CEO 0S Posted December 24, 2021 Author Posted December 24, 2021 (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 December 24, 2021 by CEO 0S 3
CEO 0S Posted December 24, 2021 Author Posted December 24, 2021 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.
CEO 0S Posted December 24, 2021 Author Posted December 24, 2021 (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: (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 December 24, 2021 by CEO 0S
SophieModan Posted December 25, 2021 Posted December 25, 2021 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? 2
SophieModan Posted December 25, 2021 Posted December 25, 2021 Also where can I download the underwears from your gifs? I'd like to have them instead of the SoS and CBBE undies 1
kyle215ps3 Posted December 25, 2021 Posted December 25, 2021 On 12/24/2021 at 1:42 AM, CEO 0S said: 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 2
PoziHunt Posted December 26, 2021 Posted December 26, 2021 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
CEO 0S Posted December 27, 2021 Author Posted December 27, 2021 (edited) 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 December 27, 2021 by CEO 0S 2
CEO 0S Posted December 27, 2021 Author Posted December 27, 2021 (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 December 27, 2021 by CEO 0S 2
CEO 0S Posted December 27, 2021 Author Posted December 27, 2021 (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. Edited December 27, 2021 by CEO 0S 1
SunWukongIV Posted December 27, 2021 Posted December 27, 2021 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. 1
Guest Posted December 27, 2021 Posted December 27, 2021 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.
CEO 0S Posted December 27, 2021 Author Posted December 27, 2021 (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 December 27, 2021 by CEO 0S
CEO 0S Posted December 27, 2021 Author Posted December 27, 2021 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!
CEO 0S Posted December 27, 2021 Author Posted December 27, 2021 (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) 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 December 28, 2021 by CEO 0S
Guest Posted December 28, 2021 Posted December 28, 2021 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.
CEO 0S Posted January 1, 2022 Author Posted January 1, 2022 (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.) 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: Edited January 1, 2022 by CEO 0S 11
Gobblak Posted January 2, 2022 Posted January 2, 2022 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). 1
heyheyheydf Posted January 2, 2022 Posted January 2, 2022 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.
DestroyerDecade789 Posted January 2, 2022 Posted January 2, 2022 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? 1
CEO 0S Posted January 2, 2022 Author Posted January 2, 2022 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. 1
Pharah Ziegler Posted January 3, 2022 Posted January 3, 2022 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?
Celestial2016 Posted January 3, 2022 Posted January 3, 2022 I'm new to modding Skyrim SE, have so far only modded Sims 4 (very easy) and gave up on Fallout 4. Luckily I came across OSex of CEO, because handling manual modding is hard for me (it's not for everyone I guess). Usually it's because there are no organized guides and one just has to study for days to map the process. You creators should really have a "pay for one time installation" purchase for some of us. Just upload the whole thing on a cloud server or smth and we just have to copy paste it into our folders ( I don't know if that could work). Or a service via TeamViewer. The future of gaming will definitely be in the hands of modders, at least to a big extent. Still, OSex was quiet straightforward. But once I used Vortex to install everything required (main files and additional required mods), I came a across an issue. Skyrim SE recently updated and OSex cannot work apparently because SKSE script extension hasn't yet updated. I guess I should assume that until SKSE is updated, OSex is not playable. There is a version downgrader on nexusmods (https://www.nexusmods.com/skyrimspecialedition/mods/57618?tab=videos) but I am not sure if it is safe (and by safe I don't mean risky like crashing my game, but hacker/virus safe). Have I got it all wrong? If not, should I wait for SKSE update or install the downgrader? Any help is much appreciated
DestroyerDecade789 Posted January 3, 2022 Posted January 3, 2022 5 hours ago, CEO 0S said: Yes, I'm in the process of repairing it all but got too sleepy to finish. Will be correct soon. Okay that's cool. Hope it gets fixed within the day. Might have made a mistake of installing Ostim...I don't know if your latest 2.04 version still works with their mod..sorry its been two years since I last played Skyrim SE and lots of changes happened. 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now