blutrausch2033 Posted April 30, 2017 Posted April 30, 2017 Glad to see you back CEO Glad to see you back CEO
CEO 0S Posted April 30, 2017 Author Posted April 30, 2017 No problem assigning profile XML files to NPC´s using the templates, but I´m still wondering how to access the Persona OGal and OGuy classes and assign them like Profile to NPC´s to individualize behaviors and reactions. My guess would be to add a new class and add entries to the NPC´s Apersona.xml file, as well as oForm.oform/oIdentity.oiden, to get new data recognized by the engine. Is that the path to go, or is there some more elaborate instructions available to create multiple Persona to various NPC? Thanks and keep up the fantastic work. I'm not an audio engineer and what I do know I learned just trying to make the sounds for OSex so you most likely know much better than me how to do this.This is something OSex really needs help with and i'm pumped to hear that you're able to work with the files and have a gist for it. Honestly the Persona system is vast and can do epic stuff but I know my xml can be a little intimidating because I'm cryptic at times. In some places I put a lot of extra data that isn't really needed but it's there for future proofing if I felt it might need to be adjustable for things to come or certain specific situations. OSA can have close to infinite unique Voices and Expressions that it can apply all in a single session so it's just a matter of time limitations, I can only invest so much myself tweaking the detail of their faces or gathering up sound files but the sky is the limit. Your guess is right that it's in the oForm file combined with a persona.xml that goes in the same folder as that actors profile.xml. If you follow me through on this you'll see that pretty much all of OSA Perona xml are similar so once you get one down you'll be able to tweak the entire thing, faces, sound patterns, sounds, other Persona data. Let's talk in posts here in case other more shy users are wondering the same thing and maybe others can get interested and put up a voice pack based on their favorite actress/actor. I'll have a reply to you by the end of the day that says exactly how to do what you want, it's quick maybe 5 minute work load once you get the hang of how I set up the XML. Thanks and I am excited! What you'll have is unique soundpack which you can assign as a default for a specific npc in their Persona. When OSA becomes aware of an NPC if they do not have a defined soundpack (The case of pretty much everyone's NPCs right now) it randomizes from all available ones so you can also add your new soundpack to be included in that randomization if you want. ---------------- I would love to have more voices available and think it would make things so much more intimate and sexy if different characters made different sounds and had different expressions. This is the kind of thing I had hoped others could help me with to make some epic personalities for everyone.I do pack extra sounds with OSex that aren't used at the moment, they got cropped out or I wasn't happy with where to use them yet in Persona. I have hundreds also just laying around that didn't quite fit the same palette of the OGal voice actress and wasn't enough to make an entire other actress from either. You'll be able to hear in the movie some of the other pallettes at play but they aren't full enough to cover all the bases that OSex needs in actual use.
R-H-Z Posted April 30, 2017 Posted April 30, 2017 No problem assigning profile XML files to NPC´s using the templates, but I´m still wondering how to access the Persona OGal and OGuy classes and assign them like Profile to NPC´s to individualize behaviors and reactions. My guess would be to add a new class and add entries to the NPC´s Apersona.xml file, as well as oForm.oform/oIdentity.oiden, to get new data recognized by the engine. Is that the path to go, or is there some more elaborate instructions available to create multiple Persona to various NPC? Thanks and keep up the fantastic work. I'm not an audio engineer and what I do know I learned just trying to make the sounds for OSex so you most likely know much better than me how to do this.This is something OSex really needs help with and i'm pumped to hear that you're able to work with the files and have a gist for it. Honestly the Persona system is vast and can do epic stuff but I know my xml can be a little intimidating because I'm cryptic at times. In some places I put a lot of extra data that isn't really needed but it's there for future proofing if I felt it might need to be adjustable for things to come or certain specific situations. OSA can have close to infinite unique Voices and Expressions that it can apply all in a single session so it's