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OSex+ The Greatest Virtual Sex Ever


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Posted

Thanks for your response. I'm using Mod Organizer
SKYUI 5.1
SKSE 1.7.3
Racemenu 3.4.4   _NetImmerse script
FNIS 5.5 (though it is installed manually outside of MO to avoid errors generating FNIS)

I did have OSACT.esp with a high # in my plugin list (about 245) but at your suggestion have moved it to #33. I loaded a saved game that has the issue of not being able to disengage and the new LO didn't seem to help. If this is conflicting with another mod I sure would like to know which one.

Re: " run FNIS, turn on my OSACT.esp"   I would think I would want to activate the esp before running FNIS (?).

I did run a few versions of 0S3XY before 1.063 (1.061 & 1.062) though with the same results I believe. Once I mess with the LO then NumPad_Delete & NumPad_5 & 8 stop working, although NumPad_0, NumPad_3, and the arrow keys continue to work. This is only fixed by starting a new game.  I have OSACT.esp loaded when I start a new game. I wouldn't think that is an issue.


 Thank you

Posted

 

do you have some general "known issues" section? That would help us to know, what to report.

I had the first time a dom with a weapon (a guard) while testing the newest patch...

 

 

I've made a page now for documenting know issues, thanks for the feedback!

 

tumblr_nwqmvwFCc51ubnr1mo2_r1_500.jpg

 

The weapons was very last minute as I totally forgot about them however it was not as straight forward as I hoped. There seems to be a lot of holes in papyrus for detecting weapons. it could potentially be something with Dual Sheath Redux as well. I can definitely make progress on this but I might hit a wall at some point.

 

The issue is, there is a papyrus function UnequipAll but this removes everything without reporting so I can't record through ESG what was removed to put back on later, I can throw it on right at the end of the mass strip however to be sure everything was removed.

 

Some other issues include: It's impossible even with SKSE to equip the left hand weapon, and AMMO can't be detected by papyrus. Currently the mod is unequipping a blank ammo then removing it right away to clear the ammo slot but this only works on the player. When using it on an npc it would trigger them to evaluate their equipment and put back on their entire outfit.

 

Got some work to do on it, I can most likely repair it some but I think it might always be a little wonky.

 

 

 

 

Thank you for this very nice post and it's much appreciated! I'm just glad people are enjoying the mod the support and enthusiasm of the community is thrilling for me to be a partof and this has been a great experience for me and I'm thankful to everyone that's partaken, shown interest, or helped out in my mod!

 

I've got the request a few times and I might put up a donation option on the nexus once it's out of beta but my life is stable overall and I don't want people to feel the need or put themselves at a disadvantage to support this mod as my only goal in releasing this project was that other people might enjoy using it. The only support I need is that people are having fun with it or interested in the project.

 

 

 

 

 

Hi ntblood,

OSex is simpler then it seems, it's basically just a jacked up poser mod with hot keys and some animation tricks. Installation generally should be straight forward. If you meet all requirements and have a clean save it should be good to go, if not it might be some kind of mod conflicting with it. A question have you been able or tried to run earlier versions in the past or is this your first go at it?

 

Installation should just be: Install the mod with any organizer, run FNIS, turn on my OSACT.esp then start Skyrim with SKSE. You do need the latest FNIS 5.5, Latest SKSE, Latest SKYUI (5.1) I believe, a NetImmerse script from somewhere (Although a lot of mods come with it specifically Racemenu.)

 

My top guess is that it's something in your load order, a mod is being crazy and interfering somehow with mine although I can't quite say. Are you using MO? If so make sure the esps are correctly activated in the MO load order. Key related issues are either due to not having a clean save or SkyUI not being up to date but it sounds like you've got a very clean save going so I don't think that's it.

 

You don't have to worry about OSex in terms of position in the loading order. It doesn't conflict with any other files and will function from any location you put. I recommend you keep it in the 0-50 range as some of the papyrus I use has bug reports if the mod's load order is deep into 100+ I hear. That being said I haven't had the load order cause a problem for users yet that I'm aware of so it shouldn't really matter, just a last resort thing to try an emergency.

 

 

Assuming its a known issue, but I couldn't get sub to strip dom boots and gloves.

 

Also, I hope beast race tail positions get addressed at some point!

