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Posted

Hello Ceo, I am glad to see you had a good vacation and you are still working on this project!

 

I do have a small problem that I hope you or someone can help me with, not sure it's a bug or if i'm doing something wrong but I have Osex and OSA 9 installed with Wizard Sex.

 

When I click on the number pad (If I remember correctly, it was enter that brought up the OSA menu) nothing pops up. I am also running the Amorous Adventures OSex version.

 

Anyone know if I am doing anything wrong or if this is a bug?

Posted

Development question here:

 

I am not very familiar with papyrus in skyrim but it looks like it lacks a straight forward mechanism for implementing events and eventlisteners that are not already defined by the game.

 

I was trying to do so to extend OSA to provide some events that other quests or scripts could subscribe to to know when something of interest happened, such as one of the following:

 

    Scene started

    Scene ended

    Animation Changed

 

Hi Vamp,

It sounds like you are looking for a call out for when a scene has started or ended or when a new animation changes. Migal is looking for the same thing and we are working on a solution for it that should be available soon.

 

Basically the separation of the UI from Papyrus makes it slightly less intuitive to use since papyrus doesn't have a direct sync with the UI's actionscript. When you begin an OSA scene, OSA makes what I call a stage which holds the entire scenes with those 2 actors until you conclude. The get an index, starting at 10 and tick up to 99 then go back to 10. It will be a matter of registering for the exact stage you want to have reports from and you can get the stage index in the start up process. I'll give more details on this when the system is done.

 

It could potentially be possible to track by actor also but one way or another you're going to have to record from - the OSA scene start papyrus - the stage ID or you'll have to know an exact actor you want to track.

 

If you tell me exactly the kind of implementation you are trying to do I most likely can make it happen.

 

First of all, dear Ceo, thank you so much for this amazing mod. I find it exquisite, very well done and I'm really looking forward to future updates.

 

Secondly, I'd like to volunteer myself to help you somehow. I'm an illustrator, I have drawn adult comics a couple of years ago and I really enjoy making them. If you need someone to draw the missing thumbnails for your mod, please let me know, I'd be gladly to help. Just say the words and I'll contact you via pm. I can adjust my style to the mod's style very easily.

 

Again, thank you very much man, you're a sweetheart.

 

Ty Barby very much.

 

To be honest I'm close to the conclusion of the art work I will need for OSex so I'd most likely want to see it through to the end so it has a complete unity and I can put it under my belt as a package I completed. In some cases the illustrations are vague and could have multi use for a number of intimacy scenes but other times they are more specific to an exact scene in OSex.

 

I'm not declining the offer and very much hope you follow through. What I'm trying to say Vector Illustration is a limitation of getting others involved in using OSA as a system to do stuff in Skyrim. I'm primarily drawing and adding to the engine symbols that I need for my scenes but there's a lot of content OSex doesn't cover and beyond intimacy endless possibilities of what it could involve. The illustrations are very small in terms of data since they are vector so if you'd like to work on it some you could really draw anything you wanted to that might serve as an icon or helpful illustration to other projects and I would gladly include it in the package so that developer can choose them.

 

There's a number of graphic types OSA takes. The large circle icons, the base they rest on, the halo that spins around them, the menu icons below those and the circle signets at the bottom (Plus a few off shoots for special menus) If you'd like to work on and add any kind of illustration to the package that would rock and I can supply my templates if that would help so you can see the exact measurements and how I set them up.

 

Thank you so much! 

Posted

Hey Ce0, I've been developing a custom voice follower for about a solid 8 months now non stop, one of the highlights of him is his complex autonomous AI. it one of my tests to see the compatibility between my mod an the most recent osa+0sex you released, I believe it muddles the combat override form list for npcs, its suppose to happen likes this; If you have low health he runs by you and fight with you 300 skyrim units away from you till your at full health. if your health is even lower he casts firecloak on you. This works fine and as intended. Now after you engage with him in 0sex+osa and then exit it he completely ignores his combat override packages, I've tried any steps I can think of in game to revert is ai back to normal and no luck yet, I was wondering if your packages were not withdrawn from npcs properly?

