="1" lsync="shape" lshape="a0E0"/> ---------------- Once that's done open oIdentity.oiden At the top you'll see this: <voicesuite id="_OGalVoSuite" name="OGal" gender="F" vo="_OGal" ivo="_OGal" ivos="_OGal" wvo="!"/> <voicesuite id="_OGuyVoSuite" name="OGuy" gender="M" vo="_OGuy" ivo="_OGuy" ivos="_OGuy" wvo="!"/> this is where you define default packs that can be used. Add a third voice suite and give it a newID. Voice suites are meant to combine a few different packs together, otherwise they might randomize a "primal suck" voice that sounds totally different from their regular "primal voice" things like that. <voicesuite id="_OGalVoSuite" name="OGal" gender="F" vo="_OGal" ivo="_OGal" ivos="_OGal" wvo="!"/> If you added an ivo pack you'd change ivo= "The ID you entered into to name your oform category". Or you can do like I did wizard voice wvo and just put a "!" meaning it will randomly pick from all installed wvo. Installed in this sense means every <form> the user has in the .oform document. You can also I think add new .oform documents so you don't have to write to the default, this way multiple people can supply new form packs without having only the last one get a say in what the document is. ivo="!" would roll between OGal then and the voice you added. --------------------- You'll have 3 voice suites then. If you made a female one what will happen is when OSA encounters a female actor it will have a 50% change to pick the OGal voice suite for them or a 50% chance to pick the new one you added. You can define exactly voice suites of specific NPCs in their persona, so if you make a voice pack for a specific actor you can give it just to them and have them always use it. ---------------------- I know it's a lot to take in, and the xml is pretty complex, if you want to give it a go as best you can and it doesn't work, send me the files and i'll look them over and find the problem. Persona packs and classes are very much more developer oriented if someone wants to play with them it's going to take a little practice to get comfortable, but I don't think they are that bad once you get comfortable. The end-user's interaction it would be too challenging I think, and they would be depending on developers to make and supply persona's to use most likely they would cap out at simply defining persona's for NPCs but not making one from scratch. You can go further then that if you want also, it's best to think of persona as a lot of small sections that are interchangeable. For example you defined the sounds of the voice here and that can now plug into any persona, but there's also the playpattern section of their persona which decides how often they make the above sounds and under what conditions, so if you want different patterns of sounds using the wavs you added then you could make them a new playpattern class also. Basically I'm trying to say that any Soundpack can plug into any play pattern pack etc, you take it on one part at a time and each is standalone and can work with any other version of any other part. ----------- I learned actionscript doing this project and have been in a period of rapid learning, but I feel that's settled and I have a good grasp on it all now, my initial draft of persona needs a few tweaks now that I understand things more fully. At what I posted above for example it might have been wrong of me to chain the vowels in a string: <flavor2 indx="20" ti="1" lsync="shape" lshape="a0e0i0o0u0"/> and might have to get changed to something like: <flavor2 indx="20" ti="1" lsync="shape"/> <shape="a" v="0"/> <shape="e" v="0"/> </flavor2> for example
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now