 

Posted

 

The ideas both sound great, arrays I'm very weak in applying and doing complex stuff with arrays but I see how that would work. I have to learn how to still randomly point at one in an array as I don't know how to go about doing that. 

 

I didn't describe it very well. Here's a test implementation in _0SA_Identity that should be very low overhead, though it isn't technically very random.

 

It's just a sequence of numbers with a single call to RandomInt to initialize the location of the pointer when the script is loaded.

 

It becomes more random if multiple functions are calling RandomInt_0_100(), because they share the same pointer. If only 1 function is calling it effectively just steps through the sequence. But even then, I don't think any pattern would be visible in this application.

 

If you're not familiar with patch files, the lines beginning with < are removed from the old file and substituted with lines beginning with >.

 

 

 

414c414
< 	If utility.randomint(1, 5) == 1
---
> 	If RandomInt_0_100() < 20
424c424
< 			If utility.randomint(1, 2) == 1  
---
> 			If RandomInt_0_100() < 50  
444c444
< 		If Utility.RandomInt(0, 100) >= 90
---
> 		If RandomInt_0_100() < 10
449c449
< 		If Utility.RandomInt(0, 100) >= 80
---
> 		If RandomInt_0_100() < 20
468c468
< 		If Utility.RandomInt(0, 100) >= 40
---
> 		If RandomInt_0_100() < 60
470c470
< 		_0SACT.EyesDir(xActSub, Utility.RandomInt(0, 100), Utility.RandomInt(0, 100), Utility.RandomInt(0, 100), Utility.RandomInt(0, 100), MFG_DefaultSpeed, OSAserialnumber)	
---
> 		_0SACT.EyesDir(xActSub, RandomInt_0_100(), RandomInt_0_100(), RandomInt_0_100(), RandomInt_0_100(), MFG_DefaultSpeed, OSAserialnumber)
560c560
< 		If utility.randomint(1, 2) == 2
---
> 		If RandomInt_0_100() < 50
564c564
< 		If utility.randomint(1, 8) == 1
---
> 		If RandomInt_0_100() < (100 / 8)
627c627
< 			If Utility.RandomInt(1, 4) == 1
---
> 			If RandomInt_0_100() < 25
639c639
< 			If Utility.RandomInt(1, 4) == 1
---
> 			If RandomInt_0_100() < 25
836c836,986
< int Property FACE_D_CUR_MOD_13 = 0 Auto Hidden
\ No newline at end of file
---
> int Property FACE_D_CUR_MOD_13 = 0 Auto Hidden
> 
> 
> 
> int[] RandSeq
> int RandPtr
> 
> Event OnInit()
> ;Random sequence of numbers 0 - 100
> RandSeq = new int[128]
> ;Pointer to select from the sequence
> RandPtr = Utility.RandomInt(0,127)
> 
> RandSeq[0] = 28
> RandSeq[1] = 47
> RandSeq[2] = 65
> RandSeq[3] = 72
> RandSeq[4] = 81
> RandSeq[5] = 59
> RandSeq[6] = 66
> RandSeq[7] = 52
> RandSeq[8] = 34
> RandSeq[9] = 83
> RandSeq[10] = 23
> RandSeq[11] = 89
> RandSeq[12] = 62
> RandSeq[13] = 95
> RandSeq[14] = 9
> RandSeq[15] = 51
> RandSeq[16] = 46
> RandSeq[17] = 19
> RandSeq[18] = 92
> RandSeq[19] = 44
> RandSeq[20] = 85
> RandSeq[21] = 33
> RandSeq[22] = 64
> RandSeq[23] = 16
> RandSeq[24] = 60
> RandSeq[25] = 48
> RandSeq[26] = 36
> RandSeq[27] = 57
> RandSeq[28] = 58
> RandSeq[29] = 38
> RandSeq[30] = 26
> RandSeq[31] = 17
> RandSeq[32] = 80
> RandSeq[33] = 7
> RandSeq[34] = 4
> RandSeq[35] = 37
> RandSeq[36] = 2
> RandSeq[37] = 86
> RandSeq[38] = 77
> RandSeq[39] = 71
> RandSeq[40] = 63
> RandSeq[41] = 94
> RandSeq[42] = 14
> RandSeq[43] = 84
> RandSeq[44] = 91
> RandSeq[45] = 42
> RandSeq[46] = 76
> RandSeq[47] = 15
> RandSeq[48] = 69
> RandSeq[49] = 100
> RandSeq[50] = 10
> RandSeq[51] = 90
> RandSeq[52] = 35
> RandSeq[53] = 22
> RandSeq[54] = 13
> RandSeq[55] = 39
> RandSeq[56] = 79
> RandSeq[57] = 88
> RandSeq[58] = 78
> RandSeq[59] = 45
> RandSeq[60] = 99
> RandSeq[61] = 56
> RandSeq[62] = 68
> RandSeq[63] = 53
> RandSeq[64] = 3
> RandSeq[65] = 11
> RandSeq[66] = 93
> RandSeq[67] = 49
> RandSeq[68] = 43
> RandSeq[69] = 20
> RandSeq[70] = 21
> RandSeq[71] = 54
> RandSeq[72] = 31
> RandSeq[73] = 67
> RandSeq[74] = 74
> RandSeq[75] = 50
> RandSeq[76] = 40
> RandSeq[77] = 1
> RandSeq[78] = 0
> RandSeq[79] = 97
> RandSeq[80] = 25
> RandSeq[81] = 24
> RandSeq[82] = 82
> RandSeq[83] = 61
> RandSeq[84] = 12
> RandSeq[85] = 30
> RandSeq[86] = 29
> RandSeq[87] = 6
> RandSeq[88] = 96
> RandSeq[89] = 70
> RandSeq[90] = 87
> RandSeq[91] = 32
> RandSeq[92] = 27
> RandSeq[93] = 5
> RandSeq[94] = 98
> RandSeq[95] = 8
> RandSeq[96] = 41
> RandSeq[97] = 55
> RandSeq[98] = 18
> RandSeq[99] = 75
> RandSeq[100] = 73
> RandSeq[101] = 48
> RandSeq[102] = 71
> RandSeq[103] = 31
> RandSeq[104] = 42
> RandSeq[105] = 69
> RandSeq[106] = 55
> RandSeq[107] = 74
> RandSeq[108] = 39
> RandSeq[109] = 2
> RandSeq[110] = 5
> RandSeq[111] = 82
> RandSeq[112] = 89
> RandSeq[113] = 35
> RandSeq[114] = 95
> RandSeq[115] = 88
> RandSeq[116] = 27
> RandSeq[117] = 34
> RandSeq[118] = 24
> RandSeq[119] = 98
> RandSeq[120] = 26
> RandSeq[121] = 63
> RandSeq[122] = 28
> RandSeq[123] = 96
> RandSeq[124] = 8
> RandSeq[125] = 59
> RandSeq[126] = 80
> RandSeq[127] = 15
> EndEvent
> 
> int Function RandomInt_0_100()
> 	RandPtr += 1
> 	if (RandPtr > 127)
> 	RandPtr = 0
> 	EndIf
> 	
> 	Return RandSeq[RandPtr]
> EndFunction