just a matter of time limitations, I can only invest so much myself tweaking the detail of their faces or gathering up sound files but the sky is the limit. Your guess is right that it's in the oForm file combined with a persona.xml that goes in the same folder as that actors profile.xml. If you follow me through on this you'll see that pretty much all of OSA Perona xml are similar so once you get one down you'll be able to tweak the entire thing, faces, sound patterns, sounds, other Persona data. Let's talk in posts here in case other more shy users are wondering the same thing and maybe others can get interested and put up a voice pack based on their favorite actress/actor. I'll have a reply to you by the end of the day that says exactly how to do what you want, it's quick maybe 5 minute work load once you get the hang of how I set up the XML. Thanks and I am excited! What you'll have is unique soundpack which you can assign as a default for a specific npc in their Persona. When OSA becomes aware of an NPC if they do not have a defined soundpack (The case of pretty much everyone's NPCs right now) it randomizes from all available ones so you can also add your new soundpack to be included in that randomization if you want. ---------------- I would love to have more voices available and think it would make things so much more intimate and sexy if different characters made different sounds and had different expressions. This is the kind of thing I had hoped others could help me with to make some epic personalities for everyone.I do pack extra sounds with OSex that aren't used at the moment, they got cropped out or I wasn't happy with where to use them yet in Persona. I have hundreds also just laying around that didn't quite fit the same palette of the OGal voice actress and wasn't enough to make an entire other actress from either. You'll be able to hear in the movie some of the other pallettes at play but they aren't full enough to cover all the bases that OSex needs in actual use. Thanks for quick and helpful reply CEO. Yes, my audio editing skills are above average, beeing musician and hobby audio engineer for about 20 years. And yes, the XML files are somewhat cryptic, but I would have started now with trial and error on single files only, to see effects (or none) on scenes. Yet it would be great if you could give some guidelines and details for setting up Persona, as quite a good number of people here seem very interested in this. So very much looking forward to your reply! With regard to soundpacks I´d follow the approach ripping some "materials" from various sources, cut and clean them, then set up required lists and forms in CK, so the XML files can refer to them for various persona. Time consuming, but definitely a whole lot of fun working task. If I´ve achieved some results, I´ll post about them here fo sure, so anybody can create his own packs. Releasing possible audio packs is likely out of question for audio copyright issues, but we´ll see. As for another question. For unknown reason, I can´t downlod the 60 MB 1.09 OSex file from page 288 (always quits around the 20 MB mark), while I have all the other related 1.09 files. Currently I´m running 1.085 from Nexus fine, but I´d like to have 1.09 for further reference and analysis, until you come up with the next full release. So could you or anybody else please offer an alternative DL source? Dropbox would suffice, public or via PM.
pratatrakta Posted April 30, 2017 Posted April 30, 2017 1.09 OSA and OSEX: https://files.fm/u/6mt8vjq6
R-H-Z Posted May 1, 2017 Posted May 1, 2017 1.09 OSA and OSEX: https://files.fm/u/6mt8vjq6 Thank you!
CEO 0S Posted May 1, 2017 Author Posted May 1, 2017 OSex the Movie Documentation on all features and animations made for the project with some usage tutorials, stories, and lore on the side for fun. It's 1080p 60FPS so turn it up if you got the data to see it at max. Please help me get it spread around so people can see the project and check out OSex for themselves! I hope people find it fun and that long term fans and contributors to the project enjoy seeing the totality of the work. Thanks for checking it out! It doesn't show actual sex and everyone remains clothed throughout documentation but you still might want to check it out while you can. It can look steamy at times so maybe avoid viewing it at work or on public transit.
thrillseekers882 Posted May 1, 2017 Posted May 1, 2017 This Movie is awsome and is really qualitiy! Now i really see, the many work on this mod °__°
unseenkilla Posted May 1, 2017 Posted May 1, 2017 Is that version 1.09 someone posted real? If so does it still work with his OSA Module for Poses "http://www.loverslab.com/files/file/3086-poser-module-for-osa-skyrim-ascendancy-engine/"?
