R-H-Z 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? Think I´ve seen that happen in 2 cases. When starting an OSex session in a somewhat confined environment, with some collision objects too close around. Think CEO also mentioned possible nav mesh issues in certain circumstances. Not every spot in the skyrim world appears to be well suited for starting OSex sessions. On another occasion while meddling with some Enhanced Camera settings, I also had unwanted PC rotations (occasionally some NPC as well) during scenes. But that was a setting to adapt 1st player cam body heading with the 3rd player one. So it was clear, that setting would do break rotational alignments and I switched it off again, as anyway it wasn´t of use to improve or remove some present issues in 1st player cam view.
R-H-Z Posted May 26, 2017 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. Big thanks! No rant at all. Think it covers all my questions, including those I haven´t yet asked but readied in my head. That´ll be of great use for sure and since I already made bits of homeworks previously, I now could speed up digging through the files and start on adjustments with foreseeable results. I´d already chosen the OSex entry scene (Adore - Affection, to be found in meshes/0SA/mod/0Sex/0MF/Sy6Sy9/Ho/St9Adore.xml, if somneone likes to follow) and its chaining to d_Affection, exm_Happy and eye_Affection in Persona OGal classes as my learning entry point, as it yet has managable parameter amount, compared to scenes actually filled with actions. Combined with MFG Console usage that should one get prepared for the more complicated scenes later on. Main goal ATM as said is adaptions to custom head morphs to prevent unwanted distorsions, but next step then would be attempt creating different persona profiles, of which many are thinkable within the frame of Skyrim expression system. With the given info and the excellently crafted foundation of the system, I could think more people will start on customizing Personas in the very near future.
billboteabaggins Posted May 27, 2017 Posted May 27, 2017 Hey I have an issue, while the animations work fine I get no sound effects from the post 1.084j versions, I redownloaded the 1.09 version a bunch of times and never got sound, and now the same with the 2.02, am I doing something wrong and if so how do you bring back the sound effects of the nexus version?
Zelkin Posted May 27, 2017 Posted May 27, 2017 Hey I have an issue, while the animations work fine I get no sound effects from the post 1.084j versions, I redownloaded the 1.09 version a bunch of times and never got sound, and now the same with the 2.02, am I doing something wrong and if so how do you bring back the sound effects of the nexus version? The mod has become incompatible with any HUD mod since 1.09, some people have reported removing the hudmenu file form the interface folder solved their issues, didn't work for me though
interfaz Posted May 27, 2017 Posted May 27, 2017 Hello . I'm using old version of osa and osex. Is there a way to update it to last version? If there is , can someone please explain me how ? Thank you all for this great mod btw ...
Cema Posted May 27, 2017 Posted May 27, 2017 Also CEO I don't know if you had time (I suspect it's not the case) but you should check the mod "Thief" on Loverslab. The author has a nice way to handle scene transitions, he simply fade the screen to black. It's another way to do things smoothly and in his case it works quite well.
unseenkilla Posted May 27, 2017 Posted May 27, 2017 Wat @Cema XD why fade screen to black i like seeing everything that happens. Everytime i see a dam black screen all that comes to mind is omfg not another loading screen.
Cema Posted May 27, 2017 Posted May 27, 2017 Actually it works very well in his mod since the black screen doesn't last more than 1 or 2 seconds. And it's pretty much the same as in porn movies, sometimes they just skip to another position. I don't think it would really work with 0sex though.
R-H-Z Posted May 28, 2017 Posted May 28, 2017 Actually it works very well in his mod since the black screen doesn't last more than 1 or 2 seconds. And it's pretty much the same as in porn movies, sometimes they just skip to another position. I don't think it would really work with 0sex though. well, not too bad of an idea actually when it comes to scenes that do not have any transitions at all and do warp ATM.
MayDayCray Posted May 28, 2017 Posted May 28, 2017 Actually it works very well in his mod since the black screen doesn't last more than 1 or 2 seconds. And it's pretty much the same as in porn movies, sometimes they just skip to another position. I don't think it would really work with 0sex though.well, not too bad of an idea actually when it comes to scenes that do not have any transitions at all and do warp ATM. There's a mod called "Fade to Black" for Sexlab scenes.. never do you have to see janky start and stop animations again, tho, you've still got put up with all of the unimmersive transitions in between.
cvl25 Posted May 28, 2017 Posted May 28, 2017 Hey Ceo, if you don't mind me asking, the osex movie alluded to some "bonus scenes" that were discussed in a funny interaction at the very end, and you left a note about finding them somewhere. Are these bonus scenes available online? Where can we find them?
