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OSex+ The Greatest Virtual Sex Ever


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Posted (edited)
On 12/21/2021 at 10:06 PM, CEO 0S said:

 

I appreciate the questions a lot and the interest, you're not crossing any boundaries so ask away!

I want to start off with your question about SexLab:

 

Sexlab vs OSex

These 2 frameworks are not competing but instead compliment each other, I use both in my game and recommend anyone interested in adult content in Skyrim do the same. It's a reality of developing a Sex Mod that you can't have the awesome features of both in one. As a developer you have to pick a path and that comes with sacrifices. Fortunately the 2 frameworks do not conflict at all with each other and you can use both the integration and variety of SexLab and the cinematic detail of OSex in harmony in your games! I can say after years of doing this with certainty that a system that checks all the boxes and perfectly blends the features of the two would not be possible without a massive budget and team size, and even then I'm not sure that would pull off much more. (At the end of that path is most likely just the effect of osex + sexlab installed with a mode that lets you switch between the two on the fly.)

 

 

In Terms of OSA+ / OSex+ (Technical Writeup)

Primarily OSA+ is a rewrite of OSA with new features to address all of it's short comings. I'll go over some details and use this post as my general write up as I been getting similar requests and questions in my Discord lately:

 

OSex Animations

OSex is ported to OSA+ so the scene as you know it will work just fine and be improved in some ways. I will be adding new animation packs to OSex+ which will be my primary work endeavor here once OSA+ settles in.

 

Legacy Limitations

There's many regrettable parts of OSA in which I was already too deep in development to change by the time I realized them. These make limitations that don't need to exist which hold back the potential of animation. The biggest one is body scales being easier to control by the animator per animation. Genital Anatomy scaling etc. also get effected. In many other ways OSA has it's hands in some things that wound up not being needed and that restricted a lot of nice potential on the animation level.

 

API

This is the area that got the most improvement. There are 3 Objects now that can be interacted with in a fun and easy object oriented way. They provide access to the entire engine and everything a mod developer might need:

 

Scena MyScene = OSA.Get().CreateScene()
Actra MyActor0 = MyScene.AddActor(PlayerRef)
Actra MyActor1 = MyScene.AddActor(Fione)
MyScene.Begin()
MyScene.PlayAction("osex.adore")

 

OSA: Talk to the engine itself (Primarily to create a new Scene)

Actra: Make changes or get data from any OSA Actor.

Scena: Make changes or get data from any OSA Scene.

 

This unlocks the entire engine to any papyrus mod developer to customize the scenes, get data from them, or add effects as needed. It would improve the experience of writing story driven mods like AA but also writing effect plugins like fertility, or relationship.

 

Some quick examples of how these work:

 

MyActor0.SetMood("happy")
MyActor0.SetIntimateVoicePack(FormList)
MyScene.PlayRandomActionFromTags("sex,doggystyle")
if(MyActor1.HasOrgasmed())
     MyScene.PlayAction("osex.prone")
EndIf

 

I believe this is an easy and very fun way of interacting with OSA which will be both very powerful and satisfying but also quick to learn, since there are only a few objects that have to be interacted with.

 

Scene and Menu Modularity

OSA currently has 1 scene type that has an elaborate set of rules to try to accommodate for the different things you currently see OSA do. To give clear examples of this, complications like speed control, head look direction, approach angle, multi actor all continued to pile on increasing complexity onto the main OSA scene class both in terms of upgrading and improving it but also for module creators writing documents for it. This is also true for the nav menu which  has become "fused" to the scene data and is hard to adjust.

 

OSA+ has simpler scene types that serve specific purposes, the rules and way a scene is handled is chosen by the module creator and a specific document is used for that type. This keeps the documents a lot easier and still powerful and if we need a different scene that does some specific cool thing instead of bogging down the main scene I can create a new scene. Nav menu is now also modular in the same way, and specific menu systems can be used to control specific scenes. 

 

An Example of a new Scene Type: I'm developing a scene where the actor gradually restores stamina and recovers themself, similar to the "bleed out" animation in default Skyrim, but this scene type facilitates updating animation over time as a "stat" fills up. This allows for something like the bleed out effect but with much cooler animation and effects showing the full recovery.