CEO 0S Posted May 1, 2017 Author Posted May 1, 2017 Thanks guys for the nice feedback on the movie, I know it's a long watch so thanks for sticking through it and the comments made me happy! Is that version 1.09 someone posted real? If so does it still work with his OSA Module for Poses "http://www.loverslab.com/files/file/3086-poser-module-for-osa-skyrim-ascendancy-engine/"? I haven't checked the link out but believe it is fine. I'll be seeing if I can get 1.9 back up today as a regular download after I get done with work. ---------------------------------------------- R-H-Z I do have a persona guide just about done sorry for the delay, I passed out yesterday waiting for the movie upload to finish (took 20 hours). It's going to be raw notes that I'll either put into a PDF or website so I'll make a post and the OSA page which is the draft WIP and as we figure this out in your case I can fill in any missing info and refine the rest of the text for the guide to something I can publish officially. Right now it covers a quick OSA summary of how it works, and handles the soundpacks, I'll get into expressions, vowel mouth shapes and other stuff as we go but will get that section up shortly for you to start. Give me a few hours and I'm sorry I didn't get it to you last night like I said I would. ------------------------------------------------ While I'm here can anyone tell me current live bugs in 1.09 or how it's not working? I am using 1.09 myself right now so having some guidance to what the problem might be would help. There's 2 things i see it might be: I haven't updated my other mods in a while so possibly a PapyrusUtil update happened that broke things for users that isn't effecting my game. Also I made a major change in 1.09 where I moved the profile's and persona folder one level down to make it more accessible as a permanent change. If the folder didn't get moved this would definitely break facial expressions and sounds. We'll talk about it more today and see if I can get a grasp on bugs. Here's things i fixed: - All scenes use the 2.0 menu structure now and should look a lot better, If there are any broken scenes that crash OSA please let me know, I remember there were a few that I fixed in my draft already but just to be safe please tell me any broken or incorrect things that happen on menu use to certain scenes. - AutoNav most likely has been causing crashes and sticking in loops for some users. I did a lot of clean up to the autonav so it should work much better now in all scenes but it's pretty complex so after 2.0 I will need further feedback on places autonav is breaking. Reports I've noticed so far: - Facial expressions Sounds not working (Possibly due to the new location of the Persona Profile folders or maybe PapyrusUtil update related - 1.09 not working at all - Mouse cursor disappearing after extended usage (This is a strange on, OSA doesn't use mouse input but it's possible it is causing it by some weird deep Skyrim event. I'll have to look at the feedback more closely on this but might not be able to resolve it.)
Krun Posted May 1, 2017 Posted May 1, 2017 Hi Guys, I decided to check out 0sex 1.09 and now I'm no longer getting a menu when I press the "Enter" key. I ran FNIS and didn't see any issues. Do I need to update any other mods since 1.08. Also I lost my 1.08 file can someone please post a download link so I can re install the older version
CEO 0S Posted May 1, 2017 Author Posted May 1, 2017 Hello R-H-Z I started posting the text for the guide, it's rough and WIP but I'm typing it live through out the day to finish it as I have time and will be updating it through out the afternoon. I have to double check some details myself, it's been a bit since I worked on making a persona. http://www.loverslab.com/topic/64148-osa-skyrim-ascendancy-engine/?p=1888127 is the post it's in, I'll move it into a mini web-page or pdf once it's complete. --------------------------- Since you are working on sounds I thought this might help, and maybe you can pull off a miracle for me here. This is a collection of unused sound files I've been trying to make work, I showcased some in the movie but can't get them to work nicely in all settings or in some cases I just don't have enough by the actress to cover all the bases needed. The BodyPounding folder has the body smacking sounds I really want to use in OSex over the more elastic sounding one's that I've been currently using BUT I have a hard time making this work in Skyrim. The elastic one isn't great sounding but performs good in all Skyrim environments where as the BodyPounding one depending on what background noise is playing falls short and needs serious treble and bass adjustments to blend nicely back into the sound space. I think BodyPounding is far superior and sexy as fuck I just can't get it to work in all settings without starting to sound like a hammer banging on a nail. Maybe you can help make miracles with these sounds and have them actually work? I feel in the movie the smack sound achieved great success but I did optimize it for the room I was filming in and it's not as good if I change the space my actors are in. WARNING: These sounds are not setup at all to go into Skyrim and will not work, it's just a folder of my overflow collection of sounds that I'd like to be able to get to work. UnusedUneditedOSexSoundLib.rar
pratatrakta Posted May 1, 2017 Posted May 1, 2017 Is that version 1.09 someone posted real? If so does it still work with his OSA Module for Poses "http://www.loverslab.com/files/file/3086-poser-module-for-osa-skyrim-ascendancy-engine/"? Yes it is real. You can download 4 plugins from page 288. If something is missing paste those files in Meshes folder. After you run FNIS, you may have 104 possible consistence issues - don't worry, its just missing files from unfinished plugins, your game will be fine. I can't say if it works with poser module but I think it should. EDIT: Just check OSA + OSEX 1.09 + Plugins Pack on clear Skyrim installation. No face animation issue, no sound is missing.
MayDayCray Posted May 1, 2017 Posted May 1, 2017 I really, really enjoyed the movie. I wonder how long it'll take Kotaku to do a piece on this
Naked Ekans Posted May 1, 2017 Posted May 1, 2017 I really, really enjoyed the movie. I wonder how long it'll take Kotaku to do a piece on this Hahaha, true.
jimmywon34 Posted May 1, 2017 Posted May 1, 2017 I remember in 1.09 i had a problem with animations for the M2F plugin, sometimes it wouldn't even work at all as well even when the main part of Osex worked fine.
