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Posted

 

Excellent write up of scene issues! Think I´ve encountered the same 100%, but was yet too lazy to make notes of them in that detail and report.

 

The schlong alignment and dynamic resize issues are hard to track down I figured. Using the SoS Plexus Regular as well on normal body and primary male player actor (non NPC). I disabled Gentleman setting in OSA Options and left everything else mostly at default. SoS racemenu got penis size 1 set to +1.3 and Erektion at +2. This gives credible and working results in majority of sscenes. Yet there´s still dynamic size changes going on throught each session and it seems there´s random modifiers applied every time still, although changes stay within an acceptable frame. Now I know OSA does some of the dynamic changes, but I have the guess that my SoS HDT mod (from Bounce and Jiggles UNP HDT optional files) does interfer here, as maybe also some settings from SoS MCM. I´m still testing what settings might have the biggest influence on random size dynamics.

 

Could be a standard setup, with no HDT stuff added at all, might produce the best results. Female bodies I have in play is full HDT for Breast-Belly-Butt, Hands and 3D vaginal mesh, as well as full collision setup for these body parts. Same for SoS full HDT enabled Schlong. With that much stuff involved during OSex animations, I do not wonder I have various issues, but generally they remain in acceptable frame.

 

I´m also using Enhanced Camera and it took me some time and experimentations to yield working results. Here´s part of the ini file with settings that I figured most releveant to achieve a halfway good working 1st person cam:

 

 

 

[Main]

 

; Enables a visible body when in first person

; This should be disabled when using Enhanced Camera with Joy of Perspective

bEnableFirstPersonBody=1

 

; Adjusts the first person camera height to match your character's race scale

bAdjustPlayerScale=0

 

; Used to match camera rotation for 3rd person when switching pov back to 1st person

; X - Up/Down rotation, Z - Left/Right rotation

bSwitchPOVMatchCameraRotX=1

bSwitchPOVMatchCameraRotZ=0

 

; Setting to make camera match head rotation for idle animations when switching pov is disabled by script

; This setting can cause issues with animations from transform into creatures mods

bScriptedIdleAnimMatchHeadRotation=0

 

; Sets the maximum value you can look left/right for scripted forced 3rd person

; Valid values between 0 and 180, Default: 120

fScriptedRestrictAngle=180.0

 

; Enables first person during events where the game normally switches to third person

bFirstPersonSitting=1

bFirstPersonCrafting=1

bFirstPersonKillmove=0

bFirstPersonKillmoveBow=0

bFirstPersonKnockout=1

bFirstPersonDeath=1

bFirstPersonCannibal=1

bFirstPersonVampireFeed=1

bFirstPersonHorse=1

bFirstPersonHorseTransition=1

bFirstPersonDragon=1

bFirstPersonDragonTransition=1

bFirstPersonWerewolf=1

bFirstPersonVampireLord=1

bFirstPersonTransform=1

bFirstPersonRestrained=1

bFirstPersonDontMove=1

bFirstPersonIdleAnim=1

bFirstPersonPairedAnim=1

 

; Enables first person for when the camera is forced into 3rd person by script

; This also enables compatibility with transform into creature mods

bFirstPersonScripted=1

 

; Forces the camera to stay in 1st person if the view is switched to 3rd person other than by pressing the Switch POV Key

; Can be used to increase compatibility with custom animation mods but there may be bugs

bForceFirstPersonCamera=1

 

; Enables settings for changing fov

bEnableFOVOverride=1

 

; Settings for changing fov

fFirstPersonFOV=65.0

fFirstPersonFOVCombat=65.0

fFirstPersonFOVSitting=65.0

fFirstPersonFOVCrafting=65.0

fFirstPersonFOVKnockout=65.0

fFirstPersonFOVDeath=65.0

fFirstPersonFOVCannibal=65.0

fFirstPersonFOVVampireFeed=65.0

fFirstPersonFOVHorse=65.0

fFirstPersonFOVHorseCombat=65.0

fFirstPersonFOVHorseTransition=65.0

fFirstPersonFOVDragon=65.0

fFirstPersonFOVDragonCombat=65.0

fFirstPersonFOVDragonTransition=65.0

fFirstPersonFOVWerewolf=65.0

fFirstPersonFOVVampireLord=65.0

fFirstPersonFOVScripted=65.0

fThirdPersonFOV=65.0

 

; Enable settings for changing fNearDistance

bEnableNearDistanceOverride=1

 

; Settings for changing fNearDistance

; Decreasing these settings reduces camera clipping but may make mountains flicker

fNearDistanceFirstPerson=2.0

fNearDistanceThirdPerson=15.0

fNearDistanceSitting=10.0

fNearDistanceCrafting=4.0

fNearDistanceKillmove=8.0

fNearDistanceKillmoveBow=8.0

fNearDistanceKnockout=2.0

fNearDistanceDeath=2.0

fNearDistanceCannibal=10.0

fNearDistanceVampireFeed=10.0

fNearDistanceHorse=8.0

fNearDistanceHorseCombat=8.0

fNearDistanceHorseTransition=4.0

fNearDistanceDragon=8.0

fNearDistanceDragonCombat=8.0

fNearDistanceDragonTransition=4.0

fNearDistanceWerewolf=8.0

fNearDistanceWerewolfKillmove=4.0

fNearDistanceVampireLord=8.0

fNearDistanceVampireLordKillmove=4.0

fNearDistanceRestrained=8.0

fNearDistanceDontMove=2.0

fNearDistanceIdleAnim=2.0

fNearDistancePairedAnim=2.0

fNearDistanceScripted=2.0

 

; Enables the head bob when in first person

; Position setting match the camera to head position. 0 - Disabled, 1 - Enabled

; Note: This overrides the camera position and may not be as compatible with some animations

bEnableHeadBobPosition=1

bEnableHeadBobPositionSprint=0

bEnableHeadBobPositionCombat=0

bEnableHeadBobPositionBow=0

bEnableHeadBobPositionBowAim=0

bEnableHeadBobPositionCombatSprint=0

bEnableHeadBobPositionSneak=0

bEnableHeadBobPositionSneakCombat=0

bEnableHeadBobPositionSneakBow=0

bEnableHeadBobPositionSneakBowAim=0

bEnableHeadBobPositionSneakRoll=0

bEnableHeadBobPositionHorse=0

bEnableHeadBobPositionHorseCombat=0

bEnableHeadBobPositionDragon=0

bEnableHeadBobPositionDragonCombat=0

bEnableHeadBobPositionWerewolf=0

bEnableHeadBobPositionVampireLord=0

bEnableHeadBobPositionScripted=1

 

; Sets camera position relative to the head node

; Note: Only moves the camera if head bob is enabled, otherwise moves the body

fCameraPosX=0.0

fCameraPosY=6.0

fCameraPosZ=6.0

 

; Moves the body in first person to adjust the camera height

fCameraHeightOffset=0.0

 

 

 

These settings work most the time, yet not in all scenes due to player head beeing in position to prevent a proper FOV (player head fixed due to the particular animation). There´s also some random switching to 3rd person and I guess there´s some conflicts arising from Sykrim, Enhanced Camera and OSA when all want to take control of 1st or 3rd person cam. Haven´t found a final solution, but above settings in SKSE_EnhancedCamera.ini work fairly well and could likely beeing improved even more.

 

 

 

Thanks for your reply.

 

I'd only been using Enhanced Camera for a day or two (this is a relatively fresh build), and I've decided to revert back to vanilla first person for combat reasons rather than anything related to this mod; but I'll leave my observations here for everyone else.

 

I have two "triangles" visible when I look straight down in any OSA animation (I've seen it referenced once or twice in the Enhanced Camera Nexus thread, no solutions were found, but it implies the fault is not with OSA). These had the same texture as the rags a vanilla starting character wears. Upon removal the triangles turn skin colour, and grow larger with bumps and nodes of flesh. They are totally isolated from the third person body displayed by Enhanced Camera, and at first I assumed they were caused by the camera projecting the inside of the chin or neck. Changing the scripted third person camera location in the mod settings doesn't help with this. (Edit: this was with a fresh male character, and these 'triangles' are not visible in standard first person).

 

More relevant to this thread: as it stands, Enhanced Camera and 0Sex are incompatible for the female PC. When a scene is started, the camera does not move, nor does the player's model move. With a male character, the female is warped to standing in front of him, with her face facing the original camera alignment. With a female character, the male/female alignment does not change, nor does the xyz position of the PC; so to make things work the mod moves the male NPC actor to behind the PC and the PC turns 180 degrees to face him. The first person camera however does not move (although all of this happens in third person). The end result is that the female PC model has been twisted 180 degrees in relation to the camera. As a result, using first person camera in those animations doesn't achieve anything.

