BadmenHY Posted May 23, 2017 Posted May 23, 2017 I hope CEO is not gone again ;/ No I'm here, working on the 2.02C OSA update, I took the polish a lot further then I expected too and wound up fixing pretty much all long standing bugs outside of a few major one's that I might not ever be able to fix (All menus shifting location off screen, mouse dissappearing, actors not being perfect aligned sometimes, crash on keybinding.) A majority of the changes will not be noticable at a glance but they are a lot of detail work that I think makes everything stronger when really using OSex in depth. For example chain spanking with the same move doesn't cause an animation drop to happen, changing head/look direction doesn't reset the speed of the scene stuff like that. A bunch of features that were in 1.09 that I didn't manage to totally complete all got finished up: Here's the patch if you want to see for OSA: OSA 2.02 Changes that are not backwards compat. and must be fixed in any modules people made: pandect.xml: <visitor bt> and <visitor><join bt> bt="" got changed to i="" to standardize i for icon. will not break your module but will have no icons show up on the visitor join menu until fixed. Fix by renaming bt= to i= In the past my icons used in OSex had _6_ and _9_ in the icons name to note which direction the body was facing/oriented, they were basically mirrors of each other. I added a new feature where you can flip icons by adding iRevX="1" or iRevY="1" to flip them vertical or horizontal so I no longer needed all the extra icons. If you are using any of the osex icons you might need to remove the _6_ or _9_ from the name and it should return to being displayed. FEATURES STILL NEEDED: - Changing look direction causes the menu to reset and can be a little annoying when trying to look around with an actor. Actions like spanking used to have this problem got fixed but doing it on the special cabinet fold out style menus like head/look direction has a few hurdles I'm trying to get over. Module Features: - Added the option of a STORAGE block to scene.xmls that allow the scene to be set to record speed and apply it on a new scene, intended for subtle scene changes where the speed should be the same after the switch occurs. (I needed this feature to maintain speed when changing Look or Head direction of the actors, to stop them from dropping back to the default speed when they changed where they were looking) The block looks like this and goes by itself anywhere in the scene.xml on any t="L" type scene (Looping) <storage><L><inheritSpeed fam="0Sx0M2F_DHJ-ParlorDHJO"/></L></storage> fam= is defining a family of scenes that should inheritSpeed if visited back to back. This way if the user navigates away from the family speed will not be maintained but if they are in the same family on the next immediate set then speed will update fam can be whatever you want as long as the adjacent scenes that should inheritSpeed all have the exact same fam. I just use the scene ID of the groupings for this but it can be whatever tag you want. ------------------------ - Spamming the same action back to back (like spanking) will no longer cause animations to be skipped for a round. This is done by a new xml block that must be added inside the <anim> block of the action (transition) scene. <out cmd="leadIntoAnim" id="0Sx0MF_Ho-St6Pop"/> Basically right at the end when the scene is closing it runs all <out> commands (cmd) there's just this one for now "leadIntoAnim" where id="" the animation of the scene this animation is leading into if the action wasn't repeated. This will play the leadInto anim just for an instant on all actors before setting the action to occur resulting in the animation being refreshed. -------------------------- - OSA now can be told to wait for all actors in scene to have their equipment loaded before revealing the menu. On the first navigation menu that is revealed usually papyrus did not have time to report all the clothing on the actors yet so the original menu would show the actor's naked. The option can be set in the module.xml and forces OSA to wait for all actor's data to be received before showing and updating the menu. The block looks like this and goes by itself anywhere in the module.xml: <boot dataMenu="full"/> on Boot the menu requires "full" data for all actors before it can be revealed letting the menu show accurate icons when it first shows up. note: Depending on papyrus load this will slightly delay the menu appearing, it was fractions of a second on mine but I imagine on a heavy papyrus save this might get longer. The good news is the scene is already started so the actor's are being animated while the menu is waiting so it's less invasive than if the scene didn't start yet at all. --------------------------------- Small new things to the scene.nav xml: np2 style menus can use iRevX="1" or iRevY="1" (iconReverseX/Yaxis) on the same line where you fill in the icon to use in the xml. This will flip icons horizontal or vertical. iRot="180' (iconRotation) (180 or any number 0-360) can also be used now to rotate the icon by that amount. ---------------------------------- - Completed the roulette and navigation menus with a sleeker UI / filled in all icons, a little more dramatic then the rest of the UI but I think it works in the case of a quick warp-around menu. --------------------------------- OSA - Added a minor visual effect on screen after inspecting while actor data is loading but before the menu appeared. OSA - Added a minor visual effect on screen when OSA is scanning an area for nearby actors when using the INVITE option from the nav menu. - Repaired the INVITE navigation menu option and it now works again. (Was causing all menus to disapear and resulted in no effect.) OSA FEAUTURES: -----Customizer.xml: This was _generator.xml but I renamed it to customizer.xml. It is an optional download but I reccomend using it. What is Customizer?: Customizer.xml is a text document with xml formatting. It is basically an .ini for default values that characters can have. I didn't want to hard code these values into OSA incase people disagreed with my choices so if they feel the need to change things they can in their customizer.xml. (If you do work on your perfect customizer.xml make sure to make a backup so you don't overwrite it when updating OSA) While it's basic purpose is similar to an ini it's intended to handle character defaults so it's divided up the same way the Creation Kit does it by race and gender. You can be broad putting data in options like AllGeners|AllRaces" or AllGenders|AllRacesHuman or you can get specific like |Female|RedGuard|. Entries inherit from all sub categories so a RedGuard Female also inherits from RedGuard AllGenders and AllRacesHuman and AllRaces. For now customizer handles a limited amount of graphic display and some special optional features. It's primary purpose is defaults for body stats like arousal and other tolerances that OSA's arrousal system will need in the future. This will allow non-hardcoded defaults to exist that the user can edit to their liking. In a lot of cases the _config.xml has basic defaults, customizer.xml has specific defaults and also actors can have persona data with specific data just for them. Priority is always given in the following order: 1. Data in the actor's persona folder 2. Data in customizer.xml 3. _config.xml as a last resort default. What can it do now?: Customizer has three files at the moment: customizerEquip.xml customizerTones.xml customizerNames.xml customizerTones.xml holds Default body and clothing hues for NPCs customizerEquip.xml holds AutoIntimates data for npcs so you can use AutoIntimates in a broader sweeping way for example to register all Skyrim NPCs for it. CustomizerNames.xml holds name data to assign names to generic NPCs that OSA encounters.You enter the name of generic NPCs such as "Bandit" and when OSA encounters one it will rename them based on their race and gender to an actual name. All these features are optional. I provided a quick set of defaults name as an example but you can make them whatever you want. customizerBody.xml will be the final customizer where you can define default body-chemistry stat bases and thresholds. It might be separated into two groups for physical and chem/psych/hormone. ESG: NEW MAJOR MENU OPTIONS: - Added toggle options for Redress animations. There are separate options for both the player and npcs. You can choose to have them either instantly redress, redress with full animation using 0ESG module which comes with OSA or have them not undress. Redress with full animation is the default option. ANIMATED REDRESSING | PLAYER ANIMATED REDRESSING | NPC