CEO 0S Posted May 1, 2017 Author Posted May 1, 2017 Alright Gents and Ladies we're making progress let's go! 1. See if I can port to SE This is a no go because there is no SE SKSE. This is a blessing and a curse but good for the OSex project in context to Skyrim modding. It's good because OSA due do it's UI usage would not just require SKSE but also SKYUI (Which the developer said they had no plans of porting). Even with SKSE OSA could have been left behind and really put in a bad spot due to it's niche needs, basically OSA could have been the odd one left out unless both SKSE and SKYUI were seen all the way through. Of course myself and I'm sure pretty much everyone would love to play this on SE and it would have been very easy to port it over with the tools in place but at least the lack of SKSE at all shuts off a ton of mods from Skyrim SE and keeps some attention on the original Skyrim. Honestly I believe original Skyrim wins in visuals and physics and just a billion mods at the moment. SE does out of the box feel nice and the stability of it is really great but it's hard to say if that stability is just a facade of no one having any serious SKSE mods installed. Most likely there will never be SKSE for SE it seems so that's off the table for many many projects across the spectrum of Skyrim modding. 2. RELEASE OSex the Movie I have never tried my hand at anything like this before but it's been getting unanimous love since release. Really just thanks so much everyone for being so supportive of me and the positive response is great to feel. I would call this a success, thank you all! 3. REPAIR O-Content A lot of my sites took heavy damage in my absence. I've repaired all my broken images in my guides and all my cover pages on LL + Nexus OSA and OSex. The OSex website is repaired and all documentation for the manual that I have completed so far (The mini-webpages) have been repaired as well. I'm not going to go through all the individual posts in the pages of the OSA and OSex LL Forum Topics to catch any images that are broken in there but if you really want access to an image you find that got messed up: TUMBLR images have something like this at the start of their links 66.media.tumblr. com. TUMBLR for some reason ticked the 66 number up to 68 so you can repair a broken link yourself by changing the number to be "68" and it should load. I've learned from this that TUMBLR isn't an ideal place for long term image storage. GUIDES ARE REPAIRED! read below IF YOU ARE USING THE GUIDES: I noticed a major mistake I left in place. You might recall TUMBLR messed up all my guides about a year ago and BonerHat came in and saved them all from his cache. During this time period the addresses were bugged so I made a different TUMBLR which is what I use now ceo-os.tumblr. com. Both os-mods.tumblr and ceo-os.tumblr have identical guides now as a result of TUMBLR restoring the broke guides but the ceo-os.tumblr guides are the only one's I'm updating. I noticed on the home page here that they were still linked to the os-mods guides so please use the links on my front post of this topic to get to the repaired guides. The links in them like "BLOG GUIDES MODS" might go back to os-mods instead and be wrong, I'll be trying to fix these also but just keep an eye out for that in the meantime. Let me know if I missed any images in the guides and I'll fix them right away. 4. RECONNECT WITH MY CORE TEAM I got PipDude and Shinji still around and I've detected Scorpion SK, progress is going well on reconnecting with my people but some are MIA. Got some new interest as we speak about working on persona so there might be some new contributors coming up also. 5. OSex\OSA 2.0 Debating releasing 1.9 as I had it so people can redownload but I see you guys got links to it as is. My only concern is I have made a lot of engine progress on it since 1.9 and that's my current draft I'm using. it's hard for me to tell what's been changed in terms of bugs. I think I will release a 2.0 beta of what I have now to check it out then push that to Nexus. You'll get my OSex The Movie poser pack with that also in case you guys want to photo your people chilling with motorocycles or using their cell phone. Time line is short on this and easy I've just got a lot going on today with repairing shit and managing the movie. Progress is going really well and every thing is getting back into action let's roll!
WolfCHConce Posted May 1, 2017 Posted May 1, 2017 Excelent Movie!! and well back Ceo, really excelent work Excelent Movie!! and well back Ceo, really excelent work
SilentAegis Posted May 1, 2017 Posted May 1, 2017 Just came from the OSA forum. Nice to see you back, CEO.
RmX93 Posted May 1, 2017 Posted May 1, 2017 Glad to see you CEO OMG I'm so excited that this project actually comes back.