Posted

Hey Ce0, I've been developing a custom voice follower for about a solid 8 months now non stop, one of the highlights of him is his complex autonomous AI. it one of my tests to see the compatibility between my mod an the most recent osa+0sex you released, I believe it muddles the combat override form list for npcs, its suppose to happen likes this; If you have low health he runs by you and fight with you 300 skyrim units away from you till your at full health. if your health is even lower he casts firecloak on you. This works fine and as intended. Now after you engage with him in 0sex+osa and then exit it he completely ignores his combat override packages, I've tried any steps I can think of in game to revert is ai back to normal and no luck yet, I was wondering if your packages were not withdrawn from npcs properly?

 

Hi Ohyes,

 

Maybe you can help me figure it out.

 

Here's my package application and removal functions. First is called when an actor enters an OSA scene the final is called when the scene concludes: (They are in the _oGlobal script if that helps find it to test)

 

;Overwrites the actor's package with a DoNothing package.
function packageSquelch(actor actra, package[] oPackage) global
     ActorUtil.AddPackageOverride(actra, oPackage[0], 100, 1)
                actra.EvaluatePackage()
endFunction
 
;Reverse the above squelch package override.
Function packageClean(actor actra, package[] oPackage) global
ActorUtil.RemovePackageOverride(actra, oPackage[0])
actra.EvaluatePackage()
EndFunction
Posted

 

Hey Ce0, I've been developing a custom voice follower for about a solid 8 months now non stop, one of the highlights of him is his complex autonomous AI. it one of my tests to see the compatibility between my mod an the most recent osa+0sex you released, I believe it muddles the combat override form list for npcs, its suppose to happen likes this; If you have low health he runs by you and fight with you 300 skyrim units away from you till your at full health. if your health is even lower he casts firecloak on you. This works fine and as intended. Now after you engage with him in 0sex+osa and then exit it he completely ignores his combat override packages, I've tried any steps I can think of in game to revert is ai back to normal and no luck yet, I was wondering if your packages were not withdrawn from npcs properly?

 

Hi Ohyes,

 

Maybe you can help me figure it out.

 

Here's my package application and removal functions. First is called when an actor enters an OSA scene the final is called when the scene concludes: (They are in the _oGlobal script if that helps find it to test)

 

;Overwrites the actor's package with a DoNothing package.
function packageSquelch(actor actra, package[] oPackage) global
     ActorUtil.AddPackageOverride(actra, oPackage[0], 100, 1)
                actra.EvaluatePackage()
endFunction
 
;Reverse the above squelch package override.
Function packageClean(actor actra, package[] oPackage) global
ActorUtil.RemovePackageOverride(actra, oPackage[0])
actra.EvaluatePackage()
EndFunction

 

 

hmmm are these functions all in one script?

Posted

Well, this hole project is just awesome.

And now I want to start using this module, for some of my quests. But I couldn't find anything to start with. It reminds me somewhat of the game EvE. A big Wall right ahead and no rope to climb it up. The only working examples I could find, were the two Mods AA and BBLS. And both are fairly heavy mods, which are very time consuming, if you try to understand them, without a proper documentation.

There are three things I want to know.

How to start scene, after I set a specific stage, for a quest? For example, as a reward or a "cutscene".

Can I start a specific animation without scrolling through the hole path of animations?

Can I get a response from a specific animation? For example, to set a counter up or down?

Posted

hmmm are these functions all in one script?

 

_oGlobal.psc line 115. You might need this package to compile any changes you test.

 

Seems like you're putting a lot of work into your follower, I hope I run into it when it's released! Would be neat if you can include an OSex profile for it too, that's something I still need to read up on myself.

Posted

 

hmmm are these functions all in one script?

 

_oGlobal.psc line 115. You might need this package to compile any changes you test.

 

Seems like you're putting a lot of work into your follower, I hope I run into it when it's released! Would be neat if you can include an OSex profile for it too, that's something I still need to read up on myself.

 

 

Haha thank you! I have been, hes going to be released on Halloween so Im working like a mad man to get him ready! I made a thread over on Nexus Hes going to have a schlongs of skyrim patch as well with him, idk about  and Osex profile or creating one, is there somthing I can read up on about that?

 

Regarding the script, its not a matter of code but more about what is calling the function to have it cleaned up

Posted

 

Hi Vamp,

It sounds like you are looking for a call out for when a scene has started or ended or when a new animation changes. Migal is looking for the same thing and we are working on a solution for it that should be available soon.

 

Basically the separation of the UI from Papyrus makes it slightly less intuitive to use since papyrus doesn't have a direct sync with the UI's actionscript. When you begin an OSA scene, OSA makes what I call a stage which holds the entire scenes with those 2 actors until you conclude. The get an index, starting at 10 and tick up to 99 then go back to 10. It will be a matter of registering for the exact stage you want to have reports from and you can get the stage index in the start up process. I'll give more details on this when the system is done.