INSTANT REDRESSING | PLAYER INSTANT REDRESSING | NPC CLOTHING AUDIO - Added a placeholder toggle for some subtle clothing sound effects I'd like to add. In the future this option will mute them. ----- - AutoIntimates toggles. See the autoIntimates section for more indepth details Female Auto-Intimates LowerBody - Will attempt to equip females with LowerBody intimates Female Auto-Intimates UpperBody - Will attempt to equip females with UpperBody intimates Male Auto-Intimates LowerBody - Will attempt to equip males with LowerBody intimates Male Auto-Intimates UpperBody - Will attempt to equip males with UpperBody intimates AutoIntimates & forms.xml: - Added AutoIntimates (Warning this is early work in progress) which can assign upper and lower body undergarments dynamically to actors that are not wearing underclothing. If AutoIntimates are allowed and an actor is valid for them (and has AutoIntimates data): OSA will assign them articles of clothing which it equips at the moment they would be revealed. For example removing a full body cuirass would reveal undergarments, and redressing the cuirass would hide them again. AutoIntimates requirest a few things to work. 1. The actor must be wearing something that would be covering articles of clothing to be revealed underneath. If they are naked already for example AutoIntimates will not consider them valid for receiving underclothing. 2. The actor must have AutoIntimates data which is a short list of things they can wear that are installed in your game. (I have no idea what items you have installed so you have to figure it out yourself and add the one's you want to use to a list. -- Data can be given to an actor in 2 ways. --1.They can have a form.xml file put into their persona folder which holds their specific AutoIntimates data. --2. Data can be given using -customizer.xml for all NPCs if you prefer. This could accomplish the effect of having all Skyrim NPCs working with AutoIntimates. 3. If OSA finds the actor already is wearing Upper or Lower intimates (through ESG) then it will not assign them. AutoIntimates has a few special features like the ability in certain conditions to use onePiece Leotards and matching sets as opposed to tops and bottoms at random and can be given percentages to allow you to roughly control how often different types and peices show up AutoIntimates considers all Cuirasses as covering both Upper and LowerBody and will reveal both pieces upon removing unless the actor has clothing on that is considered pants by ESG. In this case it will only reveal the upper body. If an actor is valid for both upper and lower body intimates then they are viable for onePiece options as well, like a lacey nighty thing etc. Some mod created equipment that goes in the cuirass slot only covers the upperbody, (like a tshirt etc.) This would cause OSA to consider the piece covering both Upper and Lower body. To fix this if it's bothering you: OSA will check for a keyword on the cuirass (chest item usually in slot 32) which defines it as upperBody only. (You'll have to add it yourself to the armor piece but if you are into auto-intimates and want things perfect it's a way to get it done.) I haven't tested this part fully yet but think it works (will investigate more soon. - forms.xml is working but I am not 100% sure if I can complete customizer.xml's AutoIntimates in this round. I'll keep this up to date depending on what happens - AutoIntimates will only work on actors in a scene and will not work from other places such as the inspect menu. The scene menu undressing/redressing options will use AutoIntimates however and they have had buttons added when AutoIntimates are in use to show them. they don't occupy the regular spots but get their own spots and are outlined in the subTheme color instead of the mainTheme color. ENHANCED LOGGING OSA now is close to fully fleshed out in the features I had designed, it streams as needed a variety of data driven documents of different types and crunches lots of values of different types as it treads through. With the amount of stuff it can do now I needed access to more detailed output of exactly what it is doing to develop the final systems I want without to much head ache and make sure no deep issues are slipping by that could cause issues in the future or performance problems. I added enhanced logging which prints out something similar to a combat log of all the things OSA is doing. It stores a main series of logs for OSA itself and also generates stage specific logs each time you run a module like OSex as well as actor specific logs for each actor it encounters. I don't believe logging has much of any footprint at all but you can turn it off with the following config option. If logging is disabled the options to view logs that are disabled will be turned off in the menus also. Some logs relating to core OSA stuff cannot be turned off as they are more important to general bug hunting and in some cases do most of their logging before I can parse if logging is disabled or not. OSA | CONFIG | LOGGING - Turns on or off enhanced logging. If disabled logs that aren't being recorded will also not be viewable and get icons in the menus. There are 3 main logs - OSA's primary log - Log instances for each stage that is made for a module like OSex - Log instances for each actor OSA encounters in a session If you press OK while having a specific log selected OSA will print the entire log to your data/OSA/logs/ folder and does it's best to label it in a clear way. Generally it will overwrite previous logs from the same actor etc. so make sure if you are looking at logs that it is a recent printout and not something you re-overwrote. Menus only display the last 60-80 entires so the print out can help see the entire log. (If you open them in word pad they have no line breaks so I recommend using something like SublimeText to easily view them.) Each of the 3 Main logs has a number of sub sections but they also have a FULL log which all logs print to in case you want to have a full data report or see the timing of things. HOT log is generally for me and my team to analyze specific random things for bugs that we are looking into, so this will be pretty random. I am adding this feature in retroactivey so the most pressing things related to my current development have more logs but i will try to add more depth as needed to prior systems. If you're working on something specific in which you'd like more accurate log data on let me know so I can add in logging points to that area. NOTES: - System Report got moved here - Full Log gets all lines from all sub logs - Process OSA's basic run log, - BootUp Log: Covers the steps OSA took to boot itself up. - Stage Log: Covers OSA's setting up and closing down stages that module scenes happen on - Targeting Log: Not used to often, covers OSA's accepting actors that are targeted by crosshairs or with a cellscan. - HOT Log: This is for me and my team to put whatever we specifically really need to be seeing, and also for testing in development. It either will show nothing or have random data in it. - Warning Log: Holds warnings, should not have any output in it if everything is functioning properly. MyOSA - Rebuilt myOSA to now be able to combine folders, I left the old _declare.xml method in as a vestige for backwards compatability but if possible would recommend making a few small changes to the new system. - No more declares needed - Files use a new extension .myo - .myo files are just text documents with that special ending and they still hold xml data just like before - All files in myOSA/anim_1 folder are now loaded and do not need to be declared in a special file. This allows pose modules for OSA to work out of the box without fighting over rewriting the declare - A new field can be used at the start of each folder - id="" if 2 different documents have a folder with the same id="" then those folders are merged together into a single folder. This way separate documents can add to folders that are already in place. - The value of id="" is not case sensitive. - Folders must be at the same level and id inorder to combine for example: folder0 with an id="CoolPoses" that has a folder1 inside it with an id="StandingPoses" this will merge into any folders with a folder0 id="CoolPoses" folder1 id="StandingPoses" but it has to be in the same order. if folder0's id wasn't "CoolPoses" then the folder1 would not merge into the prior folder1. TEXT AND ICON Display: Added some new options which effect some of OSA's text. A few were moved from Config General: - SMALLER NAVIGATION ICONS Reduces the size of the icon illustration used by the navigation menu by 30% - OPT FOR TEXT