CEO 0S Posted May 1, 2017 Author Posted May 1, 2017 Shinji - What are your plans for now Shinji I'd be curious, we might be both in a bit of a Jam with out projects maybe we can help each other? Pip- Thanks for the SKSE update that's both good and bad for the OSex project. PipDude yes I would be very interested in helping with the project, your programming skills destroy mine so I'm sure you'd be able to make it something really awesome. Some coders I'd be hesitant because I'd feel they wouldn't fixate on details that really matter and prefer a structured cod that benefited the programmer more than user experience but I know you are in for the sexy effects. A note on your example of scene types you wanted to play. The way OSex is set up now when it changes animations it doesn't care if there is a transition or not, basically it will play whatever is next meaning it could just pop to another static position or go to a transition, I think this works good because if there isn't transitions available since they are a pain to make it can just do a teleport to next position kind of thing. I run varieties also where every loop it can play a different animation but you only really see that used in the standing kneeling scene where the sub actor is rubbing the dom's thighs in a few different motions. Pretty straight forward just having the script have a flag to track time and for transitions at the end it proceeds to another scene or for multiple variations like throwing in a spank it would just random roll at the end of that time to see if it should swap in another animation instead. The main thing I faced doing this is that in Skyrim and I imagine FallOut also time is not exact but based on Papyrus frames. For the kneeling scene where the sub is rubbing thighs it's not visually harsh if she changes motion at any time but I did encounter issues trying to work in sex spanks. The sex thrusting is very rhythmic and if the timing gets of just a slight amount it will do a rewind back and then start the spank animation which is much more apparent during sex. Something we'll have to look at FallOut and see if there's things we can do to address it. I would love to work on this with you so let's talk more hopefully we can port over a ton of animations to get a serious head start on the project. I've got pretty good with rigs so even if it's not possible to directly port them I can most likely make a rig that autofixes them and sets them up right for a FallOut export. I can make a cock if that's the element that's slowing the project down, I remember your script from before so maybe you can handle the SoS script end to get if floppy effects? That's one of the things about OSex that I've been kicking myself about is using SoS erections as opposed to animating the cock directly so it can be floppy and more animated. In my own game's rig I don't attach the cock directly to the pelvis and instead have connect to the COM so it doesn't have to swing the character's ass around to move it and also doesn't shake weapon sheaths, I think this is major and maybe we can see about tweaking whatever popular skeleton is out. Always enjoy working with you because you're a stand up guy and also I learn so fucking much from you, you've been a major help to me in so many endeavors. -------------------------- For my project I have a plan in motion where I'm going to follow Skyrim's model by dividing the project into two versions. I'm going to release on Steam and use them to distribute a game that is an open world that has my character models, character gen, environments etc, very limited since I'm just one person but it's simply meant to be a means of distribution and downloading. I'm going to package elsewhere an upgrade like a mod that converts the entire thing into adult content but I have a few principles I'm following. I don't want to make an IMVU or Leisure Suit Larry kind of deal where it's just a room that people can have sex in and turn a camera around or just nothing but sex and macking. I feel the open world and being able to move and do other things is what makes the sex really special and character development makes it really stronger. The best example is what's hotter watching Samus have sex or watching a random person have sex? Samus of course... I am in a predicament though that I have to create everything by myself so I'm taking extra care to keep my ambitions in check and do something that is actually realistic. I do however have the advantage that I don't have to adhere to time lines and take on artists and programmers for a limited time to accomodate a budget and then ditch a project after X years of development for the next thing. Since I can handle a lot in house I can keep progressing and upgrading tech in time. Overhauling graphics or systems would be straight forward since I'd have made it all myself but if I was a company I'd have to take on specialists with pay hours to do that kind of thing. I'm not sure why it works out this way but I can definitely generate substantially more content than a lot of teams, for example MMOs trying to show me 1 new outfit their entire art team made in 2 years and selling for 10$. 