 

I've done a poor job of explaining this, so here's an example. Start a new vanilla (male) character, follow Ralof into the keep in Helgen. When Ralof cuts your binds, he will be standing in front of a table. Immediately open a scene with him. Set yourself as the male role; Ralof will move into your arms, and you will still be facing the table. Repeat that but set yourself as the female role; Ralof will warp behind you, he will face the table, you will turn to face him (with your back to the table). Upon entering first person camera, you are facing the table still, with your eyes 'sticking out the back of your head'. As a result, you can never turn the camera far enough to actually see his face, and can only look in the direction of the table.

 

Playing around with a first person camera like this has been fun, both with this mod and with the greater game, but even in the scenes where the 'triangle issue' wasn't visible I still found myself using a free moving third person camera instead. The extra control is simply too powerful to pass up. Thanks for your help anyway, it is appreciated.

Posted

I got a little issue about aligment, first animation everything is ok but when I change to an other position, aligment doesnt seem right. Is there any way to re-align characters ? Thanks

And a huge thanks for you Ceo, awesome works and dedication, good to see you back here =)

Posted

Hi,

 

I only discovered OSA/OSex a few days ago. I spent a few days playing around with 1.08, eventually dug up this thread trying to find a fix to an (unrelated, it turns out) issue, only to find that the creator had returned to public activity in that time frame. I'm not sure if that makes me a John the Baptist to your Jesus or not, but spooky coincidence either way.

 

I upgraded to 2.02 last night, and installed all of the plugins bar wizard sex (it sounds like a great module, but purely personal preference for "immersion" reasons), and made notes on the issues I found (I didn't get a chance to try out the MMF scenes, there wasn't another actor on hand). Apologies if I've missed out any details or position/transition names, hopefully there's still enough to identify the issues. I'm writing this up on the train, so I don't have a way of clarifying the parts where my notes are not sufficiently clear, but hopefully this will still be useful.

 

For the sake of consistency I've used "he/she" to describe the male/dom and female/sub roles. I've used the term "warp" often, to describe the actors 'sliding' from one position to another with no movement animation. I've also got no idea if the problem is on my end or for everyone, so if anything I've pointed out functions correctly for anyone else then please do let us know.

 

This list might seem long, but I want to stress that huge chunks of the animations and transitions are both stunning and flawless, and overall this is still an incredible package. Please don't take this as criticism; I'm doing this to help improve a piece of art that both I and others enjoy greatly.

 

------------------------------------------------------

Holy smokes, this is a very nice list. Looks like you've found every single issue. Very nice work indeed!

Posted

 

 

Excellent write up of scene issues! Think I´ve encountered the same 100%, but was yet too lazy to make notes of them in that detail and report.

 

The schlong alignment and dynamic resize issues are hard to track down I figured. Using the SoS Plexus Regular as well on normal body and primary male player actor (non NPC). I disabled Gentleman setting in OSA Options and left everything else mostly at default. SoS racemenu got penis size 1 set to +1.3 and Erektion at +2. This gives credible and working results in majority of sscenes. Yet there´s still dynamic size changes going on throught each session and it seems there´s random modifiers applied every time still, although changes stay within an acceptable frame. Now I know OSA does some of the dynamic changes, but I have the guess that my SoS HDT mod (from Bounce and Jiggles UNP HDT optional files) does interfer here, as maybe also some settings from SoS MCM. I´m still testing what settings might have the biggest influence on random size dynamics.

 

Could be a standard setup, with no HDT stuff added at all, might produce the best results. Female bodies I have in play is full HDT for Breast-Belly-Butt, Hands and 3D vaginal mesh, as well as full collision setup for these body parts. Same for SoS full HDT enabled Schlong. With that much stuff involved during OSex animations, I do not wonder I have various issues, but generally they remain in acceptable frame.

 

I´m also using Enhanced Camera and it took me some time and experimentations to yield working results. Here´s part of the ini file with settings that I figured most releveant to achieve a halfway good working 1st person cam:

 

 

 

[Main]

 

; Enables a visible body when in first person

; This should be disabled when using Enhanced Camera with Joy of Perspective

bEnableFirstPersonBody=1

 

; Adjusts the first person camera height to match your character's race scale

bAdjustPlayerScale=0

 

; Used to match camera rotation for 3rd person when switching pov back to 1st person

; X - Up/Down rotation, Z - Left/Right rotation

bSwitchPOVMatchCameraRotX=1

bSwitchPOVMatchCameraRotZ=0

 

; Setting to make camera match head rotation for idle animations when switching pov is disabled by script

; This setting can cause issues with animations from transform into creatures mods

bScriptedIdleAnimMatchHeadRotation=0

 

; Sets the maximum value you can look left/right for scripted forced 3rd person

; Valid values between 0 and 180, Default: 120

fScriptedRestrictAngle=180.0

 

; Enables first person during events where the game normally switches to third person

bFirstPersonSitting=1

bFirstPersonCrafting=1

bFirstPersonKillmove=0

bFirstPersonKillmoveBow=0

bFirstPersonKnockout=1

bFirstPersonDeath=1

bFirstPersonCannibal=1

bFirstPersonVampireFeed=1

bFirstPersonHorse=1

bFirstPersonHorseTransition=1

bFirstPersonDragon=1

bFirstPersonDragonTransition=1

bFirstPersonWerewolf=1

bFirstPersonVampireLord=1

bFirstPersonTransform=1

bFirstPersonRestrained=1

bFirstPersonDontMove=1

bFirstPersonIdleAnim=1

bFirstPersonPairedAnim=1

 

; Enables first person for when the camera is forced into 3rd person by script

; This also enables compatibility with transform into creature mods

bFirstPersonScripted=1

 

; Forces the camera to stay in 1st person if the view is switched to 3rd person other than by pressing the Switch POV Key

; Can be used to increase compatibility with custom animation mods but there may be bugs

bForceFirstPersonCamera=1

 

; Enables settings for changing fov

bEnableFOVOverride=1

 

; Settings for changing fov

fFirstPersonFOV=65.0

fFirstPersonFOVCombat=65.0

fFirstPersonFOVSitting=65.0

fFirstPersonFOVCrafting=65.0

fFirstPersonFOVKnockout=65.0

fFirstPersonFOVDeath=65.0

fFirstPersonFOVCannibal=65.0

fFirstPersonFOVVampireFeed=65.0

fFirstPersonFOVHorse=65.0

fFirstPersonFOVHorseCombat=65.0

fFirstPersonFOVHorseTransition=65.0

fFirstPersonFOVDragon=65.0

fFirstPersonFOVDragonCombat=65.0

fFirstPersonFOVDragonTransition=65.0

fFirstPersonFOVWerewolf=65.0

fFirstPersonFOVVampireLord=65.0

fFirstPersonFOVScripted=65.0

fThirdPersonFOV=65.0

 

; Enable settings for changing fNearDistance

bEnableNearDistanceOverride=1

 

; Settings for changing fNearDistance

; Decreasing these settings reduces camera clipping but may make mountains flicker

fNearDistanceFirstPerson=2.0

fNearDistanceThirdPerson=15.0

fNearDistanceSitting=10.0

fNearDistanceCrafting=4.0

fNearDistanceKillmove=8.0

fNearDistanceKillmoveBow=8.0

fNearDistanceKnockout=2.0

fNearDistanceDeath=2.0

fNearDistanceCannibal=10.0

fNearDistanceVampireFeed=10.0

fNearDistanceHorse=8.0

fNearDistanceHorseCombat=8.0

fNearDistanceHorseTransition=4.0

fNearDistanceDragon=8.0

fNearDistanceDragonCombat=8.0

fNearDistanceDragonTransition=4.0

fNearDistanceWerewolf=8.0

fNearDistanceWerewolfKillmove=4.0

fNearDistanceVampireLord=8.0

fNearDistanceVampireLordKillmove=4.0

fNearDistanceRestrained=8.0

fNearDistanceDontMove=2.0

fNearDistanceIdleAnim=2.0

fNearDistancePairedAnim=2.0

fNearDistanceScripted=2.0

 

; Enables the head bob when in first person

; Position setting match the camera to head position. 0 - Disabled, 1 - Enabled

; Note: This overrides the camera position and may not be as compatible with some animations

bEnableHeadBobPosition=1

bEnableHeadBobPositionSprint=0

bEnableHeadBobPositionCombat=0

bEnableHeadBobPositionBow=0

bEnableHeadBobPositionBowAim=0

bEnableHeadBobPositionCombatSprint=0

bEnableHeadBobPositionSneak=0

bEnableHeadBobPositionSneakCombat=0

bEnableHeadBobPositionSneakBow=0

bEnableHeadBobPositionSneakBowAim=0

bEnableHeadBobPositionSneakRoll=0

bEnableHeadBobPositionHorse=0

bEnableHeadBobPositionHorseCombat=0

bEnableHeadBobPositionDragon=0

bEnableHeadBobPositionDragonCombat=0

bEnableHeadBobPositionWerewolf=0

bEnableHeadBobPositionVampireLord=0

bEnableHeadBobPositionScripted=1

 

; Sets camera position relative to the head node

; Note: Only moves the camera if head bob is enabled, otherwise moves the body

fCameraPosX=0.0

fCameraPosY=6.0

fCameraPosZ=6.0

 

; Moves the body in first person to adjust the camera height

fCameraHeightOffset=0.0

 

 

 

These settings work most the time, yet not in all scenes due to player head beeing in position to prevent a proper FOV (player head fixed due to the particular animation). There´s also some random switching to 3rd person and I guess there´s some conflicts arising from Sykrim, Enhanced Camera and OSA when all want to take control of 1st or 3rd person cam. Haven´t found a final solution, but above settings in SKSE_EnhancedCamera.ini work fairly well and could likely beeing improved even more.