UI Uses text only instead of illustrations (Already was in 1.09 I just moved it to the new menu)) - DYNAMIC ICON DISPLAY Lets icons be assigned clothing and colors (Already was in 1.09 I just moved it to the new menu) - SKINTONE DISPLAY Lets icons depicting characters receive toning based on their RGB data (Already was in 1.09 I just moved it to the new menu) - LARGE MENU DESCRIPTIONS Makes the description text for major/scene/inspect menu larger so it's easier to read - DROPSHADOW LIGHT TEXT Slight dropshadow on the same text mentioned above - GLOW LIGHT TEXT Slight glow effect as style preference (Doesn't do much there's some strange behavior I'm trying to figure out why it doesn't work well, I've been trying to get sexy glowing buttons for wizard sex that are a different style from the rest of the navigation buttons so am trying to figure out how to make glow work better and will update this further as I learn more.) PROFILE: - Repaired profile to now display information correct in all situations and give more dynamic control. Layouts in profile.xml can somewhat be customized and I can add more layout types in the future for more customization. if you don't provide a layout and only values in their profile it uses the default profile scheme which is set up in _config.xml PANELS: Added Graphic Colors under actor Info so you can see and confirm the Body / Clothing tones that OSA assigned for them. It also lists where it got the data from (Customizer.xml, Config.xml or Profile.xml) in some cases hues are taken as a back up from other things if not defined, for example tender skin tone is used for a lot of soft pinkish skin tones if they aren't specifically given, in those cases it lets you know that it was from a backup. Actor Body has been added to the info panel as a precursor to body stats display and scales have been moved into that. This will hold body stats data for each actor in a future update. PERSONA Files forms.xml is a new document you can put in actor's Persona folders to set up their specific auto-intimates body.xml is a new document you can put in actor's Persona folders but it's not impelemented much at all yet even though it is working. This will hold body stats data for specific actors in the future. ICONS TYPE O - Added about 50 (type M) icons for the new menu options but they are the type that can be used by myOSA lists also - Added about 10 random icons for my pose pack OPose that are available to all myOSA files. - Added specialty (type M) icons for Morra's animation pack, UltiPoser and OPose as a cover icon for their packs - Added some danced themed icons since a lot of developers are interested in dance animation packs, will add more in the future in different styles TYPE I - Added about 10 sex themed icons that I needed for OSex, 2M+1F DubHJ, CowGirlRearView Penetration and XPenetration, Embraces etc. OTHER - I've added a documents reference folder to data/OSA/ that has sample text documents for different xml types used through out OSA. I provide these generally in pairs, the first is a working version with no notation that will work and can be adjusted, the second is not intended for use it is basically a duplicate of the first but I have typed out notes under ever field about what the values are. My online guides will reference these. The reference folder is there to help out OSA developers as a learning tool to figure out what everything is. TRANSLATE - A ton of new additions to the OSA translate file. Sorry translators! MINOR THINGS - Corrected a majority of typos in all OSA menus / incorrect menu labeling - Added a minor visual effect on screen after inspecting while actor data is loading but before the menu appeared. - Added a minor visual effect on screen when OSA is scanning an area for nearby actors when using the INVITE option from the nav menu. - The scene\major\inspect menu got a little bit of menu jazz visually on menuForward menuBack menuToggle and menuReveal - Custom color values for themeColor and subThemeColor can be set now in _config.xml and the config menus for these colors got added the first entry as CUSTOM COLOR. You can now set an exact RGB value in the _config.xml if you don't want to use any of my premade colors for both main and sub theme colors. In the future I will most likely just add an interface for you to edit this directly in game but for now if you really want you can define the exact RGB value of the colors the menu uses. This primarily effects the color of halos when you select options and the circle borders when toggles are activated on certain options in the menus. - Library (Major Menu), Navigation (Scene Menu) and Roueltte (Scene menu) used double size icons but I decided I prefered these these same size as the rest of the icons throughout OSA so I decreased them. They were supposed to show more detailed illustrations so I thought they needed to be bigger to work but I feel they look fine and maybe a little more precious and nice at the lower size on top of taking up less space and being more unified. Hey CEO, Love the mod and can't wait for the additional plugins! You may have answered this before but are you planning on converting 0SEX to SSE at some point in the future? Hi jehoram, Thanks! I would love to but I don't think the tools will ever come to make it possible. specifically SKSE for SSE. It most likely will never be possible to bring it over. If the tools become available it will be relatively quick and easy. Uses text only instead of illustrations (Already was in 1.09 I just moved it here) Hello, is it possible to fix the problem that is compatible with uimod?
Rizado Posted May 24, 2017 Posted May 24, 2017 Didn't try this mod yet but it looks great! I have a question. How well does this mod support gay sex? Is there awkward animations when two men having sex? Is it even possible for two men to have sex using this mod?
BadmenHY Posted May 24, 2017 Posted May 24, 2017 Didn't try this mod yet but it looks great! I have a question. How well does this mod support gay sex? Is there awkward animations when two men having sex? Is it even possible for two men to have sex using this mod? Only men and women without gay
Darkening Demise Posted May 24, 2017 Posted May 24, 2017 Where is the disable giant horse cock option? Too much clipping and alignment problems. Using SOS regular and All In One HDT Vagina UUNP Sevenbase Shape.
rhody01 Posted May 24, 2017 Posted May 24, 2017 Didn't try this mod yet but it looks great! I have a question. How well does this mod support gay sex? Is there awkward animations when two men having sex? Is it even possible for two men to have sex using this mod? I've used it for M/M sex and like any Sexlab animation made for M/F it will play accordingly.
Kinky Posted May 24, 2017 Posted May 24, 2017 Where is the disable giant horse cock option? Too much clipping and alignment problems. Using SOS regular and All In One HDT Vagina UUNP Sevenbase Shape. There used to be "disable gentlemans scaling" option visible when you disable "purity mode". Not sure if its still there. Strange how some people get clipping and animations were created to work that way with no clipping.
R-H-Z Posted May 24, 2017 Posted May 24, 2017 Where is the disable giant horse cock option? Too much clipping and alignment problems. Using SOS regular and All In One HDT Vagina UUNP Sevenbase Shape. There used to be "disable gentlemans scaling" option visible when you disable "purity mode". Not sure if its still there. Strange how some people get clipping and animations were created to work that way with no clipping. I´m also using a UUNP setup (Bounce & Jiggles Seraphim HDT) and clipping mostly occurs in missionary and variants (cowboy). I´d guess it has to do with UUNP meshes, while having generally well built fleshy butts, are rather slim in waist/belly region, which reduces critical geometry where the schlong could penetrate. Have yet to try CBBE variants for testing same issues. I´d also suspect the HDT settings maybe interfer with OSex scenes inbuilt schlong dynamics, which I think aren´t meant to be used with fully meshed HDT vaginas, where the alignment and clipping problems become way more apparent. Messing with SoS racemenu sliders also does not provide an overall solution and could partly interfer with OSex schlong dynamics inbuilt in the animation files. Hopefully CEO could offer some assistance for finding best parameters here, or how to tweak data for getting particular body combos work best.
Darkening Demise Posted May 24, 2017 Posted May 24, 2017 So no way to disable in the current public version? I thought I found something but it seems to only disable scaling of the actors involved and not the dong.