 

It could potentially be possible to track by actor also but one way or another you're going to have to record from - the OSA scene start papyrus - the stage ID or you'll have to know an exact actor you want to track.

 

If you tell me exactly the kind of implementation you are trying to do I most likely can make it happen.

 

 

Your scene id system sounds like a good way to track the scenes.

 

My guess then is that a potential mod using OSA would call osa to create a scene, storing the return value referencing the index of that scene and hold onto it.

 

As a relative newcomer to papyrus my main question then becomes "how does one get notified of changes to that stage?"

 

I thought about a polling loop but I shied away from that in papyrus because I am sure that it is not as straight forward as it would be in a different language.

 

For now I am going to be diggoing around a bit and seeing if something like the Actor Events Framework could fit in as a method for passing around these notification events. I will try creating a simple plugin and seeing what I can do to get some sort of event being sent out. If i can do that without developing some kind of hard dependancy for osa then ill let you know in case its useful info.

 

As always, I am really impressed by the quality of your work. Thanks.

 

Posted

Hi CEO and welcome back! Gluttonous weekends are always refreshing, good for you! I was just wondering if you were still wanting a list of popular hawt NPCs. I think you were wanting to update personas. If so Id be glad to compile a list for you.

Posted

Hey CEO been beta testing the new version. First of all love the new animations and scripting. Especially the BJ scene where the guy can grab ahold of the woman actor now. Or even the new wizard sex. How I love wizards :) Then having a threesome. Move over SexLab lol. 

 

Some things I've noticed that I wanted to let you know on.

 

Keybinding the OSex hasn't produced any crashes whatsoever. Like in previous version where it could crash at times.

 

Some of the text is missing from certain scenes such when I have the male actor slide into her scene when he is over her. Those I believe were in previous version if not mistaken.

 

Also the body animations seem to be out of sync. They aren't properly scaling correctly even with the body scaling modifier turned on. Thought it was TMB body replacer but tried using the standard Unp body from the animated pussy mod I use and seems like it can't properly line up the actors. Whether during a HJ, BJ, or sex. Not always though. Seems to be on the older scenes themselves. As when I was experimenting with the threesome and bad girls where doing multiple HJs. Those were properly aligned. This is with SOS body latest version also.

Posted

 

 

Regarding the script, its not a matter of code but more about what is calling the function to have it cleaned up

 

 

 

Maybe this will help Ohyes,

 

All actor's get the pack applied to them then the _oActra spell cast on them. When _oActra is dispelled it runs the completeEnd() function in actra which does this:

 

 

 

function completeEnd()
if actra != none ;<-------------------- Shield is in place so I'm not sure how a none actor can get by.
if (actra.Is3DLoaded()) ;<----------------------------------------------------------------- NEW SHIELD START IF 3D, ISN"T LOADED DO NOTHING
ActorLight(Actra, "Remove", OSO.OLightSP, OSO.OLightME)
FactionClean(Actra, OSO.OFaction)
MfgConsoleFunc.ResetPhonemeModifier(Actra)
packageClean(Actra, OSO.OPackage)
Actra.ClearExpressionOverride()
Actra.SetAnimationVariableBool("bHumanoidFootIKDisable", false)
if loadEnd
ActorUnlock(Actra, PlayerRef)
Else
objectreference lastPoint = actra.placeAtMe(OSO.OBlankStatic)
lastPoint.MoveToNode(actra, "NPC COM [COM ]")
ActorSmoothUnlock(Actra, PlayerRef, lastPoint.X, lastPoint.Y)
lastPoint.Delete()
lastPoint= none
endIf
endif ;<----------------------------------------------------------------- NEW SHIELD END
endIf ;<------------------------------------------------ Conclude Shield
endFunction

 

It has a lot of weird bandages in it for various bugs we've encountered btw. packageClean(Actra, OSO.OPackage) is where the package gets cleaned. The _oActra spell is dispelled in 3 ways, if an actor is out of zone from the player, on every game load/start all _oActras that are currently going are removed or if an OSex scene is manually ended by the player or the API.

 

 

 

Can I start a specific animation without scrolling through the hole path of animations?

Can I get a response from a specific animation? For example, to set a counter up or down?