 

 

Thanks for your reply.

 

I'd only been using Enhanced Camera for a day or two (this is a relatively fresh build), and I've decided to revert back to vanilla first person for combat reasons rather than anything related to this mod; but I'll leave my observations here for everyone else.

 

I have two "triangles" visible when I look straight down in any OSA animation (I've seen it referenced once or twice in the Enhanced Camera Nexus thread, no solutions were found, but it implies the fault is not with OSA). These had the same texture as the rags a vanilla starting character wears. Upon removal the triangles turn skin colour, and grow larger with bumps and nodes of flesh. They are totally isolated from the third person body displayed by Enhanced Camera, and at first I assumed they were caused by the camera projecting the inside of the chin or neck. Changing the scripted third person camera location in the mod settings doesn't help with this. (Edit: this was with a fresh male character, and these 'triangles' are not visible in standard first person).

 

More relevant to this thread: as it stands, Enhanced Camera and 0Sex are incompatible for the female PC. When a scene is started, the camera does not move, nor does the player's model move. With a male character, the female is warped to standing in front of him, with her face facing the original camera alignment. With a female character, the male/female alignment does not change, nor does the xyz position of the PC; so to make things work the mod moves the male NPC actor to behind the PC and the PC turns 180 degrees to face him. The first person camera however does not move (although all of this happens in third person). The end result is that the female PC model has been twisted 180 degrees in relation to the camera. As a result, using first person camera in those animations doesn't achieve anything.

 

I've done a poor job of explaining this, so here's an example. Start a new vanilla (male) character, follow Ralof into the keep in Helgen. When Ralof cuts your binds, he will be standing in front of a table. Immediately open a scene with him. Set yourself as the male role; Ralof will move into your arms, and you will still be facing the table. Repeat that but set yourself as the female role; Ralof will warp behind you, he will face the table, you will turn to face him (with your back to the table). Upon entering first person camera, you are facing the table still, with your eyes 'sticking out the back of your head'. As a result, you can never turn the camera far enough to actually see his face, and can only look in the direction of the table.

 

Playing around with a first person camera like this has been fun, both with this mod and with the greater game, but even in the scenes where the 'triangle issue' wasn't visible I still found myself using a free moving third person camera instead. The extra control is simply too powerful to pass up. Thanks for your help anyway, it is appreciated.

Yes, the triangles or 1st person skinned mesh remnants are a bit disturbing and would be really nice if a solution to get them removed, would be found anytime soon. Think I had all the other issues you mentioned with Enhanced camera seen, while tinkering with the ini file, but at last I found an overall setup, that has none of the mentioned issues, beside the odd triangles and 1st person head cam movement limited to just vertical (up n down). At least it works quite well for me. Here´s the full ini file content, as well as the file attached for unpacking into Data/SKSE/Plugins/

 

[Main]

 

; Enables a visible body when in first person

; This should be disabled when using Enhanced Camera with Joy of Perspective

bEnableFirstPersonBody=1

 

; Enables a visible body when the console is open

bEnableFirstPersonBodyConsole=1

 

; Enables shadows on the player when in first person

bFirstPersonShadows=1

 

; Adjusts the first person camera height to match your character's race scale

bAdjustPlayerScale=0

 

 

; Settings to hide weapons on back when in first person to prevent camera clipping

bHide2HWeaponFirstPerson=1

bHideBowFirstPerson=1

bHideQuiverFirstPerson=1

 

 

; Settings for hiding the body

bHideBodySitting=0

bHideBodyJumping=0

bHideBodySwimming=0

bHideBodySneakRoll=1

bHideBodyAttack=0

bHideBodyPowerAttack=1

bHideBodyAttackBow=0

bHideBodyKillmove=1

 

 

; Fixes the oddly positioned torch when sitting in first person

bFixTorchWhenSitting=1

 

; Fixes the missing hands when reading an Elder Scroll

bFixReadingElderScroll=1

 

; Hides the body during the Skyrim Intro

bFixSkyrimIntro=1

 

; Faces the camera forward when mounting a horse

bFixHorseMountCamera1st=1

bFixHorseMountCamera3rd=0

 

; Used to reset camera rotation to face forward after finished crafting

bCraftingResetCamera1st=1

bCraftingResetCamera3rd=0

 

; Used to match camera rotation for 3rd person when switching pov back to 1st person

; X - Up/Down rotation, Z - Left/Right rotation

bSwitchPOVMatchCameraRotX=1

bSwitchPOVMatchCameraRotZ=0

 

; Used to switch the camera back to 1st person after the player is killed by a killmove

bFixCamKillmovePlayerDeath=1

 

; Setting to make camera match head rotation for idle animations when switching pov is disabled by script

; This setting can cause issues with animations from transform into creatures mods

bScriptedIdleAnimMatchHeadRotation=1

 

; Fixes a bug with sheathed custom weapons (e.g. short spears) causes a duplicate to appear when looking down in 1st person

bSheathedCustomWeaponFix=1

 

; Fixes hands not visible during unequip animations when using hand-to-hand or magic

bEquipWeaponAnimFix=0

 

; Fixes the werewolf head appearing during the transformation

bFixWerewolfTransformation=1

 

; Enables an alternative method of detecting if the player is done transforming into a werewolf by checking if weapons are out

; For detecting mods using the werewolf system to transform the player but don't play an animation

bWerewolfTransformDetectWeaponOut=1

 

; Rotates the camera for werewolf during idle anims (transformation and feeding)

bWerewolfCameraRotateIdleAnim=1

 

; Rotates the camera for werewolf when restrained (Moonlight Tales Essentials animations)

bWerewolfCameraRotateRestrained=1

 

; Holding the SwitchPOV key down while on a mount and moving the mouse changes the camera distance

; This the the minimum distance to detect if player is just tapping the SwitchPOV key

fMountedSwitchPOVDetectDistance=0.03

 

 

; Enables smooth animation transitions but also adds inertia when moving

bSmoothAnimationTransitions=0

 

; Used to set the amount of inertia

fControllerBufferDepth1stOverride=0.01

fControllerBufferDepth3rdOverride=0.14

 

 

; Enables compatibility with 360 animations mods

bFix360Animations=0

fDetect360AnimDegrees=20.0

 

 

 

; Sets the maximum angle you can look down while sitting

; Valid values between 0 and 90, Game Default: 40

fSittingMaxLookingDownOverride=90.0

 

; Sets the maximum angle you can look down during mounted combat

; Valid values between 0 and 90, Game Default: 30

fMountedMaxLookingDownOverride=90.0

 

; Sets the maximum angle you can look down while dragon riding

; Valid values between 0 and 90, Game Default: 70

fFlyingMountedMaxLookingDownOverride=90.0

 

 

; Sets the maximum value you can look left/right on horseback

; Valid values between 0 and 180, Default: 120

fMountedRestrictAngle=180.0

 

; Sets the maximum value you can look left/right while dragon riding

; Valid values between 0 and 180, Default: 120

fFlyingMountedRestrictAngle=180.0

 

; Sets the maximum value you can look left/right for werewolf

; Valid values between 0 and 180, Default: 120

fWerewolfRestrictAngle=180.0

 

; Sets the maximum value you can look left/right for scripted forced 3rd person

; Valid values between 0 and 180, Default: 120

fScriptedRestrictAngle=180.0

 

 

 

; Enables first person during events where the game normally switches to third person

bFirstPersonSitting=1

bFirstPersonCrafting=1

bFirstPersonKillmove=0

bFirstPersonKillmoveBow=0

bFirstPersonKnockout=1

bFirstPersonDeath=1

bFirstPersonCannibal=1

bFirstPersonVampireFeed=1

bFirstPersonHorse=1

bFirstPersonHorseTransition=1

bFirstPersonDragon=1

bFirstPersonDragonTransition=1

bFirstPersonWerewolf=1

bFirstPersonVampireLord=1

bFirstPersonTransform=1

bFirstPersonRestrained=1

bFirstPersonDontMove=1

bFirstPersonIdleAnim=1

bFirstPersonPairedAnim=1

 