CEO 0S Posted May 24, 2017 Author Posted May 24, 2017 https://www.youtube.com/watch?v=ftEef6RhmSk ARISE SIR R-H-Z Knight of 0S3KSY Knighting you RHZ and including you in the credits, your work on sound and other contributions and ideas have been really helpful. You've been doing a lot of holding down the fort also especially in my absence which isn't easy. I still haven't had time to fully go through it all and have been focusing on pre-existing issues first but I will get there further and am hopeing you will continue to help out this project. Thanks for everything! Where is the disable giant horse cock option? Too much clipping and alignment problems. Using SOS regular and All In One HDT Vagina UUNP Sevenbase Shape. There used to be "disable gentlemans scaling" option visible when you disable "purity mode". Not sure if its still there.Strange how some people get clipping and animations were created to work that way with no clipping. I´m also using a UUNP setup (Bounce & Jiggles Seraphim HDT) and clipping mostly occurs in missionary and variants (cowboy). I´d guess it has to do with UUNP meshes, while having generally well built fleshy butts, are rather slim in waist/belly region, which reduces critical geometry where the schlong could penetrate. Have yet to try CBBE variants for testing same issues. I´d also suspect the HDT settings maybe interfer with OSex scenes inbuilt schlong dynamics, which I think aren´t meant to be used with fully meshed HDT vaginas, where the alignment and clipping problems become way more apparent. Messing with SoS racemenu sliders also does not provide an overall solution and could partly interfer with OSex schlong dynamics inbuilt in the animation files. Hopefully CEO could offer some assistance for finding best parameters here, or how to tweak data for getting particular body combos work best. Missionary folded has been semi incomplete since the original launch. I'm trying to make time to finish up the positions and only have had time to do one so far. There's some clipping on mine also and a majority of that suite is very choppy or has limited speeds. The only one I'm considering kind of complete is the new one where the male actor is hugging the female's thighs. The first one you arrive at is okish but gets weird at high speeds and the rest need love. Cowgirl is a little different, the female's back is going through a wide arch range, so I think what's happening is the animations are getting slightly out of sync, it might look fine but one might be delayed by a few frames, and clipping occurs as her back arches or stomach pulls in. Those scenes have a really low tolerance for it so it's likely to occur. it could be a test to see if it happens everytime in the same place when changing scenes around. I'm considering adding in special command that shrinks the 2-3 shaft bones at the tip during some penetration scenes, (basically making them disappear) so the peentration looks normal but the end of the cock is invisible. I do think out of the box a UNP + SoS with HDT or not on the SoS will appear identical to my gifs a majority of the time. The things that will be off is the penetration point of the HDT vagina, ( I don't aim for the HDT vagina exactly) I felt it makes the animations have to get too rigid like a straight piston in a tube and couldn't accomodate curve so I gave priority to the motion over exact alignment. If it's those 2 scene families you mentioned then I can at least say that's supposed to happen right now because I haven't finished them but if it's wide spread and happening on other scenes when compared to my gifs then something is up. I know you use a sub 100% weight and are attempting to use a smaller size anatomy then OSex's, under those options it's never going to be perfect due to the ratio of the scaling, aligning one thing will break other things. Let's talk about options. - Currently you can set the scales of the 2 actors and scale their anatomy (Some of this would be overwriting data in the module.xml) but it would be possible. - Some things could be corrected with multiple animations that are similar and adjusted but I most likely don't have time for that and fear that with Skyrim getting upset with animation count it's better to not push it with small variances and to instead include entirely new things. - What would it take in your opinion to make this happen and work as well as possible ? I can most likely make a way to push the actors around a bit on the axis, it would break things like handjob grip and possibly blow jobs but it would fix some views sometimes I suppose. Any ideas what exactly you would need to make this work the way you wanted too? ------ Are blow jobs lining up pretty good on NPCs that aren't tweaked much? Like vanilla skyrim or Bjins? The squatting blowjob should have the most polish in terms of accuracy, I spent a lot of time on the entry and exit transitions and the suck itself so that one would be the best gauge of things and should be 100% on most BJIN or Vanilla NPCs. That would at least let us know if the cock is where it should be and it's something about the bodies that is different. ALSO: on my game depending on when equipment gets removed the SoS gets different shapes, and sometimes I have to equip and remove an item that hides the SoS to restore it, like the animation graph for it doesn't load correctly and it's too straight, reseting it restores the curve. This could be playing into the problem. So no way to disable in the current public version? I thought I found something but it seems to only disable scaling of the actors involved and not the dong. In the main menu > config > general > you'll see an option called "Purity Mode" with an angel icon, it should be outlined in a thick border since it's on by default. Turn that off then close that menu by taking a step back and return to the config > general > menu. You'll have some new options specifically one with a top hat and bowtie. That's gentleman scaling, if you turn that off OSA should not be able to touch the size of your characters anatomy. if it can after doing this then there is a bug.
CEO 0S Posted May 24, 2017 Author Posted May 24, 2017 Didn't try this mod yet but it looks great! I have a question. How well does this mod support gay sex? Is there awkward animations when two men having sex? Is it even possible for two men to have sex using this mod? It will work OSA doesn't care what genders the actors are. There will be some clipping because the hands of the male themed actor are intending to be gripping a female shaped body, Skyrim males are generally pretty bulky. Kissing might also be off as the SoS is attached to the pelvis bone also so any cases where I'm rotating the pelvis of the female for ass bounce will make the SoS flail around (sometimes looks a little weird). Basically it will work but with some clipping as the animations are intended for male+female.
unseenkilla Posted May 25, 2017 Posted May 25, 2017 CEO OS my nikka when do u plan to release that update am been waiting XD.
CEO 0S Posted May 25, 2017 Author Posted May 25, 2017 CEO OS my nikka when do u plan to release that update am been waiting XD. Beta will be out Thursday I think. I have to go to a wedding this weekend so I want to get it up before I'm out so testing etc. can happen and hopefully release on nexus if everything is good the following week. The beta is just an OSA update over the last 2.02 I posted, but it's a decent upgrade to OSA. It will need some testing and I expect there to be some bugs specifically angles that trigger AutoIntimates which I haven't thought of yet.
unseenkilla Posted May 25, 2017 Posted May 25, 2017 Sorry to bug again CEO OS any word about someone willing to help make the module for SLAL yet?
Chive Pretzel Posted May 25, 2017 Posted May 25, 2017 I'm glad to hear you're active again. I had to dust off my Skyrim and experiment with your new update. I wanted to point out that your expressions are great, and I love the small details like that in animations. I can't wait for the addition of closing animations to end the scene, that is, the cumshots, facials, etc... Anyways, below in the imgur album are a few screenshots before the BJ stage--Some of the many expressions are showcased. imgur album (Improved Lighting): http://imgur.com/a/XOKkA THANKS FOR YOUR WORK! Chive Pretzel
CEO 0S Posted May 25, 2017 Author Posted May 25, 2017 OBook OBook is the OSA user manual I've been working on it's a zip which is broken up into a few parts. It has full documentation on everything so for the most part all the secrecy of the engine should be gone now and a lot of questions should be resolved. I try to explain every single data field for all the branches of OSA and give steps for setting things up. - OSA_UserGuide (Basic Setup + ESG) - OSA _AdvancedUserGuide (Customizer, AutoIntimates, MyOSA) - OSA_DevelopersGuide I'm anticipating finishing it by next week for the nexus launch also but in the meantime can anyone that has taken a look or is interested in my documents look through this PDF and tell me what you think of the general outline of the document. It's the module development section but all sections are set up the same. It starts with a brief summary, planning needed, then talks about the document types which start with a simple minimal version then a section where I explain each possible xml block that can be added. Since I'm making the book for people besides me I thought it would be best to gather up some feedback so it's setup in a way that helps people and makes OSA more accessible, any feedback and help on this is very appreciated thank you! Quick note that it has a fuck lot of typos, I haven't done a read through the whole thing yet to fix them. Also OSA has a lot of customization in the documents so there's limits to how unhostile the book can look, if I'm going to cover all the data I think it's always going be feel semi-intimidating and never be the easiest read. Sorry to bug again CEO OS any word about someone willing to help make the module for SLAL yet? There was quite a bit of interest in doing this by people when I mentioned the idea but I don't have time at the moment to explain how it's done until i get this next version on nexus. I'm completing OBook now as linked above and once that's done it should be a good resource to help people get started on trying to do this. Thanks a lot Chive and I enjoyed the album, it's nice to see the system in action for other users, very nice! I'm also glad to hear you like the expressions, they get some mixed criticism but I am semi-convinced that those who hate the expressions are having some kind of malfunction with their Skyrim or using FaceGen settings that are too distorted to take the phonemes and modifiers. IE their characters might look good in game but when the parts of the face start getting pushed around a lot the mesh distortion acts up. Could be just taste though I don't really know, I'm pretty happy with the expression part of the engine and feel it does really bring the animations to life and ups the emotional feel of the scenes. I hope to take it further in the future! Thanks book_module_V1.pdf
Frakistan Posted May 25, 2017 Posted May 25, 2017 Hey been long since I visited LL, have climax scenes been added to 0sex yet? I mean I remeber that I had to stop a scene by pressing the . on the numpad?!?