 

An Example of a new Nav Type: OWhipCream has a menu specifically for pumping whip cream which replaces the classic osex menu when you are on a whip cream scene. It responds to button being held down as if you are holding down the button on the bottle and you can pump dollops for as long as you like (within reason). So what is gained here is both a new visual type of menu with new interactions (button held - button released) as well.

 

 

PreLoaded  Data

Current OSA on demand streams it's documents as needed which was a cool solution but also results in OSA not knowing what scenes are available and information on those scenes. This results in important information like tags, autonavigation, and even more convenient animation pack systems become impossible to implement. OSA does a multithreaded load now of all documents and the speed is nice, it can load 5 osexs worth of data in under a second. All of this information and control is available to the API.

 

Folder Structure and DataFormat

Some of the most intimidating and error prone parts of module and personality development were dealing with all the nested folders that were required to be set up properly to function. OSA+ now has a single folder per module that includes all possible actions in the module. (As a note these documents are now json based instead of xml to make them easier to parse and adjust via script by third party libraries.)

 

2021-12-21 11_35_32-actions.png

This facilitates authors making small plugins much easier as well, OSA can on the fly adapt navigation menus to what "AnimationPacks"  are currently available. OSA knows ahead of time all actions that could be available and if they are or are not currently installed.

 

I provide a script for module developers in OSA+ which creates a manifest of the entire module's files instantly. In the case of OSex it winds up outputting what we call internally as "The Wall of Sex":

 

2021-12-21 12_05_35-C__steam_steamapps_common_Skyrim_Data_Meshes_osa_modules_osex_.omanifest (OSexDe.png


Faster Scene Start

I've reduced the time it takes for scenes spinning up to be basically instant, and I hope this will start to facilitate OSA to be used for combat and controllable grapple moves like I always dreamed.

 

Interact Menu

OSA now has an inspect menu which scenes can register for like action moves. This is openable on mouse cursor hover and shows a list of interactions you can do. Modules can register their own actions to this menu with conditions that decide when to present the option. This allows for moves to be triggered like actions but it also aids in interacting with already live scenes. Each OSA action can have it's own interact menu which provides options like joining in from a 2 person scene to a 3 person scene.

 

MCM Menu

OSA currently relies on my right side menu for config, and while I think it's cool I do think it's a cause of a lot of trouble shooting and stress for end users that are expecting MCM. I will move a majority of the config into MCM. Somethings are not able to be handled by MCM and will stay in OSA's own menu system in some fashion. The most important thing here is alleviating keybind issues for controller and users without a numpad.

 

Scribe

As much as I can i will be providing simple graphic interfaces for developers to write out the custom data OSA needs without having to ever mess around in the json itself. These will be simple web pages with clearly labeled fields that ouput the documents for you.

 

Connectivity

Any module's actions can connect or inject connections into any other module's actions now. This allows other mod developers to provide optional bridges back and forth between modules without having to overwrite the files.  If the module being injected to is not installed by the user OSA will simply recover by hiding the option.

 

Terminology

To prevent confusion in the future i changed some terminology to make it easier going forward.

 

  • Pack: An animation plugin like Wizard Sex for example has been renamed to "Pack" short for "Animation Pack".
  • Action: Any paired or solo animation playback OSA+ can do is now called an Action. "Adore" for example is an example of an action. 
  • Scene: Scene now means an entire scene that is currently being played. If you start OSex with someone OSA creates a Scene which can play many different Actions

Thank you so much for your detailed explanation. It makes me so excited for the future of this mod.  ❤️

 

One last thing though and i guess it's problem on my end since your gifs look completely fine. I don't know what I'm doing wrong but in some scenes, specially missionary, the schlong doesn't go in the vagina but instead it's either above that or below it. It didn't bother me when i used it a long time ago without any body with vagina physics, but now i use 3BBB CBBE so it looks completely weird since the vagina keeps opening and closing as if the schlong is going in and out properly but in reality it's either going in below or above the hole through the body. All the animations are completely aligned properly, there's no problem with that, just i don't know why I'm having this issue no matter what body preset i use. What am i doing wrong? Any clue? I just SOS and 3BBB CBBE SMP Body. 