 

 

 

There don't seem to be good profiling tools in Skyrim, so I don't know how much speedup there is. It should be significant. :)

 

The modified file is attached.

_0SA_Identity.psc

Posted

 

 

Не забудьте активировать ЭСП.
Доброго всем здоровья, скажите пожалуйста ... я скачал патч, но не то, что у меня нет ESP в архиве, и где его можно скачать даже у меня нет озвучки ..: ы
Спасибо большое за красивый секс, это просто здорово! :) Прошу прощения за не зная английского языка.
Posted

Hi, i have a problem , everytime i finish some animation, the schlong just disappear until i quit/start the game again, theres just some kind of hole , can you help me ? Maybe it has something to do with the option full strip for both 

Posted

Hi, i have a problem , everytime i finish some animation, the schlong just disappear until i quit/start the game again, theres just some kind of hole , can you help me ? Maybe it has something to do with the option full strip for both 

 

Hi Hyxis,

I've had some reports of this problem but I can't get them to answer questions about it so I can figure it out. I am unable to recreate this problem on my system.

 

If you use SoS full the Male body actually has that hole in it all the time but I believe SoS dynamically applies an Equipable Sch to everyone in range of you. It is unequipable so potentially the quick strip will unequip your schlong. I think SoS doesn't constantly check the player if they are Schlonged but does evaluate it on game load so that's why it's being fixed.

 

In ESG i have a section for exclusion slots which will be for specifically this Schlongs and also players that use wigs mainly but its not active yet. Whatever is set here will in the future be ignored when you run a quick strip.