Barmer Posted May 25, 2017 Posted May 25, 2017 OSA / OSex / Plugins 2.02 Beta Thanks for beta testing. This is pretty much just 1.09 with a few little things. The main goal here is to get a 2.02 up on the nexus since they are still on 1.085. If 1.09 didn't work for you it most likely is a clean save thing and will happen again with 2.02. It potentially could be the new directory 1.09 used for Persona. If your Profiles break or sound / expressions don't work this might be why. - Some minor OSA upgrades - OSex scene menu should be fully 2.0 and look a lot better ~It's likely I broke some scenes doing this, I noticed today Jupiter > 69 has some issues, let me know any typos you find or mistakes in how things are navigated / broken scenes - A bunch of new animations, a majority that I mentioned are in, the rest I'll be exporting over the weekend and they will be in the official nexus 2.02 Thanks as always for testing for me and the feedback. I haven't packed these up in a while so if something is going wrong let me know so I can take a look that all is in place with the zips and files. I am going to be just playing some OSex myself trying out all the scenes and making a list of animations that need work / any mistakes I find, and any illustrations I can get complete that would have multi uses. The goal for 2.02 and beyond is: Simply polish the mod, fill in missing animation, illustrations, clean up all bugs, and complete a few requested features for OSA. I'm not taking on anything more than that until all those are accomplished and the project feels like it's complete. 0M2F = Male x 2 Female x 1 BB = Bad Boys BG = Bad Girls WZH0 = Wizard Sex New Doggy Styles are reached from the first sex scene in the "Doggystyle, Legs out" branch Jupiter and 69 are from just before spooning-ish in that area. Also you get OPose OPose is a small animation pack of poses that uses the MyAnim animation menu. It's all the poses I made for special scenes in OSex the Movie, and other stuff through out the years of this project. - oPhone5 interactions, - Motorcycle Babe Poses - Motorcycle riding poses - Combat on motorcycle poses - Tposes - Basic Poses - Hovering TPoses - Martial Arts (a few chun li poses) - Guitar Leaping Showmanship - A couple weird poses that are meant for cropped photos on certain parts of the body etc. etc. - The colors of the motorcycle, guitar, oPhone5 can be changed by painbucketing their .dds. If you don't feel comfortable opening a DDS with photoshop I have a folder of solid colors that you can take to overwrite them with. 4 license plate variations also on the bike. This is all in the data/textures/osa/_0s/meshes/ folder Install it and you can play animations from MyAnim in OSA. It will conflict with Morra's since they overwrite the declare file. declare.xml was intended to be written by the end uses so you can just take what's in OPose's declare.xml and add it into Morra's declare and you can use both at once. I'll talk to Morra about adjusting this in their file. Let's get this cleaned up and push it on the Nexus as soon as we can so we can start moving forward, Thanks! If you're just starting out with OSex: First install just OSA_2.02.rar and OSex_2.02.rar. Try them out in game and verify that everything is working. If it is then install the plugins OM2F BB BG and WZH0 to get some extra anmation. Hello. To install one of your plug-ins to Osex, need to copy it to the appropriate folder, I correctly understood? And the plug-in (for example, the Bad Boy) just adds new animations to the Osex? In addition, tell me, please, how to start the animation from the plugin "0M2F"? It is installed, but for the beginning of the scene still need to choose 1 man and 1 woman, and I did not find the team to invite the 3rd participant. Sorry for my english.
TanookiTamaTachi Posted May 25, 2017 Posted May 25, 2017 Regarding schlong clipping, one thing to keep in mind is that not all schlongs are made equal. 0Sex seems to resize the schlong by using NetImmerse to force the GentialsBase bone to a scale of 1.7. This is a reasonable size for the 3 basic addons, and properly overrides SOS's internal scaling. Sadly, that doesn't work for every situation. For the recently released Penzor addon, for example, a scale of 1.7 is about the size of an actor's upper arm. On the other hand, addons like the aptly named UNP Small will be rather, well, lacking at a scale of 1.7. On top of that, many players customize their schlong's shape by applying RaceMenu/NiOverride scales to the individual bones of the schlong. This, too, meshes rather poorly with the method of scaling used by 0Sex. Now, unfortunately I don't think there's any "smart" way of solving this - not without a lot of wasted effort - and it has to, ultimately, fall to the users to deal with the results of their choices. So, as long as "gentleman scaling" stays a toggleable option, I'd consider it reasonable that users can be expected to deal with any clipping of this particular nature, simply by not being silly with their equipment's scale.
ari777 Posted May 25, 2017 Posted May 25, 2017 Heya ceo i was wondering does the new 0sex include cum textures or is compatible with sexlab cumshot?
WhiteShadow4 Posted May 25, 2017 Posted May 25, 2017 Heya ceo i was wondering does the new 0sex include cum textures or is compatible with sexlab cumshot? I'm not ceo but I think I can answer this question. No it doesn't include cum textures and its not compatible with sexlab cumshot naturally but I remember someone made a work around somehow and he had sexlab cumshots with OSex but I can't remember who. Sorry. :/
Darkening Demise Posted May 25, 2017 Posted May 25, 2017 Have you looked into orgasm? Honestly sex without orgasm is truly insanity. Also reporting some problems with the MFM. The oral while stroking the other guy doesn't work right. She will only suck the first guy even if you select the second guy. Also when the second guy is thrusting the SOS will not be in the right direction it will be up in the air like its pointing to the heavens. When changing the thrusting speed the female will move into the second guy and thrust for him instead. Also you cannot start and NPC v NPC scene in any way they will get stuck.