Edited by amarkxxx
Posted (edited)

osa_overlay-01.png

 

This is my completed draft for the new standard nav menu in OSA+. Please ignore the heart spam for now I'm using that icon as a placeholder. This is going to get set in stone soon so please critique! The biggest sacrifice was removing my illustrations which I liked a lot but ultimately they were to difficult to fill out for niche movements and made it less friendly to other module developers who had to rely on me to illustrate their moves, or pick from only what I had done so far. I wanted to give it a fresh new face lift in general and make it more of a sleek universal UI. 

 

To visualize further this is a scrollbox which shows 7 at a time but can continue to scroll upwards. The heading element "Romance" is an optional block if a module developer wants to group by category.

 

- Removal of the 3 tier nested menus so that options can be clearly seen.

- Each option can have it's own rule set, like how speed has + -, press and hold is viable as well, options can do random stat checks with different outcomes based on results, (For example sword skill check for a success scene or fail scene), and any other feature we might want.

- Easier document to write with standardized icons and stylings.

- Subtle background so it's easier to read outdoors.

- Nostalgic fantasy theme halfway between Zelda and Skyrim.

- Tracked stat gauges, visibility set by module or specific action. Health / Arousal currently shown.

- Hideable and Injectable Nav Options allow other modules to connect two ways without overwriting xmls, and api to disable options.

- Optional notice if "Pack" or "Module" is not installed. Unavailable moves can still be shown but inaccessible.

- Visible keybind reminders.

 

Edited by CEO 0S
Posted

Can the navigation commands be bound to keys of our choice. The screenshot shows the keys "Z" and "Q" as being used for accessing more options for the "Kiss Fione" scene. I already have those keys bound to other Skyrim commands. 

 

So to check for understanding, the three tier nested menu was the nav system that would appear below the scene descriptor image (the little triangles), correct? The one that would allow for minor pose changes (lift head for example) or could be the pathway to a new set of scenes (pull out, mount higher). How would that type of stuff be handled wit this new system? Separate nav entries in the scroll list as is displayed in your screenshot?

 

While I can live without the old system, I kind of liked having them nested as a means of organizing UI elements. Maybe use a slight indent on the UI elements in the scroll list to signify the same type of options (lift head, mount higher, etc)?

 

Personally, I thought using the numpad was perfect for OSA navigation. Hate to lose that.

 

I also liked how you could flip to the other participant in some scenes in a single keystroke to access option just for that participant, e.g. "Lift Head", etc.

(Could be wrong tho. Truth be told, my Dragonborn is often too busy to engage in any extracurricular activity, so I may not be remembering the keystroke sequence correctly.)

 

Judging by this screenshot, it looks like I would have to access "Scene Options" first, then "Lift Head"? 

 

Anyway, just a nitpick. Other than that I like the new layout. Having branching animations based on game data (sword check) is really neat.

 

The display dividers (Romance) could be useful in situations where a lot of scenes would be available at once.

 

Where would the injectable nav objects get displayed? Actually, what options would be contained in the Scene Options menu?

 

Also, while I have your attention, I would like a feature request. Basically, I like my altmer tall and my bosmer short. I wonder if it would be possible to add an animation scene or too where one of the participants had an obvious height difference from the other?

 

Thanks.

Posted (edited)
5 hours ago, lordkimbo29 said:

Can the navigation commands be bound to keys of our choice. The screenshot shows the keys "Z" and "Q" as being used for accessing more options for the "Kiss Fione" scene. I already have those keys bound to other Skyrim commands. 

 

So to check for understanding, the three tier nested menu was the nav system that would appear below the scene descriptor image (the little triangles), correct? The one that would allow for minor pose changes (lift head for example) or could be the pathway to a new set of scenes (pull out, mount higher). How would that type of stuff be handled wit this new system? Separate nav entries in the scroll list as is displayed in your screenshot?

 

While I can live without the old system, I kind of liked having them nested as a means of organizing UI elements. Maybe use a slight indent on the UI elements in the scroll list to signify the same type of options (lift head, mount higher, etc)?

 

Personally, I thought using the numpad was perfect for OSA navigation. Hate to lose that.

 

I also liked how you could flip to the other participant in some scenes in a single keystroke to access option just for that participant, e.g. "Lift Head", etc.