Azurahawk Posted May 28, 2017 Posted May 28, 2017 So a few issues I am having. For starters, my character is able to undress, but the NPC I'm having sex with doesn't undress. Even when I swap actors to undress them, nothing happens. There's also lots of empty dots with labels underneathe them on roulette as an example, and the animations do not work. Any idea how to fix these problems? So a few issues I am having. For starters, my character is able to undress, but the NPC I'm having sex with doesn't undress. Even when I swap actors to undress them, nothing happens. There's also lots of empty dots with labels underneathe them on roulette as an example, and the animations do not work. Any idea how to fix these problems?
LuoMRgray Posted May 29, 2017 Posted May 29, 2017 Dude,i;ve never seen such good mod like this one, i love it very much. And i realized it;s very difficult to make this mod correct,so many plugins and so immersive animations.I dont know how to make a mod,and how hard to make this mod better, but i really hope i can see this mod completed。best wishes to you all modders.(PS:bad english hope you guys never mind)
gooselee Posted May 29, 2017 Posted May 29, 2017 Everythings well on my end. works well with BBLS and AA. I do have a request for in the future as im sure you arent taking any right now. Lapdances. Lapdances would be awesome. Especially for BBLS.
eben66 Posted May 30, 2017 Posted May 30, 2017 Please! An orgasm animation trigger is still needed. At its simplest form all that would be needed would be to trigger an orgasm sound file (for a scene without withdrawal), so I don't know why this is so difficult. Really everything else is superfluous. I know many people want a complex money shot with firehose ejaculation, but I really dislike those scenes, The rest of other animation sequences are really beautifully done!
Naikat Posted May 30, 2017 Posted May 30, 2017 I know many people have said this, but this mod is one of the most amazing mods for Skyrim. Well, not many people would appreciate the work put into this, since they're too busy masturbating. Anyways, I do hope that you'll continue to create great things like this. I hope you do get this message because I just can't thank you enough (I know it sounds weird coming from someone lurking through sex mods). I know many people have said this, but this mod is one of the most amazing mods for Skyrim. Well, not many people would appreciate the work put into this, since they're too busy masturbating. Anyways, I do hope that you'll continue to create great things like this. I hope you do get this message because I just can't thank you enough (I know it sounds weird coming from someone lurking through sex mods).
jdods13 Posted May 30, 2017 Posted May 30, 2017 Please! An orgasm animation trigger is still needed. At its simplest form all that would be needed would be to trigger an orgasm sound file (for a scene without withdrawal), so I don't know why this is so difficult. Really everything else is superfluous. I know many people want a complex money shot with firehose ejaculation, but I really dislike those scenes, The rest of other animation sequences are really beautifully done! Yes this is needed. Seems that in order to make this mod work with other mods like Being Female, there needs to be an orgasm event/trigger. Please add this to the framework!
Zoky Posted May 30, 2017 Posted May 30, 2017 Please! An orgasm animation trigger is still needed. At its simplest form all that would be needed would be to trigger an orgasm sound file (for a scene without withdrawal), so I don't know why this is so difficult. Really everything else is superfluous. I know many people want a complex money shot with firehose ejaculation, but I really dislike those scenes, The rest of other animation sequences are really beautifully done! I think it's pretty clear when looking at this mod that CEO doesn't make good things, because he will not settle for anything below spectacular. So when it finally does come out I suspect not only will it look spectacular but it will probably also have a very neat and complex system to it. I wouldn't expect seeing such a thing anytime this year, unless maybe really late. That's just my take on it though, I could be way off.
Kinky Posted May 30, 2017 Posted May 30, 2017 Please! An orgasm animation trigger is still needed. At its simplest form all that would be needed would be to trigger an orgasm sound file (for a scene without withdrawal), so I don't know why this is so difficult. Really everything else is superfluous. I know many people want a complex money shot with firehose ejaculation, but I really dislike those scenes, The rest of other animation sequences are really beautifully done! I think it's pretty clear when looking at this mod that CEO doesn't make good things, because he will not settle for anything below spectacular. So when it finally does come out I suspect not only will it look spectacular but it will probably also have a very neat and complex system to it. I wouldn't expect seeing such a thing anytime this year, unless maybe really late. That's just my take on it though, I could be way off. Thats pretty good guess. When i suggested how to do cumshot at any moment without need to create new character animations, CEO had special system in mind (like a minigame). Overexpanding the mod delayed that function which is why im now glad that he is focused on bugfixing and stability instead of overexpanding and getting tired of everything. In my opinion any jerk off scene is suitable for cumshot event that can also change characters expression and sounds they are making. So any scene of this kind could have simple extra option to cum (shoot healing/freezing spell from schlong with some cum looking effect). Pregnancy mods would only need to know that it was internal and no visible effect was used. Female characters could equip morphing cum meshes or textures all over their body, skies could rain fire... anything can be done with time and knowledge... especialy simple things.