R-H-Z Posted May 26, 2017 Posted May 26, 2017 https://www.youtube.com/watch?v=ftEef6RhmSk ARISE SIR R-H-Z Knight of 0S3KSYKnighting you RHZ and including you in the credits, your work on sound and other contributions and ideas have been really helpful. You've been doing a lot of holding down the fort also especially in my absence which isn't easy. I still haven't had time to fully go through it all and have been focusing on pre-existing issues first but I will get there further and am hopeing you will continue to help out this project. Thanks for everything! Where is the disable giant horse cock option? Too much clipping and alignment problems. Using SOS regular and All In One HDT Vagina UUNP Sevenbase Shape. There used to be "disable gentlemans scaling" option visible when you disable "purity mode". Not sure if its still there. Strange how some people get clipping and animations were created to work that way with no clipping. I´m also using a UUNP setup (Bounce & Jiggles Seraphim HDT) and clipping mostly occurs in missionary and variants (cowboy). I´d guess it has to do with UUNP meshes, while having generally well built fleshy butts, are rather slim in waist/belly region, which reduces critical geometry where the schlong could penetrate. Have yet to try CBBE variants for testing same issues. I´d also suspect the HDT settings maybe interfer with OSex scenes inbuilt schlong dynamics, which I think aren´t meant to be used with fully meshed HDT vaginas, where the alignment and clipping problems become way more apparent. Messing with SoS racemenu sliders also does not provide an overall solution and could partly interfer with OSex schlong dynamics inbuilt in the animation files. Hopefully CEO could offer some assistance for finding best parameters here, or how to tweak data for getting particular body combos work best. Missionary folded has been semi incomplete since the original launch. I'm trying to make time to finish up the positions and only have had time to do one so far. There's some clipping on mine also and a majority of that suite is very choppy or has limited speeds. The only one I'm considering kind of complete is the new one where the male actor is hugging the female's thighs. The first one you arrive at is okish but gets weird at high speeds and the rest need love. Cowgirl is a little different, the female's back is going through a wide arch range, so I think what's happening is the animations are getting slightly out of sync, it might look fine but one might be delayed by a few frames, and clipping occurs as her back arches or stomach pulls in. Those scenes have a really low tolerance for it so it's likely to occur. it could be a test to see if it happens everytime in the same place when changing scenes around. I'm considering adding in special command that shrinks the 2-3 shaft bones at the tip during some penetration scenes, (basically making them disappear) so the peentration looks normal but the end of the cock is invisible. I do think out of the box a UNP + SoS with HDT or not on the SoS will appear identical to my gifs a majority of the time. The things that will be off is the penetration point of the HDT vagina, ( I don't aim for the HDT vagina exactly) I felt it makes the animations have to get too rigid like a straight piston in a tube and couldn't accomodate curve so I gave priority to the motion over exact alignment. If it's those 2 scene families you mentioned then I can at least say that's supposed to happen right now because I haven't finished them but if it's wide spread and happening on other scenes when compared to my gifs then something is up. I know you use a sub 100% weight and are attempting to use a smaller size anatomy then OSex's, under those options it's never going to be perfect due to the ratio of the scaling, aligning one thing will break other things. Let's talk about options. - Currently you can set the scales of the 2 actors and scale their anatomy (Some of this would be overwriting data in the module.xml) but it would be possible. - Some things could be corrected with multiple animations that are similar and adjusted but I most likely don't have time for that and fear that with Skyrim getting upset with animation count it's better to not push it with small variances and to instead include entirely new things. - What would it take in your opinion to make this happen and work as well as possible ? I can most likely make a way to push the actors around a bit on the axis, it would break things like handjob grip and possibly blow jobs but it would fix some views sometimes I suppose. Any ideas what exactly you would need to make this work the way you wanted too? ------ Are blow jobs lining up pretty good on NPCs that aren't tweaked much? Like vanilla skyrim or Bjins? The squatting blowjob should have the most polish in terms of accuracy, I spent a lot of time on the entry and exit transitions and the suck itself so that one would be the best gauge of things and should be 100% on most BJIN or Vanilla NPCs. That would at least let us know if the cock is where it should be and it's something about the bodies that is different. ALSO: on my game depending on when equipment gets removed the SoS gets different shapes, and sometimes I have to equip and remove an item that hides the SoS to restore it, like the animation graph for it doesn't load correctly and it's too straight, reseting it restores the curve. This could be playing into the problem. Thanks, feeling honored! Glad my support is of use for your great work of erotic art! Know you´re quite busy with all the most important stuff ATM and I use my time to improve on babe crafting (getting the most out of Citrus head), as well as getting a reasonably good grasp of how scene and motif XML files work together. Hope my main contribution in the near future could be "Persona Packs", a combination of beautifully crafted female adult NPC´s with their own custom voice and bahavior sets well integrating into the Skyrim world. And off course I keep on testing all matters related to OSA/OSex and if help on sound files is needed I´m ready. With regard to folded missionary and cowgirl I could imagine rotating the penis erection bone downward about say 30-40° could help on the aligning issues if otherwise penis size stays in reasonable frame. Experimented some with SoS Racemenu sliders, but adjusting erection only helps with the troublesome scenes and otherwise breaks scenes where alignment is ok. Shrinking the upper shaft bones also sounds like a good idea, but better downward rotation would probably do the same job with less efforts? Blowjob is overally well aligned when inspecting with free camera. Off course with given 1.03 to 1.00 standard body size ratio in use. HDT vagina is a mixed bag IMO. Tend to deactivate it again (deleting associated XML file suffices), as it only adds to immersion in very limited cases. With my focus on 1st person cam vistas, I figured high poly head meshes and high res textures do way more to immersion, when animations and scenes generally work ok, which they do in majority of cases ATM, with more surely to come with 2.02C. Could you check some the head node - 1st person cam relations in animation files? With 1st person cam mods one can really get some nice immersive vistas, until one gets to to Pomp - Affection, Beholder - Affection, Tummy Dally and beyond scenes, where the 1st person cam starts to get off from the head node, factually turning the cam away 180° from the scene (facing backwards). Couldn´t yet figure out how to solve that, tinkering with 1st person cam ini files, as well as checking scene file initial setup parameters. Hopefully it´s something that can be fixed from the animation files and is not something buried in Skyrim engine generally. How about adding tit play scenes or animation add on variations? With currently available HDT body files, including hand - tit/butt collision and HDT responses, floating hands might become less of a problem, with a wider assortment of breast sizes. Just with HDT vaginal collison, results might not become overly convincing, but something experimental could possibly attempted? With regard to sub size anatomy (and related dom ratio) I could imagine adding 2-3 different sizes ( ranging from say 5foot 3.34" to skyrim height 1) would add much to variability and immersion, as most female adults are usually settled within this range. I understand this would be a major effort, unless figuring a clever method that does necessary adaptions during runtime, or from fixed presets. I have no knowledge whether animation data can be accessed during (or before) runtime, but that would likely be the best method to adapt different body size ratios in dynamic ways, without redoing animations in a 3D app entirely, which I agree would probably be too much of a time consuming effort. One major problem though is that lowering skyrim heights from 1.0 does not provide realistic adult body dimensions with downscaling applied universally, when mostly shortening of extremeties is required with other body part sizes remaining within a realistic frame, particularly the heads. Some foregoing standardisations would likely be required with regard to shorter bodies and I could imagine that would be better applicable in your main non skyrim project. Currently it would likely be a waste of time, better spent on other parts of OSA/OSex IMO. Blowjob animations, as said, line up pretty perfectly in my current setup, which is Gentleman scaling off, SoS Racemenu Penis Base = 1.1 to 1.2, Penis 1 = 1.2 to 1.3 and standard 1.03/1.00 body size ratio. No clipping, nor faulty alignments with these settings. Also doesn´t make a difference applying to standard or BIJIN NPC´s, which are all good. Same for my custom NPC´s which are standard UUNP and CBBE.HDT versions. I also noticed earlier, that the SoS schlong does not initialize set size everytime the same and settled to same method, when in doubt (or clearly noticable) redo automated undressing even when the male player is already undressed (either through scene, manual unequipping inventory, or previous automated undressing). However, odd SoS schlong initialze became pretty rare with my above mentioned setup. Think it even vanished entirely since I settled with my setup. Another likely problem spot could be use of 1st person cam mods, like Enhanced Camera that I use preferably. Some the 1st person cam settings shift body positions slightly (although they shouldn´t actually), clearly noticable when switching from 1st person cam to 3rd person or free cam. It´s not much, but they sometimes increase alignment issues already in existence in certain scenes as mentioned. Think that should be investigated in more detail, as 1st person cam vistas, when properly set, add a whole lot to the overall immersion. Setting head node cam point back about 8 units on the y axis, clipping to 2.0 and lowering FOV to ~55° does the trick for me, even offering realistic kissing scenes (thanks to Citrus head and high res textures, it´s not a blocky mess). Unfortunately head bobbing needs to be enabled in order to not shift the body during scenes, which breaks alignments otherwise and there´s sometimes 1st person player body remnants visible. Otherwise it´s proof that OSex is well suited for 1st person cam vistas, but needs some further workout.