(Could be wrong tho. Truth be told, my Dragonborn is often too busy to engage in any extracurricular activity, so I may not be remembering the keystroke sequence correctly.)

 

Judging by this screenshot, it looks like I would have to access "Scene Options" first, then "Lift Head"? 

 

Anyway, just a nitpick. Other than that I like the new layout. Having branching animations based on game data (sword check) is really neat.

 

The display dividers (Romance) could be useful in situations where a lot of scenes would be available at once.

 

Where would the injectable nav objects get displayed? Actually, what options would be contained in the Scene Options menu?

 

Also, while I have your attention, I would like a feature request. Basically, I like my altmer tall and my bosmer short. I wonder if it would be possible to add an animation scene or too where one of the participants had an obvious height difference from the other?

 

Thanks.

 

Hi LordKimbo, thanks so much for all the thought and time you put into this feedback! I will go over your points in sections:

 

Numpad

Numpad still exists, but I'm trying a new approach to aid in combat moves and controller support. When OSA begins a scene that the player is involved in it has to disable all default player controls besides Camera to prevent the character from running around or drawing a weapon etc. This means in the case of a keyboard WASD are always being completely unused if the player is in a OSA scene. OSA+ still has the numpad controls but can bind it's own controls to WASD as well (Or whatever the users default Up,Down,Left,Right is) and there is the ability to optionally bind a duplicate of other keys like accept or cancel to the left side which only activate during a scene. If you switch between left or right side the tooltip reflects the side you used last. The two main things I hope this addresses are controller users not having to make fancy profiles and also combat for fast paced scenes. Currently if a combat move was done by OSA the player would have to take their hand off the mouse or move it from the left hand keys to the numpad which feels bad for something intended to be quick. With this set up they could use numpad but also could keep their hand on WASD and still control the options. Left hand bindings are entirely optional though, out of the box numpad will work as always and there will be an MCM to bind these to whatever you like.

 

So in your case if you wanted to use left hand functionality you could bind extra keys somewhere on the left side, these would only come live during a scene. The numpad side will still be available. So if you had room to spare and wanted to you could setup for left side also but specifically it's for controller users to match their default profile in a way that smoothly works.

 

Injections

This list is intended to be the one stop place for all moves currently available for an action. Injections get inserted directly into the list. An injection is given an ActionID that they should be inserted into (like "osex@adore") and also the ID of a specific  "Option" they should be placed in front or behind of. If it doesn't find the option with the ID it sticks them at the end. 

 

Options

There are a number of different options that have their own functionality and rules. Primarily what you see in my example is the basic "Go" option which sends you to a different action, but speed represents a different functionality of option, head-look direction would be another, my whip cream hold to pump option would be a third example where holding down the button interacts with the scene, the invite actor to scene button also, combat randomization, the romance header is a non interactive option as well, any type of special interaction we could need can get an option type. The main goal here is that even if the buttons have different rules there is a standardization to how they navigate and work and have the ability to fit in a single clear list, which can expand as much as needed. The order of these options is up to the module author in how they place them in the list.

 

SceneMenu Options

SceneMenu options are global scene settings, sort of like what OSA currently has on the right side during a scene, to adjust clothing, apply lights, see info on actors. The terminology changes so that a Scene is the entire scene and an action is one specific spot in the scene (Like Adore). Any kind of changes outside of the action menu's options would be in the scene menu. The stuff that is in the right side menu of current OSA when you are running a scene now has moved to the left side now and will be in this bottom left corner I am taking over. Interact menu will also use this space.

 

Height Difference

Yes actually that's one of the main things OSA+ handles better. OSA currently handles scales of actors globally per module (like OSex), they can't be changed per action. OSA+ has scales defined per action and it smoothly blends them so you don't notice changes occurring. I plan on showcasing this feature by animating a group of scenes featuring a 1.03Male .98Female, which would feel like a 6'3+ male with a 5'4 female. Hopefully this will hit the mark! .05 is the furthest difference in height I'd be willing to animate for but I believe that is still in a safe range and conveys a more feminine and masculine scale compared to current OSex. 