 

; Sets the percent chance of staying in first person when performing a killmove as a werewolf/vampire lord

; Valid values between 0 and 100, Default: 33

fFirstPersonWerewolfKillmoveChance=33.0

fFirstPersonVampireLordKillmoveChance=33.0

 

 

; Enables first person for when the camera is forced into 3rd person by script

; This also enables compatibility with transform into creature mods

bFirstPersonScripted=1

 

; Forces the camera to stay in 1st person if the view is switched to 3rd person other than by pressing the Switch POV Key

; Can be used to increase compatibility with custom animation mods but there may be bugs

bForceFirstPersonCamera=1

 

; Forces the camera to stay in 1st person during 3rd person only sitting animations added by some mods

; Requires bForceFirstPersonCamera to be enabled

bForceFirstPersonSitting=0

 

 

 

; Enables settings for changing fov

bEnableFOVOverride=1

 

; Settings for changing fov

fFirstPersonFOV=65.0

fFirstPersonFOVCombat=65.0

fFirstPersonFOVSitting=65.0

fFirstPersonFOVCrafting=65.0

fFirstPersonFOVKnockout=65.0

fFirstPersonFOVDeath=65.0

fFirstPersonFOVCannibal=65.0

fFirstPersonFOVVampireFeed=65.0

fFirstPersonFOVHorse=65.0

fFirstPersonFOVHorseCombat=65.0

fFirstPersonFOVHorseTransition=65.0

fFirstPersonFOVDragon=65.0

fFirstPersonFOVDragonCombat=65.0

fFirstPersonFOVDragonTransition=65.0

fFirstPersonFOVWerewolf=65.0

fFirstPersonFOVVampireLord=65.0

fFirstPersonFOVScripted=65.0

fThirdPersonFOV=65.0

 

 

; Enable settings for changing fNearDistance

bEnableNearDistanceOverride=1

 

; Settings for changing fNearDistance

; Decreasing these settings reduces camera clipping but may make mountains flicker

fNearDistanceFirstPerson=2.0

fNearDistanceThirdPerson=15.0

fNearDistanceSitting=10.0

fNearDistanceCrafting=4.0

fNearDistanceKillmove=8.0

fNearDistanceKillmoveBow=8.0

fNearDistanceKnockout=2.0

fNearDistanceDeath=2.0

fNearDistanceCannibal=10.0

fNearDistanceVampireFeed=10.0

fNearDistanceHorse=8.0

fNearDistanceHorseCombat=8.0

fNearDistanceHorseTransition=4.0

fNearDistanceDragon=8.0

fNearDistanceDragonCombat=8.0

fNearDistanceDragonTransition=4.0

fNearDistanceWerewolf=8.0

fNearDistanceWerewolfKillmove=4.0

fNearDistanceVampireLord=8.0

fNearDistanceVampireLordKillmove=4.0

fNearDistanceRestrained=8.0

fNearDistanceDontMove=2.0

fNearDistanceIdleAnim=2.0

fNearDistancePairedAnim=2.0

fNearDistanceScripted=2.0

 

 

 

; Enables the head bob when in first person

; Position setting match the camera to head position. 0 - Disabled, 1 - Enabled

; Note: This overrides the camera position and may not be as compatible with some animations

bEnableHeadBobPosition=1

bEnableHeadBobPositionSprint=0

bEnableHeadBobPositionCombat=0

bEnableHeadBobPositionBow=0

bEnableHeadBobPositionBowAim=0

bEnableHeadBobPositionCombatSprint=0

bEnableHeadBobPositionSneak=0

bEnableHeadBobPositionSneakCombat=0

bEnableHeadBobPositionSneakBow=0

bEnableHeadBobPositionSneakBowAim=0

bEnableHeadBobPositionSneakRoll=0

bEnableHeadBobPositionHorse=0

bEnableHeadBobPositionHorseCombat=0

bEnableHeadBobPositionDragon=0

bEnableHeadBobPositionDragonCombat=0

bEnableHeadBobPositionWerewolf=0

bEnableHeadBobPositionVampireLord=1

bEnableHeadBobPositionScripted=1

 

; Rotation settings match camera rotation to head rotation

; Valid values between 0.0 and 1.0 controlling the amount of rotation

fHeadBobRotation=1.0

fHeadBobRotationSprint=0.0

fHeadBobRotationCombat=0.0

fHeadBobRotationBow=0.0

fHeadBobRotationBowAim=0.0

fHeadBobRotationCombatSprint=0.0

fHeadBobRotationSneak=0.0

fHeadBobRotationSneakCombat=0.0

fHeadBobRotationSneakBow=0.0

fHeadBobRotationSneakBowAim=0.0

fHeadBobRotationSneakRoll=0.0

fHeadBobRotationHorse=0.0

fHeadBobRotationHorseCombat=0.0

fHeadBobRotationDragon=0.0

fHeadBobRotationDragonCombat=0.0

fHeadBobRotationWerewolf=0.0

fHeadBobRotationVampireLord=0.0

fHeadBobRotationScripted=1.0

 

 

 

; Sets camera position relative to the head node

; Note: Only moves the camera if head bob is enabled, otherwise moves the body

fCameraPosX=0.0

fCameraPosY=6.0

fCameraPosZ=6.0

 

; Sets the camera position for horse riding

fHorseCameraPosX=0.0

fHorseCameraPosY=14.0

fHorseCameraPosZ=6.0

 

; Sets the camera position for horse riding combat

fHorseCombatCameraPosX=0.0

fHorseCombatCameraPosY=2.0

fHorseCombatCameraPosZ=6.0

 

; Sets the camera position for dragon riding

fDragonCameraPosX=0.0

fDragonCameraPosY=14.0

fDragonCameraPosZ=6.0

 

; Sets the camera position for dragon riding combat

fDragonCombatCameraPosX=0.0

fDragonCombatCameraPosY=2.0

fDragonCombatCameraPosZ=6.0

 

; Sets the camera position for werewolf

fWerewolfCameraPosX=0.0

fWerewolfCameraPosY=14.0

fWerewolfCameraPosZ=6.0

 

; Sets the camera position for vampire lord

fVampireLordCameraPosX=0.0

fVampireLordCameraPosY=14.0

fVampireLordCameraPosZ=6.0

 

; Sets the camera position for scripted forced 3rd person

fScriptedCameraPosX=0.0

fScriptedCameraPosY=6.0

fScriptedCameraPosZ=6.0

 

 

; Moves the body in first person to adjust the camera height

fCameraHeightOffset=0.0

 

 

; Enables the head node when in first person (may make hair visible)

bEnableHeadFirstPerson=0

bEnableHeadFirstPersonHorse=0

bEnableHeadFirstPersonDragon=0

bEnableHeadFirstPersonWerewolf=0

bEnableHeadFirstPersonVampireLord=0

bEnableHeadFirstPersonScripted=0

 

 

; Enables experimental third person arms when in first person

bUseThirdPersonArms=0

bUseThirdPersonArmsBow=0

bUseThirdPersonArmsBowAim=0

 

 

; Fix missing enchantment art when using 3rd person arms (including bound weapons)

bFixEnchantmentArt=0

 

 

Note: These settings while working well in OSex, are fairly unsuited for normal adventuring in the Skyrim world, as these make you sea sick within minutes in 1st person cam view.

 

Link to Enhanced Camera for who wants to try with the ini file settings:

 

http://www.nexusmods.com/skyrim/mods/57859

 

The Collage shows what you´d see (BIJIN´s Lydia example) with Enhanced Camera mod active and the ini file. Sorry for bad quality. No ENB or other fancy stuff.

SKSE_EnhancedCamera.rar

post-484160-0-25791000-1494300182_thumb.jpg

Posted

I got a little issue about aligment, first animation everything is ok but when I change to an other position, aligment doesnt seem right. Is there any way to re-align characters ? Thanks

 

And a huge thanks for you Ceo, awesome works and dedication, good to see you back here =)

Just some hints here. Results may vary with bodies used (SoS and any females), but weight should preferably be around 60+ and better yet at 100 for which animations were made obviously.

 

SoS Normal Body with Vector Plexus Regular. SoS Racemenu Genital 1 = 1.3 and Erection at 0. Everything else in Genitals left at default.

 

Racemenu 1st Person Cam both left at 0 (no change from default).

 

 

OSA settings:

 

General Config - Gentleman´s Scaling = OFF

Body Scaling - doesn´t matter. I leave it at OFF.

 

After starting OSex module, go to Equipment tab and select Undress All for PC, even if already started undressed (through previous unequipping in inventory or hotkeys). I suspect that the SoS schlong is not properly equipped/initilaized sometimes and this leads to unexpected schlong alignment, or dynamic size changes during scenes. At least it appeared to have solved some the observed issues for me. Needs confirmation. Going through normal undressing scenes (remove cuirass), when PC still is dressed at OSex start appears not to prevent proper initialization/equipping of schlong it seems.