R-H-Z Posted May 26, 2017 Posted May 26, 2017 Thanks a lot Chive and I enjoyed the album, it's nice to see the system in action for other users, very nice! I'm also glad to hear you like the expressions, they get some mixed criticism but I am semi-convinced that those who hate the expressions are having some kind of malfunction with their Skyrim or using FaceGen settings that are too distorted to take the phonemes and modifiers. IE their characters might look good in game but when the parts of the face start getting pushed around a lot the mesh distortion acts up. Could be just taste though I don't really know, I'm pretty happy with the expression part of the engine and feel it does really bring the animations to life and ups the emotional feel of the scenes. I hope to take it further in the future! Thanks I´ve investigated the expression system in greater intensity the past days and I really came to admire the efforts you put into it, considering it´s quite a dynamic system and could be greatly customized if you know how to do it. Hope you give it also a detailed consideration in your Obook series, so users find easier access for customizing individual personas. Thus far I "decoded" all the indices references to expressions, phonemes and modifiers, also with a little help from the MFG Console SKSE plugin: http://www.nexusmods.com/skyrim/mods/44596 You could see settings in effect during scenes and so is easy to compare with settings in persona XML files when attempt tweaking. Other things are somewhat more difficult to grasp, like what the "am" and "per" parameters exactly do, as well as the "montage" system, when it opts for variations and at what timing. Setting up a persona file structure for a NPC is usually a matter of minutes shifting files and adding few entries to XML files. Existing files are good for easy templates and remaining info can be pulled from OSex Info windows during runtime. Also gives info whether the custom persona is active and working. My experience with NPC expressions during scenes is generally positive. As said, if using standard NPC´s and BIJIN´s (as example) who use pretty much straightforward face morphs, expressions are generally finely adjusted without odd distorsions or clipping. Highly customized face morphs made in ECE or Racemenu, which also touch brow, eye and mouth parameters in more than a slight amount, surely lead to problems with expressions during scenes, with clipped eyelids, brows and the like. Another part of the problem is the generally low quality "dialogue happy" morph, with higher amount setting rather providing bad looking grimaces. Think the _OGal presets could make use of about 30-40 lower setting to compensate for non standard NPC maybe. Otherwise Persona files can be adapted to compensate or highly individualize expression settings for NPC´s with more unusual face morphs from my current experience. We just need more detail info and then expression problems should be a thing of the past when people start to adjust the needed details by themselves.
CEO 0S Posted May 26, 2017 Author Posted May 26, 2017 R-H-Z thanks for all the feedback and comments, I'll go through it more thoroughly this weekend and reply while I'll I'm away, I'm trying to see if I can get this Beta up before I have to head out for the weekend I might not be able to make it in time but I'm going to see if I can. Persona is definitely a bit more complicated than it needs to be, it was the first super data parsing thing I ever made and I learned a lot assembling it and it's been through many iterations. My latest additions to OSA that do kind of similar things are sleeker and a lot simpler, but I think Persona is close enough right now and I'm to deep to give it a update rework. Mainly it will have some confusing or redudant data around that in hindsight wasn't 100% needed. To explain a little of what you were asking about the expression engine (And yea it will all be in OBook, I'm going all the way with it.): --> Mega confusing rant in here: I use a few things on all documents -------- sy= is style and in terms of phoneme/modifier/or expression this is the index in MFG console of the augmentation you want to make -------------- am= amount you set the above style to so <ph sy="2" am="40" > would set phoneme 2 to 40 -------------- pan= is a range it can be in around that amount which is randomized so: <ph sy="2" am="40" pan="20"> would return something between 20-60 -------------- per= percentage i use it in two ways sometimes simply as a percentage for OSA to know if it should do something or not. In terms of Auto_intimates for example there's a place you can define how often it should uses a Set of Top and Bottom intimates as opposed to selecting to single pieces and mixing them together. In the case of Persona per is used in a different way, If there's a bunch of the same block stacked like this: <emo sy="2" am="70" pan="20" per="20"/> <emo sy="2" am="70" pan="20" per="50"/> <emo sy="2" am="70" pan="20" per="90"/> per is the percent change of each block occuring. In this case the first <emo> would happen 80% of the time the next one 50% and the last one 10% of the time. The rule here is that they have to be stacked in order of percentage. The percentage is inversed kind of, it's basically the percentage to advance to the next tier instead of the percentage to use that line. ------------------ phoneme/modifiers follow a slightly different layout then expressions. Expressions are only ever 1 value but but phoneme and modifiers might involves multiple phonemes/modifers being changed at once so those are wrapped in the <emo> (in the case of emo). ------------------- <emo fo="vo" ty="sharp" sy="0" per="60"/> voices is similar but a little different, fo= the designation of the voice pack to use, like ivo ivos vo wvo ty= the hardcoded name of the sound from .oform sy= 0-2 the 3 possible intensities of sounds per = the stacking percentage type I mentioned above --------------------- <brows> <emo vl="80" vr="80" il="0" ir="0" vpan="10" hpan="50"/> </brows> Brows use special values for all 4 at once. vl: (left brow) vertical) vr: (right brow) vertical) il: (left brow) inward) ir: (right brow) inward) they get a pan for both vertical and horizontal (inward), (I believe you can also lvpan and lhpan rvpan rhpan to control the range on each side but I have to double check if I did this or not.) ------- The motif documents I think is where you saw the montage: <intensity> is defined by the module developer in the scene and increases when speed increases, that decides which block to use. I think <arousal> will also go here in time. <voice id="vos_R_SexPhys" drive="intimate" use="montage" degree="0" restore="0" per="0"/> montage is the preferred system and how it primarily all works, you can think of montage like a toggle for special situations but 99% of the time it's "montage", the one thing that doesn't require montage is thrust-reactions, where the character's face reacts to each thrust that happens. It's processed a little differently since it's not a passive soup of expression data and has to happen at an exact moment. if you look at d_G_Handjob in MOTIF and vos_G_Handwork in MIEN: There's multiple montages, the montage that's called is based on the degree you define. As INTENSITY increases you can opt to adjust what the MOTIF file is pointing at. In this case it represents how fast the female is doing a hand job. I start increasing the degree it's playing at so it begins to use further down montages in vos_G_Handwork. This generates more grunts and pants then at slower speeds. The point of the degree system is to allow different classes to intermingle without breaking each other. If you use a MOTIF document that wants to go up to degree 8 but it calls on a MIEN that only has data up to degree 2, degree will use the value given or the highest possible value, so the stacking on montages should always represent an increase in intensity of expressing that emotion. MOTIF is like a switch board that exists between the scene and the personality data. It's the spot where adjustments like INTENSITY and AROUSAL get processed and that redirects the data to point at different types of sounds and emotional reactions. (There's some other thing sbesides INTENSITY and AROUSAL.) You'll