 

Sacrifices

You are right that there are sacrifices. I'm trading off the nested menus for hopefully more clarity of what moves can be done. I hope in combination with being able to hint at what moves could exist but aren't installed and having it all in one list will make life easier for people that found the menus too confusing. Generally in OSex most actions have about 3-5 options at most some less. A few hubs like Adore have over 10, but the over usage of adore is a problem in it's own that has to be addressed. Changing from the dynamic illustrations is also a big one but I do feel the more standardized and sleek design brings more benefits but I would be sad to see them go. There are trade offs and I hope these big changes will be quick to warm up to.

 

Modular ActionMenu Types

As a closing note this entire navigation menu itself is modular and interchangeable. I've designed this one to be a general all purpose flexible one and will use it for OSex+. If entirely different menus are needed they can be developed to replace this, defined per Action. Technically each action could use an entirely different nav menu style if they wanted. This is the main one I've put my attention into but in time the entire menu can be switched out for a different style if different layouts could benefit certain scene types. I don't want to get too crazy with different types as I am hoping for a visual unity of interface, like tool tips being in the same place etc. but there's absolutely flexibility to make new layouts entirely as things grow into the future.

Edited by CEO 0S
Posted
On 12/23/2021 at 7:06 AM, SunWukongIV said:

Hi i don't know if this question fits here so please excuse it when it does not. I have a problem with the undressing of NPCs during scenes, i can undress them but after a few seconds the just put the clothes back on and no new udnress is possible. Does anyone here had a similar problem and knows how to use it?
 

Best Regards

 

Skyrim has a limitation where any time an NPC has an item added to their inventory it forces them to redress their entire default outfit as defined in the CK. I believe this is most likely caused by BHUNP or the CBE equivalent dynamically equipping physics items on NPCs in range, or a similar mod that is doing some dynamic adding and equipping of items. I will talk to my techsupport team as I believe they have a solution to this problem. There might be possible FOMOD installations or options in the BHUNP MCM that can adjust this or perhaps waiting a little longer with NPCs for them to get processed and get their item added before undressing. This could be caused by a number of different mods though so it's hard to isolate what the specific source of the issue is.

Posted (edited)
On 12/22/2021 at 10:46 PM, Pauduan said:

Good to see you back, CEO, and good to read this.

 

LE batter in this corner - I will give your plus versions a whirl soon as I can. I still have your first 0SXKY mod and it's in some install backup somewhere. 

 

Plus is definitely coming to LE. It's interesting because PronePack got huge support on LE, much better metrics than I expected in terms of a ratio between LE and SE users. Big thanks to my LE sisters and brothers for coming through HUGE. My work is always going to support LE so you'll get it all.

 

Since we're taking the time capsule back I'll link the original hotkey version guide PDF:

tumblr_nwm9rnmEA41ubnr1mo1_1280.jpg

 

 

(Note this has nothing to do with current OSex/OSA and is a legacy PDF it used to need just for fun going down memory lane:)

0SexMapPDF.pdf

Edited by CEO 0S
Posted

Hi I have a question regarding undressing, the characters aren't removing equipped weapons and backpacks when scenes start, where can I change it so they only keep wearing rings and amulets during scenes?

Posted
On 12/24/2021 at 1:42 AM, CEO 0S said:

osa_overlay-01.png

 

This is my completed draft for the new standard nav menu in OSA+. Please ignore the heart spam for now I'm using that icon as a placeholder. This is going to get set in stone soon so please critique! The biggest sacrifice was removing my illustrations which I liked a lot but ultimately they were to difficult to fill out for niche movements and made it less friendly to other module developers who had to rely on me to illustrate their moves, or pick from only what I had done so far. I wanted to give it a fresh new face lift in general and make it more of a sleek universal UI. 

 

To visualize further this is a scrollbox which shows 7 at a time but can continue to scroll upwards. The heading element "Romance" is an optional block if a module developer wants to group by category.

 

- Removal of the 3 tier nested menus so that options can be clearly seen.

- Each option can have it's own rule set, like how speed has + -, press and hold is viable as well, options can do random stat checks with different outcomes based on results, (For example sword skill check for a success scene or fail scene), and any other feature we might want.

- Easier document to write with standardized icons and stylings.

- Subtle background so it's easier to read outdoors.

- Nostalgic fantasy theme halfway between Zelda and Skyrim.