 

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

To help me test can you confirm that the schlong vanishes when you hit quick strip and it's that which is doing it? (Start a scene already undressed and then hit quick strip to see if that's what is taking it away.)

 

Some reports are telling me that it vanishes the moment the scene ends or the moment is starts which I really have no idea what could be causing that. I'm looking into it none the less.

 

As a temporary solution you can set up your ESG and use ESG stripping instead as that will not unequip every single slot unless you tell it too.

Posted

Hmm, it disappear when i end the animation , what i do is ( first scene after i start the game ) i start some animation - quickstrip - do the animation - end it, and then it disappear, so i have to restart the game again to see the schlong back, maybe if i stop using the quickstrip the schlong will stop disappear :/

Posted

@master-race92

Penis is Huge _FIX: "As far as the scaling of the male anatomy, it should be under 0Sex in the menu Dom's/Sub's Male Genitals. Just untick it if you don't want it to scale."
 

Posted

Hmm, it disappear when i end the animation , what i do is ( first scene after i start the game ) i start some animation - quickstrip - do the animation - end it, and then it disappear, so i have to restart the game again to see the schlong back, maybe if i stop using the quickstrip the schlong will stop disappear :/

 

Can you test for me by getting naked before the scene so you can see the schlong and seeing if quickstrip is what is removing it? Please. If so I can talk you through what to do in the meantime until exclusion slots work.

 

 

I basically just need to know if this is a equipment slot thing or something else I'm not seeing that's happening.

Posted

Doing it right now :D


So i started naked , and right when i ended the animation the schlong disappear, so the quickstrip isnt the issue i guess

Posted

Doing it right now :D

So i started naked , and right when i ended the animation the schlong disappear, so the quickstrip isnt the issue i guess

 

Thanks Hyxis I'm looking into it, that's what I needed to know.

 

I need to look at SoS scripts to see what is happening. I'll try to get a fix asap and sorry for the trouble.

Posted

@Hyxis

 

 I found that using the equipable schlong seems to work well with this mod, doesn't disappear. I had issues mod before with SOS, unrelated to 0S3XY, so I started to use just the equipable one:
http://www.loverslab.com/files/file/335-sos-equipable-schlong-and-more/

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

CEO OS,

After further testing I've found that even if I don't touch my LO and start a new game, even though 0S3XY mod's hotkeys all work at first, that after awhile several of them stop working (NP_Period,1,4,5,7,8). Previously, I thought this issue was due to tinkering with my LO but I see now that doesn't seem to be the case. So it must be another mod that is conflicting with this one's NumPad key mapping but strangely it takes awhile for this to happen as starting a new game will fix it for awhile. I have a lot of SexLab mods installed, I would have guessed Less Intrusive HUD mod has some of NumPad mapped but the issue started before I added that mod back in just recently.

So my work around is that I can terminate the mod in it's MCM menu, the arrow keys still work, as does swap  position, freeCam. I don't have access to QuickStrip but that can be worked around. I can only start the mod with NP0, not 1,4, or 7 but I hope that doesn't mean I missing out on a top of the animations (?).

 Thanks

Posted

Unfortunately , even with the schlong equiped i still got the hole at the end of the animation, with or without the equipable schlong :/

 

Maybe i have done something wrong ? maybe schlong must be installed after or before 0SEX ?

Guest endgameaddiction
Posted

If you are using Mod Organizer, move 0SEX above SOS on the mod list side. I had this problem and mentioned it pages back. Though, the issue I was having wasn't what you are having. Are you using a different male body other than the SOS one?

 

If so, what might be happening is when you finish the scene, it probably has a problem euipping the shlong for that body type. Just a guess.

Posted

 

 

ntblood just a thought: My mod uses and comes packed with the latest papyrus util but for some reason SoS has a different one packed into it. I'm not sure why. 

 

In light of this I had reports that not letting my mod overwrite anything can fix some num pad issues. My mod needs PapyrusUtil to work but lots of mods come with it so as long as it's there it doesn't matter if it's my copy of it or someone elses. This might fix the issue.

 

 

Im using NMM, and no im only using the body that schlong gives, I use CBBE but i think its only for ladies

 

I've loaded up full SoS into my game now and am running some tests. Still unable to recreate it outside of it actually being unequipped but I have more tests to run. Hopefully this can be resolved soon as many are effected by this and it's not the kind of bug you can just ignore for now, I know.