CEO 0S Posted May 31, 2017 Author Posted May 31, 2017 Ok I'm back, almost got it ready for beta sorry I couldn't make it before the weekend. Big thanks! No rant at all. Think it covers all my questions, including those I haven´t yet asked but readied in my head. That´ll be of great use for sure and since I already made bits of homeworks previously, I now could speed up digging through the files and start on adjustments with foreseeable results. I´d already chosen the OSex entry scene (Adore - Affection, to be found in meshes/0SA/mod/0Sex/0MF/Sy6Sy9/Ho/St9Adore.xml, if somneone likes to follow) and its chaining to d_Affection, exm_Happy and eye_Affection in Persona OGal classes as my learning entry point, as it yet has managable parameter amount, compared to scenes actually filled with actions. Combined with MFG Console usage that should one get prepared for the more complicated scenes later on. Main goal ATM as said is adaptions to custom head morphs to prevent unwanted distorsions, but next step then would be attempt creating different persona profiles, of which many are thinkable within the frame of Skyrim expression system. With the given info and the excellently crafted foundation of the system, I could think more people will start on customizing Personas in the very near future. Glad it helped some, affection is a good place to start I'm going to take your idea and use it in the guide, it's simpler then sex scenes, doesn't need audio and it covers like 50% of the total scenes also. Keep me up to data with your progress please book will be coming this week sometimes which should clear everything else up. Very exciting hopefully we get some more Persona's going now. I think once people see some being created they will see how it's possible to make their own and others might start showing up. Keep in mind if you're working on eye data that for some of the newer or more incomplete scenes I most likely slacked/have not completed perfect eye data in my scenes and might have just set them up for _OGal, if you notice any of these cases please let me know. Mainly saying so you don't waste time thinking your persona documents are not working. Standing adore should be decked out and a good place to test however. Hey Ceo, if you don't mind me asking, the osex movie alluded to some "bonus scenes" that were discussed in a funny interaction at the very end, and you left a note about finding them somewhere. Are these bonus scenes available online? Where can we find them? It's coming Cv sorry and thanks a lot for the interest in my movie. I was hoping to release nexus like a week or two ago but I'm just wrapping things up now, I'm purposely not releasing / finishing until I get this OSA/OSex version on nexus so I can give people some actual content instead of just my movie stuff back to back. It will be soon. It's cut scenes either because they were raunchier or were more just me using Skyrim for story time as opposed to highlighting the OSex project. Thanks a lot for the nice comments! Please! An orgasm animation trigger is still needed. At its simplest form all that would be needed would be to trigger an orgasm sound file (for a scene without withdrawal), so I don't know why this is so difficult. Really everything else is superfluous. I know many people want a complex money shot with firehose ejaculation, but I really dislike those scenes, The rest of other animation sequences are really beautifully done! I need the arousal section of OSA complete before I'll attempt this, it's most likely the next section I will work on in OSA, after that's set I'll be able to start adding orgasms when/if it completes. Even if so it will take a while to finish animations to make a lot of possibilities from different scenes. Kinky is right that it will be more complex, they will be triggered either by simply hitting a nav menu option or by enabling actor AI which will use their body stats to eventually cause them to orgasm depending on their personality / what you do with them.
CEO 0S Posted May 31, 2017 Author Posted May 31, 2017 Also good new I'm pretty sure I found the no sound/expression culprit so everyone claiming that sound and expression weren't working was correct. Sorry for the hoops I made you guys go through figuring this one out. Had nothing to do with HudMenuGFX I believe as the prior fix is working as I intended. The issue is that I only updated the SWF file to search the new Persona directory i started using but the script in papyrus that scans for the files wasn't updated to the new directory path. Most likely people that have sound working have the (now) verstige folder data/meshes/0SP still in their skyrim directory. This is obsolete and you can remove it after the next draft gets posted. The new persona directory is at data/OSA/ I've got the fix in but if you can compile and want to try to fix it yourself in the meantime to help me test if it works for sure: it's in _oGlobal.psc in a function called scanFolders The lower section: scanedFiles = MiscUtil.FilesInFolder("Data/meshes/0SP/base/identity/",".oiden") UI.InvokeStringA("HUD Menu", "_root.WidgetContainer."+glyph+".widget.lib.codex.scanIdentity", scanedFiles) utility.wait(0.2) scanedFiles = MiscUtil.FilesInFolder("Data/meshes/0SP/base/form",".oform") UI.InvokeStringA("HUD Menu", "_root.WidgetContainer."+glyph+".widget.lib.codex.scanForm", scanedFiles) gets changed to: utility.wait(0.2) scanedFiles = MiscUtil.FilesInFolder("Data/OSA/Persona/base/identity/",".oiden") UI.InvokeStringA("HUD Menu", "_root.WidgetContainer."+glyph+".widget.lib.codex.scanIdentity", scanedFiles) utility.wait(0.2) scanedFiles = MiscUtil.FilesInFolder("Data/OSA/Persona/base/form",".oform") UI.InvokeStringA("HUD Menu", "_root.WidgetContainer."+glyph+".widget.lib.codex.scanForm", scanedFiles) and sound expressions should start working again.