- Tracked stat gauges, visibility set by module or specific action. Health / Arousal currently shown.

- Hideable and Injectable Nav Options allow other modules to connect two ways without overwriting xmls, and api to disable options.

- Optional notice if "Pack" or "Module" is not installed. Unavailable moves can still be shown but inaccessible.

- Visible keybind reminders.

 

Im really excited for this the new UI change looks great! :D

Posted

Hello. Sorry if it was asked a million times before, but where can I find the latest versions of OSex plugins? Namely I'm looking for Dual Wield and Unicorn

Posted (edited)

2021-12-06 14_01_17-OSex the Movie - YouTube.png

 

Limted Time PLUS FOUNDERS Event

I'm running a limited time "PLUS Founders" event in my discord. Anyone can participate all you have to do is sign up.

 

"As Plus release approaches and beta tests begin I wanted to give thanks to everyone that stood by through the development process by being a part of this community. Thank you for spending time here with us and putting faith in the future of this project. The huge growth this community went through means so much and it gave me the energy and focus to see this through. Thank you!"

 

How do I participate?

To participate ::ThumbsUp:: to get past the Welcome Gate and type: !plusfounder in any channel to let us know you were here at the very beginning of this new chapter!


What do I get with this?
I can't disclose this due to 7 million levels of bullshit from forces external of this project. You'll have to wait and see!

 

Discord:

https://discord.gg/dQUZp6yuRA

 

 

Edited by CEO 0S
Posted (edited)
On 12/24/2021 at 9:25 PM, SophieModan said:

Hi I have a question regarding undressing, the characters aren't removing equipped weapons and backpacks when scenes start, where can I change it so they only keep wearing rings and amulets during scenes?

 

Hi Sophie,

The full undressing on scene start I believe is OStim functionality. OSA/OSex uses ESG (Equipment Slot Groups) where you define what slots various items are in and can remove them via undressing animations / or through the scene menu. I can't recall if there is total undressing capabilities automatically in OSA but I believe it will clear out all of those slots you mentioned, weapons and whatever slot the backpacks are using. In terms of my characters clothing, I use custom bodies and ported them from various places myself a lot of which I don't have rights to distribute or port further, a majority of them were made a long time ago as well so some of the pieces have been lost to time unfortunately. Some of the long standing packs on nexus I used quite often in my gifs like Osare and Petrovich's packs, so those are downloadable. I believe they both have CBBE / UNP versions.

Edited by CEO 0S
Posted (edited)
7 hours ago, PoziHunt said:

Hello. Sorry if it was asked a million times before, but where can I find the latest versions of OSex plugins? Namely I'm looking for Dual Wield and Unicorn

 

Scroll down the download page on nexus (SE or LE) and you will see the plugins. Dual Wield is there, most of these are pretty heavy WIP but has some nice scenes especially Dual Wield which I feel has my best scene to date (The Double Hand Job / Blowjob)

https://www.nexusmods.com/skyrimspecialedition/mods/17209?tab=files

 

Unicorn will be a plus exclusive, so at some point after plus gets released.

 

osex_0440_fione_dualwield_kneelingdoublehj.jpg

 

 

osex_0440_fione_dualwield_standing_doublehj_rear.jpg

 

Edited by CEO 0S
Posted
On 12/24/2021 at 8:40 PM, CEO 0S said:

 

Skyrim has a limitation where any time an NPC has an item added to their inventory it forces them to redress their entire default outfit as defined in the CK. I believe this is most likely caused by BHUNP or the CBE equivalent dynamically equipping physics items on NPCs in range, or a similar mod that is doing some dynamic adding and equipping of items. I will talk to my techsupport team as I believe they have a solution to this problem. There might be possible FOMOD installations or options in the BHUNP MCM that can adjust this or perhaps waiting a little longer with NPCs for them to get processed and get their item added before undressing. This could be caused by a number of different mods though so it's hard to isolate what the specific source of the issue is.

 

thanks for the help. i was able to fix the problem by changing the hotkeys for the physics in BHUNP and now everything works fine. Congrats for the awesome mod, i am looking forward to the "+" Variant.

Posted

Voted prone pack for mod of the month on Nexus, finally some quality mod for LE. 