99% of the time I see companies shelling out 8 hours of work claiming it took months with a 5-25$ pricetag that they intend to sell to multi hundred thousands. Here's a post from Guild Wars 2 where they claim how their art department slaved on the first legendary armor set for 2 years: The one key premise we’ve had for legendary armor is that it shouldn’t clip with itself. That might sound like a simple thing, but let me tell you—it’s far easier said than done. Remember, what we’re doing with this armor is different from anything else in the game. The way the models for the Guild Wars 2 characters are made makes it an exercise in compromise. For example, if a player character’s hand clips through a skirt, we could move the hand—but the hand now clips through a weapon. We can move the weapon’s stow point—but the weapon now floats too far away from the body. We can use a particle effect to hide the gap…but that impacts the frame rate, and so on, and so on. Every change we make has consequences. Where we are now with the armor is the result of hundreds of hours of making similar decisions. There will be clipping—it’s the level of clipping that is important. I'm not going to deliver a full story that ends in some super conclusion but I am going to try to have the base world be something that grows through regular updates. It will be across time so there will be multiple environments and places and I am shooting for a totally free world feel so you can wander beyond limited spaces. My goal is to create the most detailed interactive virtual sex I possibly can and I'm not going to cut any corners, i'll be able to do pretty much anything now as opposed to Skyrim. Most basic examples are mesh deforms which you really only see in 3DMax rendered porn not even SFM. If you check out my tentacle: The body is taking deforms to the mesh but through animation key frames that are calling the body morph so I can get much more jello movement of the fleshy parts of the body (ass and tits) by using soft physics in Max to deform then saving the morphs of the deformation and playing them by annotations in the engine. I basically have about 80 morph channels for body customization in character creation but then save a hand full extra for animation deformation but certain animations do load in a copy of the body that has the morphs it needs. Generally I haven't seen a game using morphs like this and they aren't process-expensive really, I think they are just high on time for a studio to devote to creation and this kind of body detail is only needed for sex content. I see it only when people render porn in Max or Maya which is pretty uncommon since most do SFM but not yet (or maybe ever) in interactive games since motion capture can't get it I think and it takes time. The two biggest obstacles is that Unreal isn't all that much better than Creation Kit, definitely learned early on they are basically offering the same thing but Unreal is a bit of an improvement and gives you access to the source code, plus much better rendering. There is a point where you realize you still have to basically do what it wants unless you want to start recoding an engine from scratch which is completely unrealistic. I've modified the engine some to accomplish my needs but while my C improved substantially it's not enough to do major overhauls. The second is fucking ScaleForm, I've got a lot of experience in using actionscript now and love vector usage and want to continue. Autodesk is so snob and secretive about it I doubt I can get access to a license but I haven't tried yet. For now I have to settle for Unreal's in house bitmap based style and, for me, it really sucks compared to what I could do if I had Scaleform. ------------- Overall goals are to have a limited but open and beautiful/world in multiple times environments that gives the player a sense of a lot of things beyond sex. It's funny so often in the past everyone talks about amazing graphics a game might have but with these premade engines just with amateur knowledge and a digital camera you can make cutting edge surfaces and visuals, it's kind of become a moot point and the skill is simply figuring out where to cap it for the bottom level computers in your demographic. I'm using something based on their skin tech demo for humans, and designed my maps around this kind of, it looks amazing and provides amazing detail customization with sliders: You can have low FOV with the camera full screened as close as you can get to a body and you're seeing mirco skin pores. https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/HowTo/Human_Skin/ I'm working to have it not feel like you're just playing a sex game (But secretly behind the scenes that's my purpose) everything else is there to add elegance and story to the sex itself to give it more gravity. I'm viewing it like a balancing act where I am going to just going to keep pushing that until it feels in balance with the sex. The details of the virtual sex will always be what matters to me the most but I am trying to add the elements that give it all more meaning. Things like a full story, or busy tasks for the player to do are things I'm omitting to make this realistic. The world will be open but limited and not task oriented or have a major story push but it will have characters and some driving plot / interactions, with sex being just an element of different kinds of interactions. I always get a little goofy when I start writing fiction so I will enlist help later on once I'm at the point to make a story / characters. That last thing that I have is that as a solo developer the assets are just mine so I don't need licensing to do cool things like cross the platform some. What I've got a mock up of working is this, from the core game if you have the tech you can take characters and experience them in VR by using the players characters into a pure VR encounter, just loading all their character customization from the game. This would be an extension of the PG-Base game so I can hopefully slip through the lip hole of Zuckerberg having family friendly dominance over a lot of VR etc. What I really want is Microsoft Hololens so that the player's characters can appear life sized in the user's room as opposed to VR but the tech is more disappointing then the teasers made it seems so maybe after they get their act together.
CEO 0S Posted May 1, 2017 Author Posted May 1, 2017 Is a Skyrim SE 0Sex mod planed? It most likely will never happen because we need SKSE to complete it and my team feels that SKSE is not going to come to Skyrim Special Edition. If the tools do come to be it will be quick to do and will happen right away.
unseenkilla Posted May 1, 2017 Posted May 1, 2017 Hope we see animal support if ever in the future . Or someone make a modular like they did with the poses but for SLAL animations would be fking amazing.
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