see spanks reaction documents have switches for how hard the spank was, how sore the actor already is and how much they approve of being spanked. Just like the scene MOTIFS, reactions have a lot in common. The SCENE has a tag for each actor to describe what they are doing which points at a MOTIF. The MOTIF/REACTION is a switch board that process the character and scene's values to decide what to do. Based on that in points at MIEN or EMO to generate an emotional reaction from the actor. SCENE (This Person Got Spanked) > MOTIF/REACTION (Did it hurt? Are they into that? Was it too hard?) > IF YES > play an angry or upset emotional reaction, IF NO play something else. (MIENS + EMOs) MOTIF + REACTION documents are the same thing basically but REACTIONS are single events triggered by specific actions. MOTIFS are passive rolling emotions that happen constantly as a loop keeps playing. EMO + MIEN are roughly the same thing but MIEN is suited for broader expression stuff that passively plays (Suited for generating many combinations of phonemes modifiers and expressions). EMO is a reaction to a specific event and suited best to create a single face gesture to express how that actor feels towards a single event that occued (Like kissing, spanking, or the moment of penetration) ------------------------- Basically a lot of it could be left in place, for example you could create a totally different feeling character if you only changed their MOTIF class and left all their other classes still pointing at _OGAL or you could leave the MOTIF set to _OGal and just change their MIENs to a new class and that would also create an entirely new feeling character. There definitely isn't an absolute need to change out every single document type some of them are pretty universal. I left the option to switch out everything in case it's needed but you could big results I believe just switching out certain parts of their entire persona. Basically what I mean is that some of the document types I don't really think will have much need to ever be adjusted, while it can be done, I think creating a full set of MIEN + EMO + REACTION + MOTIF all together is overkill and a lot of it would just be duplicates of the _OGal documents, something that wouldn't really be needed unless you get to microscopic adjustments on the ultimate perfect custom persona. Let's say you only change the Mien class of the actor and they get spanked, they will have the same emotional response as a pure _OGal character would but their custom Miens would make the facial expressions they use different (the emotion is the same in this case but how their face looks / sounds used to express that emotion is different). If you left all their Miens _OGal but switched out Reactions, you could have them look angry instead of surprised, it would use the _OGal surprise or angry so that would be the same but it would be different because the custom reaction document triggered a different kind of emotion than _OGal would. -------------- <reactionex id="rex_R_SexPhysThrust" drive="intimate" use="reactionex" degree="0"/> These are the only one's I think that use something other then "montage" and those are from each sex thrust/pump. There's only one file I have in there at the moment which that (It's a mien) <classdata id="rex_R_SexPhysThrust"> <reactionex> <mien sy="4" am="90" pan="20" rec="1"/> <mien sy="3" am="90" pan="20" rec="1"/> </reactionex> </classdata> reaction is special and can only handle modifiers (not phoneme support at the moment) this makes their eye brows react to each thrust somewhere between 70-100. rec="1" tells it to recover so the eye brows don't perm stay raised. Sorry I know that's a huge rant and I kind of just free wrote it without worrying about formatting or how clear it was. Maybe skimming it will help shed some light on some things but this will all be covered in depth in OBook which I've almost finished. Persona is the only section I have left because it's got a lot of fine points that are hard to explain. Putting eyes in another spoiler > It's a beast and the main reason some aspects of persona had to get very complicated: <emo focus="look" per="100"/> Eyes are the reason for a lot of extra complication of persona, it was much simpler then I realized something critical about eyes. Let's say you have missionary sex and doggy style sex that share the same persona documents and the character behaves the same in each one. The issue is that in missionary it looks more realistic if the female is looking at the Male's face, body, or the point of penetration, whereas doggy style looks better if the actor's eyes are wandering, looking down, or all the way left or right like they are looking as far back behind themselves as they can. The point the eyes would look varied between every scene so the solution I came up with is this. There's a number of hardcoded directions, I believe (FACE) (BODY) (ACTION) (AWAY) and the module developer of the scenes (As in me creating OSex) defines in their scene.xml where all these points are in that specific scene for each actor. The persona developer decides what the actor is most likely to look at during that situation. (LOOK) is special for events, for example that was taken from a spank, in the spank event the direction to see the spank is defined, for each spank scene. When the spank occurs 100% of the time the actor will look at where the spank happened. The scene.xml defined by the module developer looks like this: <eyes a="0" facerel="2" actionrel="0" bodyrel="0"> <primary v="-100" h="-20" vpan="10" hpan="10"/> <body v="-100" h="-20" vpan="10" hpan="10"/> <face v="0" h="20" vpan="0" hpan="5"/> <body v="-100" h="-20" vpan="10" hpan="10"/> <action v="-100" h="-20" vpan="10" hpan="10"/> <away v="-60" h="90" vpan="20" hpan="10"/> <away v="-60" h="-90" vpan="20" hpan="10"/> </eyes> <eyes a="1" facerel="1" actionrel="0" bodyrel="0"> <primary v="-95" h="-90" vpan="5" hpan="10" /> <primary v="-60" h="-90" vpan="20" hpan="10" /> <face v="-60" h="-90" vpan="20" hpan="10" /> <body v="-60" h="-90" vpan="20" hpan="10" /> <action v="-100" h="-90" vpan="10" hpan="10" /> <away v="-30" h="100" vpan="50" hpan="0"/> </eyes> Each of the keyword points that the actor can look at is defined here, they can stack so if there's multiple actions or multiple points that work for a certain direction you can add as many as need. You'll see they have 3 values facerel actionrel bodyrel: These are decided by if the actor's head is pointed in a way that he/she can actually see these things. 0 = looking right at it, 1= can see it out of the corner of their eyes, 2= Looking away from it (can't see it) <bodyrelation> <mien focus="action" per="50"/> <mien focus="face" per="100"/> </bodyrelation> <bodyrelation> <mien focus="action" per="50"/> <mien focus="face" per="100"/> </bodyrelation> </actionrelation> The passive eye direction while a scene is playing is handled in mien files and you can see it's quite a beast. I had to add an additional value to make eye direction keep working. Each scene.xml sets the direction of ACTION, FACE, BODY, AWAY but it also defines if the actor is facing it or not. It's a bit of madness working with eyes but thankfully you don't need that many variations to really define your character so once you nail out a few of these beasts they should have eye data for all possibilies. In the above example defining their EYE MIEN's you have to give them possibilities for every single type of relation so the first Face Relation is basically a big IF check: if faceRelation is 0 and action relation is (0-2) and bodyrelation is (0-2) This way you can reuse eye data and it will adapt itself, like if you're making an actor that always tries to look at the other actor's face 100% of the time, if their head is oriented in a way that they can't actually see the other character they will adapt and no longer try to look at the actor's face and look at something else instead based on the data.
Cema Posted May 26, 2017 Posted May 26, 2017 Personnaly I have problem of alignment. But not due to scaling. At some point one of the actors rotates slightly between two poses and from that moment obviously everything is off. Does your mod include a command to re align chars?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now