 

I'm running into a problem though. In some of the animations of Osex 2.02, the speed meter didn't work. For example. in the Bad boys plugin, you could pick "thrust your hips" and pick speed 1.5/2.5/3 and it would work. But if you then pick another animation "move her head back and forth" the speed meter would stop working and be stuck to 0.5 regardless if you picked 1/1.5/3 etc. So, I thought it's definetly fixed with the new Osex 2.04 now that CEO is back, so I downloaded that, installed it but was disappointed the speed meter still didn't work on many animations including that Bad boys one. 

 

Did I install it wrong or something? The OSA engine says I'm running 2.04.

Posted (edited)
1 hour ago, Beast16 said:

Voted prone pack for mod of the month on Nexus, finally some quality mod for LE. 

 

I'm running into a problem though. In some of the animations of Osex 2.02, the speed meter didn't work. For example. in the Bad boys plugin, you could pick "thrust your hips" and pick speed 1.5/2.5/3 and it would work. But if you then pick another animation "move her head back and forth" the speed meter would stop working and be stuck to 0.5 regardless if you picked 1/1.5/3 etc. So, I thought it's definetly fixed with the new Osex 2.04 now that CEO is back, so I downloaded that, installed it but was disappointed the speed meter still didn't work on many animations including that Bad boys one. 

 

Did I install it wrong or something? The OSA engine says I'm running 2.04.

 

Thanks so much Beast, and yes any votes on the LE version of Prone would be a huge help as the month closes! 2.04 update mainly gives translation data and scaling to the Prone pack. Generally I would have just included Prone in OSex itself but wanted to release as a pack to get some advertising on Nexus which meant osex needed a small patch as well.

 

The plugins do need a lot of love but I am looking to the new systems in the future which are about to be unveiled. In the porting process of OSex to OSex+ I will start to correct the broken or incomplete scenes, so relief is on the way. There are other scenes as well like folder missionary, dual-wield, bad-girls, and wizard sex which are missing scenes and speeds that need improvement and these are a high priority for me.

Edited by CEO 0S
Posted
8 hours ago, SunWukongIV said:

 

thanks for the help. i was able to fix the problem by changing the hotkeys for the physics in BHUNP and now everything works fine. Congrats for the awesome mod, i am looking forward to the "+" Variant.

 

Happy to help! With all the complications brought on by AE, having a quick and easy "problem solved" feels damn good. Thanks for the kind words!

Posted (edited)

NEW MODULE

A New OSA Module was released by one of our very own KNIGHTS OF OS3kSY

OSex L'amour Rose Animation Pack

By HeyDayDoe (Slappa)

 

2021-12-27 17_27_05-Movies & TV.png

 

As I see it: A Female + Female module, similar to OSex but animated with precision for 2 females.

 

Current Features Include: 

- Unidirectional transition (The reverse transitions are WiP)
- Knee Glide/Grind
- Top Scissoring Position
- Side Scissoring Position
- Multiple Sex Speeds
- 1 Booty Spank (More to be added)
- Cunnilingus & Anallingus
- 2 Orgasm animations 

 

If you are SE and use OStim follow instructions on the page otherwise use the Module version for best results.

 

SE:

https://www.nexusmods.com/skyrimspecialedition/mods/60722

 

LE:

https://www.nexusmods.com/skyrim/mods/110246

 

As a note:

This is one of the first times a new Module has showed up for OSA, most to date have been overwrites of the OSex XML.  

 

--------

 

Guys please go support and endorse his work! Let it be know: He likes to stay understated but he's done so much for this project since my return, not just in making this awesome animation module but in all kinds of ways like testing, development, community engagement. He's already achieved the highest O Rank of Knight by carrying this project from behind the scenes.

 

 

 

 

 

 

Edited by CEO 0S
Posted
15 hours ago, CEO 0S said:

 

Thanks so much Beast, and yes any votes on the LE version of Prone would be a huge help as the month closes! 2.04 update mainly gives translation data and scaling to the Prone pack. Generally I would have just included Prone in OSex itself but wanted to release as a pack to get some advertising on Nexus which meant osex needed a small patch as well.