lans139 Posted May 31, 2017 Posted May 31, 2017 Also good new I'm pretty sure I found the no sound/expression culprit so everyone claiming that sound and expression weren't working was correct. Sorry for the hoops I made you guys go through figuring this one out. Had nothing to do with HudMenuGFX I believe as the prior fix is working as I intended. The issue is that I only updated the SWF file to search the new Persona directory i started using but the script in papyrus that scans for the files wasn't updated to the new directory path. Most likely people that have sound working have the (now) verstige folder data/meshes/0SP still in their skyrim directory. This is obsolete and you can remove it after the next draft gets posted. The new persona directory is at data/OSA/ I've got the fix in but if you can compile and want to try to fix it yourself in the meantime to help me test if it works for sure: it's in _oGlobal.psc in a function called scanFolders The lower section: scanedFiles = MiscUtil.FilesInFolder("Data/meshes/0SP/base/identity/",".oiden") UI.InvokeStringA("HUD Menu", "_root.WidgetContainer."+glyph+".widget.lib.codex.scanIdentity", scanedFiles) utility.wait(0.2) scanedFiles = MiscUtil.FilesInFolder("Data/meshes/0SP/base/form",".oform") UI.InvokeStringA("HUD Menu", "_root.WidgetContainer."+glyph+".widget.lib.codex.scanForm", scanedFiles) gets changed to: utility.wait(0.2) scanedFiles = MiscUtil.FilesInFolder("Data/OSA/Persona/base/identity/",".oiden") UI.InvokeStringA("HUD Menu", "_root.WidgetContainer."+glyph+".widget.lib.codex.scanIdentity", scanedFiles) utility.wait(0.2) scanedFiles = MiscUtil.FilesInFolder("Data/OSA/Persona/base/form",".oform") UI.InvokeStringA("HUD Menu", "_root.WidgetContainer."+glyph+".widget.lib.codex.scanForm", scanedFiles) and sound expressions should start working again. try this and install Less Intrusive Hud & Customizable UI Replacer same problem and i belive the problem from Customizable UI Replacer mod when instal hudmenu.swf in Interface folder the sound expressions just stop working remove it back to work normal again with out this mod the old _oGlobal.psc scanedFiles = MiscUtil.FilesInFolder("Data/meshes/0SP/base/identity/",".oiden") UI.InvokeStringA("HUD Menu", "_root.WidgetContainer."+glyph+".widget.lib.codex.scanIdentity", scanedFiles) utility.wait(0.2) scanedFiles = MiscUtil.FilesInFolder("Data/meshes/0SP/base/form",".oform") UI.InvokeStringA("HUD Menu", "_root.WidgetContainer."+glyph+".widget.lib.codex.scanForm", scanedFiles) work normal with any problem with out this 2 mod. new 1 didn't work for me _oGlobal.psc with same 2 mod and the strange thing its work normaly to with out this 2 mod mean the old _oGlobal.psc option and te new one option the 2 work for me with out this 2 mod the sound & expressions work just fine utility.wait(0.2) scanedFiles = MiscUtil.FilesInFolder("Data/OSA/Persona/base/identity/",".oiden") UI.InvokeStringA("HUD Menu", "_root.WidgetContainer."+glyph+".widget.lib.codex.scanIdentity", scanedFiles) utility.wait(0.2) scanedFiles = MiscUtil.FilesInFolder("Data/OSA/Persona/base/form",".oform") UI.InvokeStringA("HUD Menu", "_root.WidgetContainer."+glyph+".widget.lib.codex.scanForm", scanedFiles) i use the last version of Osa 2.02 beta and sorry for my bad english
jest04471 Posted May 31, 2017 Posted May 31, 2017 Hey, um just a simple question, Where do I find the Wizard Sex, Team Osex, and the rest of the other plugins of OSA?
alpalia Posted May 31, 2017 Posted May 31, 2017 wait what ? CEO is back ? wich powerful necromancer have do this magic ? i wish i can fuck her( hope its a lady necromancer) cool to see you back CEO ! :lol: btw, when you make update, you make it at the Osa page right ? not at the Osex pages ? or i m wrong ? Hey, um just a simple question, Where do I find the Wizard Sex, Team Osex, and the rest of the other plugins of OSA? -snip- well my bad its page 340.. its also in the signature of Kynki (or kinky)
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