 

Perhaps try the above fix also and not let my mod overwrite anything on installation?

 

 endgameaddictions fix also is really good and is fixing a few weird bugs that are all based around some kind of SoS conflict.

Guest endgameaddiction
Posted

Im using NMM, and no im only using the body that schlong gives, I use CBBE but i think its only for ladies

 

What you could do is try moving your savegames to a temporary folder and start a new game. Untick all your mods and only tick on what you really need to get 0SEX running. Even body replacers. Try that and see if it gives you the same problem.

 

And if it does work, you could enable a few mods at a time until you find the culprit. This is a great way to narrow down the problem if it cannot be addressed through looking through your load order or papyrus.

 

I used to do this all the time for Fallout when I could find what mod it was that was causing conflicts.

Posted

I see in MO that the two mods that over-write 0S3XY files (other than it's own Optional animations patch) are SexLab Framework and Campfire mod.  I just tried changing the priority # in MO's left panel for 0S3XY so that the other mods were over-writing 0S3XY but that didn't fix the issue. I also then tried having 0S3XY files over-write the other mods and again, it didn't fix the issue of NP_Period,1,4,5,7,8 hotkeys not working. So I think I tried what you were suggesting,"not letting (0S3XY) mod overwrite anything," but seemed to have the same results.

 

At least I can work around this. I just wonder seeing I can only start the mod with NP_0 and not NP1,4,7, if I'm missing out on many animations or do I still have access to them (I can use the arrow keys).

I did notice that when using the SaveCleanerTool that it said,"ActiveScript count is quite high, (1038)."  I wonder if this could be an issue. I'm surprised seeing that a month or two ago I pulled out a lot of script-heavy mods, but I guess with my having about 250 mods really adds up on the scripts.

Posted

I see in MO that the two mods that over-write 0S3XY files (other than it's own Optional animations patch) are SexLab Framework and Campfire mod.  I just tried changing the priority # in MO's left panel for 0S3XY so that the other mods were over-writing 0S3XY but that didn't fix the issue. I also then tried having 0S3XY files over-write the other mods and again, it didn't fix the issue of NP_Period,1,4,5,7,8 hotkeys not working. So I think I tried what you were suggesting,"not letting (0S3XY) mod overwrite anything," but seemed to have the same results.

 

At least I can work around this. I just wonder seeing I can only start the mod with NP_0 and not NP1,4,7, if I'm missing out on many animations or do I still have access to them (I can use the arrow keys).

 

I did notice that when using the SaveCleanerTool that it said,"ActiveScript count is quite high, (1038)."  I wonder if this could be an issue. I'm surprised seeing that a month or two ago I pulled out a lot of script-heavy mods, but I guess with my having about 250 mods really adds up on the scripts.

 

The num Keys I use are just for quickwarp, clothing management and lights. You can still access Clothing and Lights without them.  However EZ-Mode uses num0 and num1 as modifiers. You can rebind them all in MCM menu if you want to get everything off the num pad since that seems to be the problem? Advanced mode can access all scenes regardless if num pad is functioning or not.

 

0S3KSY doesn't run any scripts except it's MCM when it's not active, When the scene is active it runs 4 scripts temporarily, they can get fairly intense at times when the scene is running, there's potential that papyrus is just crashing out. For example I ran some stress tests with the blending functions I use to make the faces expressions smoothly change and there would come a point where papyrus would just kind of stop and take about 30 seconds to catch back up but not fully complete it's task but it did take a very exaggerated amount of stress to get to that point. Depending on what is going on I suppose it's possible however. 

 

Again this is my first time hearing something like this issue so it's new ground for me and very hard to test, it's very possible there's something in those 250 mods that's the culprit and very hard to narrow it down.

Guest Danariil
Posted

Hi CEO OS I really wanted to thank you for this amazing mod :heart: it works perfectly,exept for the sounds,can't hear anything but I probably have to recheck the requirements,soooo many many many thanks dear,you really did an incredible job  :blush: 

One more thing,I'm not using SOS but SAM and it works great.

 

Posted

@Danariil What is SAM ? , cuz if schlong is " bugged " for me atm id like to use 0SEX anyway ^^

 

@CEO 0S I checked again but 0sex doesnt want to overwrite any mods i have , it just install it with no problem ^^

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