 

 

I have a rough guide that shows how to use the API to get things started. The API involves setting a "plan" where you plot out all motions of a scene from whatever animation you want. You can instruct it to wait, change speeds, etc.

 

There's some intricacies about it that I'm still sorting out and it's going to get more features. You'll notice there are two ways you can move $Go or $Warp. $Go uses the auto-navigation capacity of OSA to move through all the scenes on their own, for example $Go from a doggy style scene to a spooning scene would auto manage the movement through all the scenes to spooning. $Warp just jumps to whatever scene you put in with no transition. $Go can't land on transitions (which are any scene with a + in their name like +10St at the end of the name for example). If you wanted to do a spanking (which is a transition) you'd most likely $Go to the scene that you can spank from then $Warp to the spank to have it occur. $Wait does get a little weird in some specific situations when used before or after a $Warp which i am working on.

 

In the future I will add more features to this like being able to adjust mood and arousal levels (When that comes more into play) and also the ability to play custom sound files in your plan at certain points or have text appear on the screen if you'd like to tell a story as things are happening.

 

 

You can look at this guide for my API which was for 1.08:

 

http://ceo-os.tumblr.com/osex/book/api/

 

However please note that I left those options in but made a better version for 1.09. I actually left my test key in play and forgot to clear it out so you can preview how it works by targeting an NPC and pushing F8 it will play out the code.

 

It's line 142 in _oControl    in a test function called "function planString(string[] myStage)"

 

You can see instead of using an array there I make a string and run it through a function that keeps adding to the string. I would recommend using this style instead since you can include infinite steps this way instead of 128 it's also a lot easier to adjust. Lastly in the future I'm going to try to allow the ability to make dialogue choices that developers make and based on the selection the path can split. So you can choose your own adventure people and have multi paths for different directions but that is still to come.

Posted

CEO do you have plans to take the threesome plugin further with animations. Such as maybe a BJ or HJ while getting banged like I attached?

 

Yes definitely but not much in the works yet however that scene (which is still incomplete, will get speeds and more polish along with a few variations where the female actor gets bent over more and some other twists coming which I am working on.

 

Here's what is on the drawing board for Male x2 + Female. Expanding that specific scene and pretty close to done.

 

tumblr_ofesxiIpHI1ubnr1mo2_r1_1280.jpg

 

Ideally for thing you are talking about I am planning on expanding the double handjob that is already in to further demonstrate the invite functionality by having a 4th actor able to join and a 5th as a complete example of how invite can work. Now that the feature is in it's straight forward to allow inviting multi actors in any scene so I'd like to play with it some more and demonstrate a large scale demo of it on that specific scene. Most likely it will cap out at a double HJ + BJ + rear penetration.

 

I'd like to add in just more like you are talking about with the 2 males outside of that but it will take some time the 3 character animations take a ton of time / line up to do. I do have Male + Female x2 coming also which is in the works and getting close to complete so that will be showing up first before I expand anymore on that. (I'll still be finishing the polish however.)

 

Nice screen shot btw saw them on the pic thread also, thanks!

Posted

 

Maybe this will help Ohyes,

 

All actor's get the pack applied to them then the _oActra spell cast on them. When _oActra is dispelled it runs the completeEnd() function in actra which does this:

 

 

 

function completeEnd()
if actra != none ;<-------------------- Shield is in place so I'm not sure how a none actor can get by.
if (actra.Is3DLoaded()) ;<----------------------------------------------------------------- NEW SHIELD START IF 3D, ISN"T LOADED DO NOTHING
ActorLight(Actra, "Remove", OSO.OLightSP, OSO.OLightME)
FactionClean(Actra, OSO.OFaction)
MfgConsoleFunc.ResetPhonemeModifier(Actra)
packageClean(Actra, OSO.OPackage)
Actra.ClearExpressionOverride()
Actra.SetAnimationVariableBool("bHumanoidFootIKDisable", false)
if loadEnd
ActorUnlock(Actra, PlayerRef)
Else
objectreference lastPoint = actra.placeAtMe(OSO.OBlankStatic)
lastPoint.MoveToNode(actra, "NPC COM [COM ]")
ActorSmoothUnlock(Actra, PlayerRef, lastPoint.X, lastPoint.Y)
lastPoint.Delete()
lastPoint= none
endIf
endif ;<----------------------------------------------------------------- NEW SHIELD END
endIf ;<------------------------------------------------ Conclude Shield
endFunction

 

It has a lot of weird bandages in it for various bugs we've encountered btw. packageClean(Actra, OSO.OPackage) is where the package gets cleaned. The _oActra spell is dispelled in 3 ways, if an actor is out of zone from the player, on every game load/start all _oActras that are currently going are removed or if an OSex scene is manually ended by the player or the API.