 

When starting scenes, there should be enough space around the actors, no walls or any collision objects. Otherwise the actors could seperate in unexpected moments during scene changes and remain there, even if animations keep playing and scenes beeing changed after.

Posted

 

 

 

 

Please help - Must be a fix for this and must happen to so many who know of a solution

tried using both SOS and better males (sos currently) but scale on the male anatomy is huge and clips through the female. Alignment is also always off.

Racemenu settings are default.

 

Am I just missing an obvious seeting in the osex menu? (Auto scale seems to do noting)

 

Any help would be great

Disable this Gentleman setting in OSA Options. Everything else SoS related then can be fine tuned with Racemenu SoS sliders. Also have a look in SoS Mod configuration menu and check player related settings. Took me a while to figure settings that work for me now.
Thanks for the reply - but what is the Gentleman setting in OSA? I guess you mean the main menu settings somwhere using the enter key on the numpad section but can't see a gentleman setting. Unless im being a noob :P
Think that Gentleman (baseball bat schlong) setting icon only pops up, once you actually started a scene. Can´t quite remember, but I think in 1.09 you could access the button in Options simply by navigating through OSA´s numpad+Enter menues, without having started a scene before. Looks like a change in 2.02, or maybe a bug, I don´t know.

 

Edit: screenshot attached. Navigate to General Config. Disable Gentleman Scaling. If the button is not there, try again after starting a scene.

Out of interest where is the latest version (2.02) - On nexus its still 1.8

Do i also need a latest OSA or is one on nexus ok with 2.02?

 

And is it ok to use or is there loads of bugs

Only here and it´s still Beta.

 

http://www.loverslab.com/topic/51365-0sex-skyrim-sex-sim-other-0s-content-wip/?p=1891918

Posted

 

 

I had the same problems with sound and expressions on v1.09 and unfortunately a new version still have this issue for me

Tried to install OSA manually, reinstalled PapyruslUtil - It did not help me

Would be great to find a solution to this problem. Thank you :)

Try it deleted from the Interface folder the file hudmenu.

 

sorry to disturb, but this is my main problem also the sounds and expression. i uninstalled the previous version and install the new ones. tbh i dont have much experience with regards to modding and similar stuff, im just a newbie here :( please help me to fix this that a simple man like me can understand haha thank you so much!

 

I had the same problems with sound and expressions on v1.09 and unfortunately a new version still have this issue for me

Tried to install OSA manually, reinstalled PapyruslUtil - It did not help me

Would be great to find a solution to this problem. Thank you :)

Try it deleted from the Interface folder the file hudmenu.

 

sorry to disturb, but this is my main problem also the sounds and expression. i uninstalled the previous version and install the new ones. tbh i dont have much experience with regards to modding and similar stuff, im just a newbie here :( please help me to fix this that a simple man like me can understand haha thank you so much!

 

Download the PapyrusUtil from the nexus, install it, then install the osa/osex 2.02 and let the files be overwritten, and delet from the Interface folder the file hudmenu, must earn.

Posted

CEO,

With testing my plug-in for Blender i decided to add some animations to your 0Sex, but fail at beginning.

For creating smooth transition between already existed animations and new ones i need to know end-animation-pose bones positions. (Sorry for my English)

It's unable to get .kf-file, without yours skeleton, because custom bones for hairs etc you're using.

 

Seems only way is to create own 0Sex-like assembly. Or is this my lack of knowing hkxcmd.exe?

 

Kind Regards

Posted

I have been enjoy this mod so much! Even though it's beta version, it's still so good! I am glad I fixed the sound and expression problem and have the persona page working now. I don't really notice any problems except for sometimes the male clips through the female in animations, but I think it's because of my settings for SoS. I have been experimenting making my own expressions and sound effects to go with them, and am just starting to learn how to do animation now with the help of a few of my mod friends. Thank you again CEO! This is easily my favorite mod right now of all time!

I spend so much time in Skyrim just putting together pretty costumes and outfits and playing fashion design mode and looking for places to take fun screen shots, but now with this it makes role-playing and romance so much more fun! I use the mod that adds a journal you can write in, in game, and write my character's story as I go and take lots of screenshots things, and before I found OSA and OSex, romance was not very romantic at all, SexLab and the mods for it were just kind of... Oh sexytime with no real immersion for role play. But now, even just the embraces and hugs and kisses make it so much more fun, nya!

I did have a question though for CEO or anyone else who might know! I notice there is slots for bra, panties and animation for re-equipping bra and panties for female characters, but um... what kind of mod does everyone use that adds them for those slots? Right now I am using the Underpants mod found here on LL with Bikini Trouble top+bottom outfit in place of underwear. And for men, I have the mod also on LL that is for always on underpants for men, and I change settings in SoS to 100% that on all the men, then manually replace it with a SoS... man-parts, on an as needed basis for OSex interactions, lol! I know, I am kind of weird, but I think it's immersion breaking for all of characters all the time to be going commando and not wear anything under armor! It's kind of weird to me to loot armor and suddenly just have a chain of naked corpses left...  plus I do private stream sometimes on Steam with friends that like to watch my role-play adventures, and they have commented that constant nudity is off-putting for story purposes, and only like situational romance. Which is the main reason I found OSA and OSex and, oh my nya! I am so glad I did! 

So I guess that my question that try to ask is what is underwear mod that everyone use to go in those slots that OSA uses and will use the animations for, for bra, panties and maybe male underwear too? Please and thank you to anyone who can give me advice and answers! 

Posted

CEO,

With testing my plug-in for Blender i decided to add some animations to your 0Sex, but fail at beginning.

For creating smooth transition between already existed animations and new ones i need to know end-animation-pose bones positions. (Sorry for my English)

It's unable to get .kf-file, without yours skeleton, because custom bones for hairs etc you're using.

 

Seems only way is to create own 0Sex-like assembly. Or is this my lack of knowing hkxcmd.exe?

 

Kind Regards

 

Which position are you trying to branch off from I can give you the end frame and the T-Pose but I only can get the files into Max 2012 / 2016 and I'm not sure how to make the rig work in Blender.

 

I'm using Pornphiles rig available here on LL but it might be a much older version of it. Some of my animations in different regions of OSEx got messed up as well due to just stray mis clicks doing things to the files I don't understand so there's breaking points between different parts of family of animations where I have to do weird stuff to connect them or the bones do really weird things with heavy spiral/corkswrewing most likely due to something about euler rotations that I don't know how to fix.

 

If it helps explain more, there's nothing specific about the rig I use or bones that OSex/OSA needs to play any animations for Skyrim could plugin in and be used for one of the actors in a scene in OSA. In terms of what you're doing the only thing I could see happening is that if you were making a seamless transition from one of my positions without being able to have the exact bone positions that it might have just a little bump. Skyrim will blend the animation bones so it should recover pretty much however even if the bone's are exactly the same from end frame to the new start frame.

 

Depending on things it might cause bones rotating 360 degrees quickly however and other things like that.

 

 

------------------------------------------------

 

If the animations are behaving strangely / not as you see them in Max it's most likely an issue with hkcmd. 

 

To explain it: you'll export from Max using Havok Tools which results in a .xml file of the animation. hkcmd's purpose is to convert the animations from .xml to Skyrim's .hkx. If your havok tools settings are wrong (like not connecting to the right skeleton document file) then the animations will break when you get them into Skyrim.

 

All you need to type into cmdPromt is this to get past hkxcmd, if this doesn't work than it most likely is an issue with Your Havok Tools export settings in Max.

 

hktcnv maxExportedFile.xml YourNewFile.hkx 

 

-----------------------------------------------------

 

If you'd prefer to connect to OSex as opposed to making your own thing entirely:

 

In this folder:

 

Data\meshes\0SA\mod\0Sex\scene\ 

 

Are a number of folders, each one is a plugin for OSex. I'd pick 3-4 letters as a designation for your project and build your project from within this folder. That way we can make a direct connection to your project from OSex that doesn't require the user to overwrite files etc.

 

The only thing to know about that is the first letters of all your scenes must be those letters you picked to designate your plugin.

 

For example my basic osex project is in the folder:

 

Data\meshes\0SA\mod\0Sex\scene\0MF\

 

0MF|Cy6!DDy6|Sx|DoggyLiPopSxHT      <--- All scene ID in basic OSex begins with 0MF

 

something in Wizard sex begins with the letters the wizard sex plugin folder uses WZH0

 

WZH0|Hv0y6!Hv0y6|Ap|MagBootyPop <-- A scene in wizard sex.