 

The plugins do need a lot of love but I am looking to the new systems in the future which are about to be unveiled. In the porting process of OSex to OSex+ I will start to correct the broken or incomplete scenes, so relief is on the way. There are other scenes as well like folder missionary, dual-wield, bad-girls, and wizard sex which are missing scenes and speeds that need improvement and these are a high priority for me.

I see, it makes sense now. I will wait for relief to arrive. Until then, best wishes.

Posted (edited)

We're almost there, I'm working through icons that the new menu will need, and after that I can get tests and some releases rolling. Currently I plan to release a portion of OSex to begin larger testing with. I want to ensure the data documents have all the powers needed before generating all the docs for all scenes. My team and I will be experimenting with the various features to see if modules can connect, if button injections work, and trying some of the new OSA interactions I mentioned. (And ironing out kinks in general.)

 

Style Guide and examples of some of the new Icons. I'm expediting the ones needed by OSex and L'Amour Rose. The style is quite a big change, I think the high detail illustrations were nice but they brought a lot of challenges and became increasingly harder to complete. I think they also turned off the framework from having non-sex content related modules being developed. The benefit is a much more stream lined and clean UI that is more versatile and more subdued letting the animation speak for itself.

 

As a quick note you're seeing a few on and off elements here like a digital clock being reset. The White triangle is a glint that the currently hovered option gets, so only one glint exists at a time. The tiny red corner triangle is an optional indicator if needed and the diamond gem is the cursor, (Blue:Can use, Yellow: Can use pending certain events or values, Red: Locked no matter what but shown just so you know it could be available.)

 

osa_icons-33.png

 

 

 

For the Colors:

With OSA+ I'm seeking adaption beyond just sex so I wanted something that could tie into the default Skyrim Black + Grey. If you've been around for a while you might know I'm not a huge fan of Skyrim's Greyscale UI so while I understand the value of making a UI match the game's style exactly I do have a hard time being passionate about doing that for Skyrim. I would rather bring in some color and charm but I wanted to keep this as something that didn't feel totally out of place. The black, sleekness and hard edges I feel will do that. I'll repeat the usage of colors as a signifier of actor but I have changed the pink to red to be more androgynous.

 

For Inspiration:

As of late I've been heavily influenced by the work of Eyvind Earle. He was a high end artist for Disney in the 1950s and I believe his work is most recognizable in Sleeping Beauty. It's got a stylized medieval look with illustrative charm, and interesting touches similar to the style in a deck of playing cards. I hope to achieve some of the whimsical story book grace shown in his work, simplified a bit for usage in a UI. Here are some examples of his work:

 

earle.jpg

 

e3a6abdf8510e51076c7d7d4a3b29a69.jpg

 

8444107-1-1.jpg

Edited by CEO 0S
Posted

Looking forward to your work. Lots of new animations are cool, but hopefully something like this mod will be added? 

 - Especially the first two parts of this mod (no slavery). For the last month I have been looking at your discord quite often (it's a pity that the translator doesn't work).

Posted

I'm currently having an issue where upon pressing keypad delete to end the scene, the OSex interface terminates but the scene does not end, and redress does not occur, leaving my actors stuck and the game unplayable unless I quit to desktop and restart.

 

This happened after I used the interface to save OSex settings and is now persistent in my current save file.

 

Config options are now all off by default and can no longer be toggled on.

 

Removing OSex/OSA, re-saving, then re-installing, prevents the OSA menu from being opened at all.

 

OSex functions as intended in any other save file.

 

I have been unable to find an option to clean any OSA/OSex data in the affected save and, assuming it does not exist, was hoping this function would be considered in the future.

Posted
1 hour ago, DestroyerDecade789 said:

Hello CEO it looks like the link to download Osex on your website has already been removed by MEGA..any other link that I can use? 

 

Yes, I'm in the process of repairing it all but got too sleepy to finish. Will be correct soon.

Posted

I've reached a point where I accidentally enabled the emergency keybinds (discord push to talk, lol), tried to set them back using the normal options, and struggled because after setting a keybind further inputs would continue to set keybinds. I can no longer open the menu, and suspect the bind for it got changed to something weird.

 

Tried reinstalling/updating (good news is I discovered some updates for AE for a handful of related things along the way), but still no dice. Can't seem to trigger the emergency rebind anymore either. Is there no way to reset to default short of creating a totally clean save file and reinstalling?

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