 

Ah okay then Ill take a closer look tommorrow an report back, it obviously does its job but from fuurther experimenting, I dont think it puts back the package its overriding possibly?

Posted

 

 

 

 

Ah okay then Ill take a closer look tommorrow an report back, it obviously does its job but from fuurther experimenting, I dont think it puts back the package its overriding possibly?

 

 

I'll look at it too but at the moment nothings coming clearly into view that could be causing it. If the completeEnd() wasn't running then another slew of issues would most likely show up so if it's just that the package change isn't happening then I'm not sure.

 

I'm not entirely sure the inner workings of how the actorUtil works. 

 

ActorUtil.AddPackageOverride(actra, oPackage[0], 100, 1)

 

I'm not sure what the last , 1 is for and maybe if we're both applying 100 it doesn't work? The final thought is that maybe it has something to do with actra.EvaluatePackage(). Is your package naturally applied or forced by ActorUtil. It's possible on reevalutation that some other package is taking priority but I really don't know very much about packages my only use of them to date is oPackage[0] which simply makes them not do anything.

Posted

Hi CEO and welcome back! Gluttonous weekends are always refreshing, good for you! I was just wondering if you were still wanting a list of popular hawt NPCs. I think you were wanting to update personas. If so Id be glad to compile a list for you.

 

Yes Trixxee, 

Mostly I was looking for a list to make some sample profiles for Skyrim NPCs that took advantage of the dynamic icons. I was not able to make as much progress as I wanted to but did complete Lydia and Serana. I was hoping these would serve as examples to get others helping me make full profiles for Skyrim NPCs so that they could all have dynamic accurate icons but I wanted to start with the highest percentage of sexed npcs so they got the most exposure.

 

Profiles got moved to a new folder so in:

 

Data\OSA\Persona\npc\__ref

 

you can see I'm putting together a list of npcs so I can keep track of their form IDs and which are complete however I only got around to 2 of them there and of course want to keep expanding the list as they are completed but as of now I need the rest wrapped up so I don't forget which ones are already done.

 

You'll be able to find Lydia and Serana's profiles in nearby folders as working examples:

(For example Serana:  Data\OSA\Persona\npc\dawnguard\002B6C)

 

 

 

<global></global>
<properties>
<nameFirst v="Serana"/>
<nameLast v="Harkon"/>
<nameColor v="852D46"/>
<age v="Millennia"/>
<color v="852D46"/>
<title v="Pure Blood"/>
<race v="Nord"/>
<skinRGB v="EFD7C5"/>
<tenderRGB v="F3C9BB"/>
<hairRGB v="0D111B"/>
<lipsRGB v="C1514F"/>
<eyesRGB v="B2251C"/>
<nippleRGB v="F3C9BB"/>
<blushRGB v="F7B8AD"/>
<bruiseRGB v="B1B8FC"/>
<bloodRGB v="9B1C1F"/>
<mgenRGB v="F3C9BB"/>
<fgenRGB v="F4899B"/>
<eyeshadowRGB v="F9B29B"/>
<nailpolishRGB v="0F1326"/>
<nailfrenchRGB v="0F1326"/>
<useAttireRGB v="1"/>
<attire1RGB v="34373A"/>
<attire2RGB v="852D46"/>
<attireShirtRGB v="852D46"/>
<attireSocksRGB v="34373A"/>
<attireIntLowRGB v="34373A"/>
<attirePantsRGB v="34373A"/>
</properties>

 

I tried to fill in as many details as I could based on Sky wikis and stuff and hold it to the lore to make it as authentic as I could. In some cases I had to make a little bit up. The RGB fields are the colors used in dynamic icons for example the colors of their various body parts and their clothing colors also if they are generally associated with certain colors in their attire.