 

---------

 

I think your best bet would be to not worry about perfect seams for the transition between OSex and your work and just get as close as you can for the jump. If you place your actors roughly the same way to start the transition Skyrim will soft blend the animations together usually correcting things that are wrong BUT it might also do really weird spirals of the bones for the transition. If it is doing that I would make a loop that's similar to mine that you want to branch from and have the button press teleport directly to your loop, that way there would be a slightly non-seamless change but it would be so fast the user would most likely not notice it.

 

 

Posted

 

 

Miko thanks so much, and thank you for all your testing! I do have a lot of unfinished animation in the project so unless it's a scene that seems super polished clipping might be happening on my system too. In some cases if you want to work in my system my xml is a little cryptic but I believe it's fast and easy if you dive in once with a lot of power and it's not so isolated in the sense that you're just learning my system and not really professional skills because simply working in animating programs will teach a lot and that's a bulk of the workload for doing this.

 

The bra's and panties is something that's pretty much impossible to do in Skyrim. Mainly because there's no standardization amongst modders and a lot of user's don't care about that level of detail.

 

I'm able to pull it off on my system kind of but it's not perfect and takes an elaborate process. I take any armor I find that I like load it into Max, reshape it and reskin it and load it other armor to see if I can make it fit snug and invisible under other pieces so I can have some overlapping of clothes, then I export it and put it in my own ESP and set it to the slots I always use for that kind of equipment. It gives me an advantage in doing that but Skyrim isn't really made to handle clothing the way I want it to work which is why I needed to make ESG etc. but even the core game was designed in a way that everything about it including a series of bugs Skyrim has: make underclothing pretty much an impossible thing.

 

The sos undergarments you're talking about are something I use too but I took them off the model and have them as an equipable item which my guy's usually wear instead of letting SoS handle assigning them.

 

-------------

 

I have good news though:

 

When kinky was talking about ESG in a recent post I decided to look over my ESG files and it turns out I almost had auto-intimates complete before I burnt out so I finished it yesterday for the most part and it will be in official 2.02.

 

Auto-intimates is a band aid to make immersive stripping and layers of clothing actually work. I think it's very easy but most likely will not be used much because it's in xml. The requirements it has of equipment is a lot looser but if someone doesn't understand the basics of slots and equipment nifs they still will not have much luck applying it.

 

I'll explain how it works:

 

It's an optional system, if you don't have the documents it does nothing, if you do make the document that it gets used automatically. (Has a config button to turn it off/on on the fly if you need though but without a document it's dormant.

 

You make a small document like this. This can be per NPC in their Persona or in the _generator.xml file if you'd like to to apply it to all NPCs like Skyrim NPCs for example. If it's in their Persona than only that character will use the list, if it's in _generator then anyone that meets the criteria will use the list.

 
<AutoIntimates>
<IntimatesSet>
<TwoPiece name="Purple and Yellow Bra" mod="OS.esp" form="0237B1"/>
<TwoPiece name="Purple and Yellow Thong" mod="OS.esp" form="025F5B"/>
</IntimatesSet>
<IntimatesOnePiece name="Some Cool Lacey Thing" mod="OS.esp" form="0237B1"/>
<IntimatesL name="Pink and Green Panties" mod="OS.esp" form="025F5B"/>
<IntimatesL name="Those other Panties" mod="OS.esp" form="025F5B"/>
<IntimatesH name="Lacey Bra" mod="OS.esp" form="0237B1"/>
<IntimatesH name="Scary Spike Bra" mod="OS.esp" form="0237B1"/>
<IntimatesH name="Bando Bra" mod="OS.esp" form="0237B1"/>
</AutoIntimates>
 

All you'll need to do is enter the MOD name and the CK Form ID of the undergarments.I have no idea what equipment users have installed so it's up to them to tell OSA in a list what intimates they want to have work in this system.

 

If OSA detects an NPC wearing a cuirass or pants with no undergarments on: OSA will select from their Auto Intimates data garments for them. The items aren't equipped but if you remove the cuirass it will replace it with a bra as if it was already being worn underneath and when you put the cuirass back on it removes the bra.  

 

Above are 4 entires:

 

IntimatesH are for Bra's upperbody intimates

IntimatesL are for Lower body intimates

IntimatesSet are for a matching pair of Upperbody and Lowerbody

IntimatesOnePiece are for a leotard lingerie thing that is both upper and lower in one

 

You can add as many as you want and it randomizes them when needed, you can add a field per="" to have it assign things based on a percentage also if you'd like some equipment to be more uncommon. In generator.xml you can define general Auto-Intimates assignment by race and gender so you can get really immersion specific.

 

I'll most likely add socks and MaleGenitals as options also for the sake of completion. Socks would be equipped upon removing boots, and the Male Genitals would be used for an animation I made where you can futify a character through animations, kind of looks like the were wolf transform only they grow a cock. Again all option, just there if people need/want that kind of clothing detail.

 

----------------------------

 

It will be in 2.02C OSA which I'll post tomorrow most likely. It fixes all OSA bugs brought up, I cleaned up a lot of OSA bugs that I knew about also. Profile should be functioning better, autoinimates work, and the _generator.xml got brushed up a bit as well as much stronger logging. OSA is to big a script now for me to test some things so I made an option to turn on stronger logging, and that basically prints out everything it does so I can see exactly where bugs are and things that are going wrong, it works per actor, so each actor will generate their own report log of all the logic and values it's using so we can get to the bottom of long-standing bugs. I don't think it takes any power really to keep it on but I supplied a toggle for the hell of it that turns off intricate logging.

 

4 things specifically I'll needed tested in 2.02C:

 

- I would like some people to try to use, profile to set up dynamic icons for perfect OSA Waifu. It's a short process ~5minutes and I made a template you can use. (I know that in 2.02A/B that profile is making everyone a blue futari with red hair and I fixed that for C.) 

 

- Feedback on the larger fonts, and if the dropshadow is clear enough or if it should be tweaked more, potentially I will just open it up to the _config file so users can set the settings to their tastes

 

- Attempts to use Auto-Intimates. OSA has a number of equipment things going on between ESG set undressing, slot undressing, Inspect menu / stripping scenes / scene menu undress / redressing scenes. it works as far as I can tell but it's likely that I missed some key points in the script logic and a bra will be put on or removed at times it isn't intended. Helping me find those spots would be great!

 

-_generator.xml is working now since 1.09 but I polished it a bit more and I'd like some testing and help making a finalized _generator.xml document that can be shipped with OSA and users can tweak further. _Generator.xml's purpose is just to assign random defaults to characters based on race/gender, for example if you start the scene with a nord vs an orc it will decide what skin tones etc. to use for the icons, it sounds pretty uneventful especially if you don't care about colored icons but I need this system for the final upgrade which will be arousal. Body stats etc. will be set and defaulted based on _Generator.xml and randomized if desired.

 

The short story: _Generator is the defaults OSA uses for values for body tone RGB hues, body stats, arousal ratings, anything that would require values. I put the default values in this document and it's subdivided by race/gender and can be specific or broad. it's simply a way to make defaults accessible and add variety to the defaults without hard coding it into the script in a way that wasn't accessible to users that didn't like the values I chose. As a quality of life thing primarily for myself it can rename generic NPCs like "Bandit" based on lists you create in generator also so you can type out and choose the names yourself, it's there if you wanted but obviously something very niche kind of tacked on.

 

Posted

 

I ran into a pretty bizarre thing while I was using Osex. I didn't read the recent posts so I'm sorry if this has been addressed before.

 

Basically I was passing through Riverwood and decide to pay a visit to Camilla. When I started Osex I could tell something was off because the female character had a blue effect around her as if she had been hit by a frozen spell and the icons showed a blue female with a penis. I thought both things were related but probably not so for the following hour, I tried to find out what was causing this.

 

Firstly I assumed the culprit was UNP since I changed it from CBBE just one hour before to try out the minidresses mod. I changed back to CBBE but nope, it still was the same. So then I updated to 2.0 but the same problem persisted. Some time after, I try the mod with Saadia in the inn and now the icons were back to normal (white female with no penis) but the blue effect still persisted somehow if I opened the menu with enter.

 

Another thing was the alligment which was off with Camilla but good again with Saadia altho I assume this because of the beta.

 

So my question is what's up with this blue effect and why the icons were showing a blue futanari.

 

Also forgot to mention I changed back to UNP when I used Osex on Saadia so definitely it wasn't that.

Do you use the mod Jaxonz Positioner? The select object key is the same as the start key for Osex.

This causes a blue halo effect around the selected object. (in this case the person selected) The solution is to change the select object key (Numpad enter) in Jaxonz to something else. I hope this helps.

Ah, so that was it. I just recently installed it and forgot to change the key to select objects. Thank you!

 

I ran into a pretty bizarre thing while I was using Osex. I didn't read the recent posts so I'm sorry if this has been addressed before.

 

Basically I was passing through Riverwood and decide to pay a visit to Camilla. When I started Osex I could tell something was off because the female character had a blue effect around her as if she had been hit by a frozen spell and the icons showed a blue female with a penis. I thought both things were related but probably not so for the following hour, I tried to find out what was causing this.

 

Firstly I assumed the culprit was UNP since I changed it from CBBE just one hour before to try out the minidresses mod. I changed back to CBBE but nope, it still was the same. So then I updated to 2.0 but the same problem persisted. Some time after, I try the mod with Saadia in the inn and now the icons were back to normal (white female with no penis) but the blue effect still persisted somehow if I opened the menu with enter.

 

Another thing was the alligment which was off with Camilla but good again with Saadia altho I assume this because of the beta.

 

So my question is what's up with this blue effect and why the icons were showing a blue futanari.

 

Also forgot to mention I changed back to UNP when I used Osex on Saadia so definitely it wasn't that.

Do you use the mod Jaxonz Positioner? The select object key is the same as the start key for Osex.

This causes a blue halo effect around the selected object. (in this case the person selected) The solution is to change the select object key (Numpad enter) in Jaxonz to something else. I hope this helps.

Ah, so that was it. I just recently installed it and forgot to change the key to select objects. Thank you!

 

I ran into a pretty bizarre thing while I was using Osex. I didn't read the recent posts so I'm sorry if this has been addressed before.

 

Basically I was passing through Riverwood and decide to pay a visit to Camilla. When I started Osex I could tell something was off because the female character had a blue effect around her as if she had been hit by a frozen spell and the icons showed a blue female with a penis. I thought both things were related but probably not so for the following hour, I tried to find out what was causing this.

 

Firstly I assumed the culprit was UNP since I changed it from CBBE just one hour before to try out the minidresses mod. I changed back to CBBE but nope, it still was the same. So then I updated to 2.0 but the same problem persisted. Some time after, I try the mod with Saadia in the inn and now the icons were back to normal (white female with no penis) but the blue effect still persisted somehow if I opened the menu with enter.

 

Another thing was the alligment which was off with Camilla but good again with Saadia altho I assume this because of the beta.

 

So my question is what's up with this blue effect and why the icons were showing a blue futanari.

 

Also forgot to mention I changed back to UNP when I used Osex on Saadia so definitely it wasn't that.

Do you use the mod Jaxonz Positioner? The select object key is the same as the start key for Osex.

This causes a blue halo effect around the selected object. (in this case the person selected) The solution is to change the select object key (Numpad enter) in Jaxonz to something else. I hope this helps.

Ah, so that was it. I just recently installed it and forgot to change the key to select objects. Thank you!

Posted

OH! That sounds so incredible! I can't wait to try it out! It seem kind of similar idea (if I am understand right) to what the Underpants mod on LL does, it looks to see if armor is equipped to NPC, and if not, it will equip the underwear item if the armor is removed, and even has option to do it in the menu too, the item only shows up in the inventory of the NPC once the armor is removed, so I think it's spawned in as needed, so it doesn't add many extra items to all the level list for all the NPCs in the world. I think it works, because looking at an NPC, if they were wearing undies under armor, you wouldn't know until you removed the armor! lol!! 

But thank you for explaining all of this to me, maybe I can see if one of my friends would help me do a plugin or mod that would do underwear sets for OSex/OSA or something and use the slots set in the equipment screen. My big thing I like to do is fashion design and make cool looking clothes, dresses or armor, and usually my friend helps me get it in game. I know from looking around for things to use for the Underpants mod that there are so, so, so many available modding resources that are free to use for underwear, or bikini's or lingerie out there that no one has really spent the time to use much in the game before, because there was never any real purpose unless really hard-core role playing, or only using for fashion screenshot shoots with poses. (Unless you want to have lingerie on character full time as battle armor with very bad stats, lol!!!) I will think and brainstorm and talk to my friends to see if I could get a pack of mesh and textures together that would use the kind of "Auto-intimates" thing you describe in your post, CEO. It seems like it would be easy enough if that is how it works. 

In my mind, even if it could be set in a slot to be used by character, or set a list to be used by NPCs when using in OSex or something, then have plug in maybe that would just use them for maybe a "prop" or something (not even actual armor item, just a prop for the OSex module) in the animation just for the purpose of re-dressing to add extra immersion. I think would be very cool thing, but I am still very new to modding, and doing my best to learn! So I don't know if that would be even a possible thing yet, but I will research after I finish what I am doing for my expressions and maybe extra sounds I have been looking at.

Um, I guess I was very bad at trying to explain that, I will try a simple explanation. Like... um, okay... when you write your little profile for your character, or an NPC, have maybe an option to select an underwear, bra, panty, lingerie or something like that from a list. That mesh and texture would only ever be used on the character when re-dressing animation, kind of like how the props work in other animation and poses packs I've seen (like the clothes, guitars, or things like that) and wouldn't actually ever show up in your characters inventory. Or, if they did show up, make it only spawn in to the inventory or NPC inventory on as needed basis, like during that animation, or if you remove by looting the armor completely, kind of like how the Underpants mod works. (I am not really sure how SoS does the underwear thing, I just always use the Underpants mod, or force the always on underwear for men in SoS's extra plugin I found on LL.) 

I just put my thoughts and ideas out there! I know they probably aren't great, but maybe something would work maybe, or could work if I could put enough time into it.

Posted

 

 

Yep Miko that's exactly how mine works too with some slight difference. It's only when OSA is handling a specific NPC. For example when you start OSex it builds an entry on each actor in it's script and checks their files to see if they have custom persona's or a profile things like that. It will see here if the have autoIntimates data and if they do it looks to see if they have a chest piece and no bra on or pants and no panties on. If it can based on the autoIntimates it will select from the list and equip those pieces upon removing the outer clothing. It only is working if the actor is intereacting with OSA and if the actor has data for it. The faux clothing gets handled as a regular item by ESG from that point on, and can be undressed / redressed by the users choices. (The system just has a flag on it so it knows it should be hidden/removed if an outerlayer is placed over it as opposed to regular items.)

 

You can set it either in their Persona for a specific NPC or in _generator.xml if you'd like all NPCs to use the list similar to the mod you mentioned. For example if you wanted just one character to have special undressing you'd put it in their .xml document. If you wanted all of Skyrim npcs to potentially have intimates applied you'd set it in the _generator.xml under the allRaces category or you could get more specific and use different intimates on different races. 

 

They do show up in inventory and are actually equipped but OSA will attempt to clean these out if it can. It will not be 100%. The issue is that removing an item from an actor's inventory causes them to fully redress their default outfit, so it has to be done later on when the scene is over or else they will suddenly pop back into all their clothing.

 

it's similar to the above like SOS but a lot less script dependant and light weight. OSA doesn't needed to apply these with script auras etc. It simply equips the item if the data tells it too upon revealing the undergarments so it's just one extra line of papyrus upon undressing, has no need to scan etc. It's basically exactly what you said though, more limited in that it only functions in OSA but stronger in that it has no footprint really and it's built around ESG so OSA knows what is a bra and what are panties etc.

 

The primary purpose of ESG is that Skyrim doesn't let scripts know at all what equipment actually is. ESG is a way for OSA to learn that this item is a bra this item is a belt etc. it can play animation specific things for different articles of clothing whiich default Skyrim has no power to do outside of very limited situations.

 

AutoIntimates is a very minor small system though not a huge feature or miracle. It's just there if users want otherwise it does nothing. Reuses a couple randomizing xml-tier scripts for processing xml that persona uses and it might help some users that prefer sexier undressing in layers.

 

---------

 

ESG is an OSA system not OSex so it's the kind of thing I intended all OSA users to share. Just like OSex has undressing/redressing functionality, if there were other users making modules they would have access to the same system.  It's basically commands you can issue that can identify specific articles:

 

IE: 

 

- If the user is wearing this type of clothing than show this button option to play this scene, otherwise hide the button

- At x time in the transition, remove or dress an exact article of clothing

- Have icons depict the exact clothing being worn

- Long term goals were to have arousal and SexAI tie in to it also with preferences, one actor might prefer a more blunt faster undressing automatically while another might take it slower.

 

In the end it's a solution to a serious problem Skyrim has with clothing detail. Some could argue that it's complicated and excessive but I believe it's the ideal system to give 100% control to Skyrim clothing in animated scenes and there's no way it could be done without sacrificing some detail or control. It is a bit of a beast and not accessible to everyone but OSA functions without and what gets missed out on are things the User wouldn't be able to have in Skyrim without ESG anyways. I just think it's required for the detail i was hoping the engine could achieve.

Posted
To explain it: you'll export from Max using Havok Tools which results in a .xml file of the animation. hkcmd's purpose is to convert the animations from .xml to Skyrim's .hkx.

It would be nice if hkxcmd can do xml->hkx convertation. :rolleyes:

Seems you'd been having in mind hkxcnv...