 

Example of the completed results for the 2 ladies in game:

 

 

 

 

tumblr_odhdri0Hpr1ubnr1mo3_500.jpgtumblr_odhdri0Hpr1ubnr1mo4_500.jpg

 

 

 

 

In the future I'll be looking at solutions to make the clothing more responsive by the use of key words. Most likely it isn't something that most armor makers will stick on their mods so it will not get much use but clothing does go on the icons in a paper doll sense.  i can illustrate at some point different styles of clothing that goes on actor's icons so there's at least some customization to the clothing they wear in icons and it can be made closer to the actor's general clothing. SkinTone and Hair color unfortunetly have to be manually set because if you take the values from the game itself they aren't an accurate color (Since they are hues overlayed on top of an already colored texture file)

 

 

OH -

In case anyone is wondering:

 

<hasMaleAnatomy v="1"/>

<mgenGraphicsSize v="2"/>
 
adding these lines to a female profile will make some icons display the actor's futa if they are undressed. I am illustrating 3 variation in sizes so I believe you can turn down mgenGraphicSize to 0, or 1 if you'd like it smaller then size 2. For these: (Size 2, 0, 1 examples)
 
tumblr_od2nblNpgs1ubnr1mo7_400.pngtumblr_od2nblNpgs1ubnr1mo6_1280.png
Posted

 

Ah okay then Ill take a closer look tommorrow an report back, it obviously does its job but from fuurther experimenting, I dont think it puts back the package its overriding possibly?

 

It doesn't have to put back the previous package.  That's not how packages (or aliases) work.

 

Packages are kept in a stack.  CEO's override simply places his package at the top of an actor's package stack.  When his package is removed, it falls back to whatever was at the top of the package stack underneath it.

 

If the current code wasn't properly removing the temporary do-nothing package, all involved actors would continue to do nothing (just stand in place) after a scene ended.  That is obviously not what happens, so the temporary do-nothing package is properly being removed.

 

I think it's more likely that if you are dealing with a combat-specific package stack, the actor is simply being taken out of combat while OSex is running, causing it to run its normal non-combat package stack upon scene end.

Posted

 

CEO do you have plans to take the threesome plugin further with animations. Such as maybe a BJ or HJ while getting banged like I attached?

 

Yes definitely but not much in the works yet however that scene (which is still incomplete, will get speeds and more polish along with a few variations where the female actor gets bent over more and some other twists coming which I am working on.

 

Here's what is on the drawing board for Male x2 + Female. Expanding that specific scene and pretty close to done.

 

tumblr_ofesxiIpHI1ubnr1mo2_r1_1280.jpg

 

Ideally for thing you are talking about I am planning on expanding the double handjob that is already in to further demonstrate the invite functionality by having a 4th actor able to join and a 5th as a complete example of how invite can work. Now that the feature is in it's straight forward to allow inviting multi actors in any scene so I'd like to play with it some more and demonstrate a large scale demo of it on that specific scene. Most likely it will cap out at a double HJ + BJ + rear penetration.

 

I'd like to add in just more like you are talking about with the 2 males outside of that but it will take some time the 3 character animations take a ton of time / line up to do. I do have Male + Female x2 coming also which is in the works and getting close to complete so that will be showing up first before I expand anymore on that. (I'll still be finishing the polish however.)

 

Nice screen shot btw saw them on the pic thread also, thanks!

 

 

Thanks. I plan on doing some better shots with the mod beta this weekend. Also looking forward to your continue work on a great mod. Maybe we should make a new title screen with Skyrim OSex at the main menu ;)

Posted

 

So I'm guessing the Male body is SOS?

 

Was that directed at me I was editing the post. If so yes. SOS latest version.

 

 

It wasn't but you answered my question, thanks.

Posted

seemed to have solved one issue, at least one that I was having.   Removed the bodyslide mesh for SOS equipable Schlong from my bodyslide patch in MO and all the Futa adjustments that I had done in nifskope kicked in and everything lines up now.   Did not realize those were still in there so they were overwriting the adjusted nifs.   Not sure if that helps anyone but me but figured it doesn't hurt to let people know.

 

Did notice one issue that I had not noticed before.   Since the kneeling BJ scenes were not lining up I was skipping them.  the menus crash on the kneeling BJ scene when you try to click on remove her from your mouth option (futa in male position).   Not sure if that is something specific to my install or a bug that popped up with new add ons.

 

Also I saw earlier that someone had gotten reverse cowgirl to work, is there another option to get to that besides when you grab her ass and bounce her from the laying down and her straddling you position?   The option at that point is broken from everyone who has reported it so far.

Posted

So all I have to do is, bind OSA.esm as dependible in my quest.esp type OSex.start(Alias_NPCActor, Game.GetPlayer()) in my papyrus fragment in the dialogue topic and compile? That's all? Well, that sounds easy enough. ^^

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