 

Yea, I looked at Pornphilie's xml - exactly that bones with hkxcmd fails. It's sad that he used non-standard XPMSE Skeleton - another great difference between Blender and 3Ds added. LOL

 

Anyway, sorry for disturbing you.

 

Kind Regards

Posted

 

CEO,

With testing my plug-in for Blender i decided to add some animations to your 0Sex, but fail at beginning.

For creating smooth transition between already existed animations and new ones i need to know end-animation-pose bones positions. (Sorry for my English)

It's unable to get .kf-file, without yours skeleton, because custom bones for hairs etc you're using.

 

Seems only way is to create own 0Sex-like assembly. Or is this my lack of knowing hkxcmd.exe?

 

Kind Regards

 

Which position are you trying to branch off from I can give you the end frame and the T-Pose but I only can get the files into Max 2012 / 2016 and I'm not sure how to make the rig work in Blender.

 

I'm using Pornphiles rig available here on LL but it might be a much older version of it. Some of my animations in different regions of OSEx got messed up as well due to just stray mis clicks doing things to the files I don't understand so there's breaking points between different parts of family of animations where I have to do weird stuff to connect them or the bones do really weird things with heavy spiral/corkswrewing most likely due to something about euler rotations that I don't know how to fix.

 

If it helps explain more, there's nothing specific about the rig I use or bones that OSex/OSA needs to play any animations for Skyrim could plugin in and be used for one of the actors in a scene in OSA. In terms of what you're doing the only thing I could see happening is that if you were making a seamless transition from one of my positions without being able to have the exact bone positions that it might have just a little bump. Skyrim will blend the animation bones so it should recover pretty much however even if the bone's are exactly the same from end frame to the new start frame.

 

Depending on things it might cause bones rotating 360 degrees quickly however and other things like that.

 

 

------------------------------------------------

 

If the animations are behaving strangely / not as you see them in Max it's most likely an issue with hkcmd. 

 

To explain it: you'll export from Max using Havok Tools which results in a .xml file of the animation. hkcmd's purpose is to convert the animations from .xml to Skyrim's .hkx. If your havok tools settings are wrong (like not connecting to the right skeleton document file) then the animations will break when you get them into Skyrim.

 

All you need to type into cmdPromt is this to get past hkxcmd, if this doesn't work than it most likely is an issue with Your Havok Tools export settings in Max.

 

hktcnv maxExportedFile.xml YourNewFile.hkx 

 

-----------------------------------------------------

 

If you'd prefer to connect to OSex as opposed to making your own thing entirely:

 

In this folder:

 

Data\meshes\0SA\mod\0Sex\scene\ 

 

Are a number of folders, each one is a plugin for OSex. I'd pick 3-4 letters as a designation for your project and build your project from within this folder. That way we can make a direct connection to your project from OSex that doesn't require the user to overwrite files etc.

 

The only thing to know about that is the first letters of all your scenes must be those letters you picked to designate your plugin.

 

For example my basic osex project is in the folder:

 

Data\meshes\0SA\mod\0Sex\scene\0MF\

 

0MF|Cy6!DDy6|Sx|DoggyLiPopSxHT      <--- All scene ID in basic OSex begins with 0MF

 

something in Wizard sex begins with the letters the wizard sex plugin folder uses WZH0

 

WZH0|Hv0y6!Hv0y6|Ap|MagBootyPop <-- A scene in wizard sex.

 

---------

 

I think your best bet would be to not worry about perfect seams for the transition between OSex and your work and just get as close as you can for the jump. If you place your actors roughly the same way to start the transition Skyrim will soft blend the animations together usually correcting things that are wrong BUT it might also do really weird spirals of the bones for the transition. If it is doing that I would make a loop that's similar to mine that you want to branch from and have the button press teleport directly to your loop, that way there would be a slightly non-seamless change but it would be so fast the user would most likely not notice it.

 

 

try to export it as an .fbx format blender should be able to import that back in. 

Posted

 

try to export it as an .fbx format blender should be able to import that back in. 

 

I've never used 3Ds, but how about to delete 'non-standard' for XPMSE armature's bones in 3Ds and rebuild animation?

Another question with 'non-uniform' scaling for particular bones can happens due HavokTools, but i think that can handle with it - with adding functionality to my blender's plug-in or manually in KF-file.

 

Kind Regards

Posted

Ok, I feel like an idiot. I'm trying to install OSA2 within Mod Organizer to test out the Beta but am unable to get it to work. I have created a new profile with my character and unchecked OSA and 0Sex 1.08 as well as the 0SexPatchV1. I then installed OSA2 and OSex 2 and enabled them in that order.

 

I run FNIS as normal and create an overwrite folder with the FNIS for the new save and then start a new game. When I get in the game and hit Enter on the numpad, nothing shows up.

 

I'm obviously doing something dumb and any help so I can test the Beta would be greatly appreciated. Do I need to completely uninstall the old verisons (even though I'm using Mod Organizer so they shouldn't be getting loaded)?

Posted

Ok, I feel like an idiot. I'm trying to install OSA2 within Mod Organizer to test out the Beta but am unable to get it to work. I have created a new profile with my character and unchecked OSA and 0Sex 1.08 as well as the 0SexPatchV1. I then installed OSA2 and OSex 2 and enabled them in that order.

 

I run FNIS as normal and create an overwrite folder with the FNIS for the new save and then start a new game. When I get in the game and hit Enter on the numpad, nothing shows up.

 

I'm obviously doing something dumb and any help so I can test the Beta would be greatly appreciated. Do I need to completely uninstall the old verisons (even though I'm using Mod Organizer so they shouldn't be getting loaded)?

So when you uninstalled the first mod and you still had the second installed it will deactivate the esp/esm right hand side. make sure esm/esp is activated.

Posted

 

Ok, I feel like an idiot. I'm trying to install OSA2 within Mod Organizer to test out the Beta but am unable to get it to work. I have created a new profile with my character and unchecked OSA and 0Sex 1.08 as well as the 0SexPatchV1. I then installed OSA2 and OSex 2 and enabled them in that order.

 

I run FNIS as normal and create an overwrite folder with the FNIS for the new save and then start a new game. When I get in the game and hit Enter on the numpad, nothing shows up.

 

I'm obviously doing something dumb and any help so I can test the Beta would be greatly appreciated. Do I need to completely uninstall the old verisons (even though I'm using Mod Organizer so they shouldn't be getting loaded)?

So when you uninstalled the first mod and you still had the second installed it will deactivate the esp/esm right hand side. make sure esm/esp is activated.

 

Oh! I had problem like this before! Make sure that you install FNIS in Mod Organizer! Then you must run it through Mod Organizer, not through folder seperately, and then it will make files in Overwrite, and you right click and save them to new mod in left side. Enable it and will add all animations FNIS did! Umm, also I think CEO said before that must start a new save if update? Or remove things from old save first.... maybe that will help? I started a new save for the new beta version. (o _o )d I had to go through and manually remove extra files old version left, because I was using NMM then and it's super bad at uninstalling everything it leaves. But make sure you are completely remove old version, then install new beta version if you are doing that, and if you have problem with sound or face expression like I did, um, there is file to delete in interface folder, just look back a few page and read posts, I can't remember it's name right now. 

Posted

So, how I use the new anims (BB, BG, WHIZ...)? I already installed, but it don't appear on library, the only plugin who appear is the vanillla plugin. I checked on Information if it installed and say "yes". 

Posted

So, how I use the new anims (BB, BG, WHIZ...)? I already installed, but it don't appear on library, the only plugin who appear is the vanillla plugin. I checked on Information if it installed and say "yes".

WHIZ can be accessed from very first standing cuddle scene, after OSex start. Release hold on actra and then you should be able to navigate through numpad 6 to WHiZ branch. Undressing is in the same row.

 

BG is all accessed from scenes with male PC lying on ground (cowboy i.e).

 

BB all from standing blowjob scenes I think.

 

M2F.... haven´t tried yet.

 

Think bits of confusion comes from assuming the Plugins are part of OSA, although they´re from OSex, which is the "Module" shown in library. If installed correctly, the plugins integrate seamlessly with OSex module, which is the only official "module" thus far (beside OPose ect., which is accessed from main menu numpad Enter).

Posted

Welcome back CEO!! New animations are great, especially the doggy style animation with the possibility to turn head. It's so immersive and great for pov. 

I'm asking if you could do a reverse cowgirl animation like this starting from the reverse cowgirl animation that's already in your mod. it would be great for ass bounce  :cool:  Also it shoud have the option to grind in circle like in your cowgirl animation. 

I'm sorry for my English and thanks for you hard work!!  :D

 

(m=eaf88daaaa)12.jpg

Posted

Hey, CEO. I discovered that Serana doesn't respond to OSEX at all. If you attempt to trigger a scene with her, the characters become locked in an almost t-pose, and it can't be cancelled.

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