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Posted

 

The idea sounds perfect but if people want to help me discuss the details of the absolute best way to have the overlay that would be helpful. The idea seemed based around the ez-mode dpad. The scene files can provide an array easily for the widgets to read I think to show what arrows should be lit up on each scene.

 

My initial thoughts on that would be an array that's loaded from the scene JSON whenever a new loop starts that provides all the information the widget would need.  

 

Would this be enough to make the widget work?

 

1. A bool array that has each arrow's "activation" defined for each modifier. For example:

 

[0]-[3] Arrows with no modifier,  [4]-[7] arrows with ezmodifier1  [8]-[11] arrows with ezmodifier2

 

2. An event when modifier is held down to make the widget update.

 

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

 

In terms of the online conversation, there is an online mod for Skyrim but I haven't tried it. I think it could potentially be possible to have 2 payer online 0Sex (maybe) if that's what you are talking about but I most likely will not try to implement it myself.

 

 

From technical standpoint, designing the interface for something complicated is always one of the major challenges of the project.  Usability.  How to make a complex system appear easy to understand and utilize for the user - without compromising the features.

 

One thing that helps tremendously is to keep the same basic principle throughout the whole system, something that can quickly become intuitive for the user.  Basically same principle Windows has with standard menu layout across utilities.

 

I saw something like that already in the arrow keys when trying out the 1.07 alpha - moving between positions, versus moving 'deeper' in particular position.  When I'm trying to think about this in organized manner, a few questions come to mind.

 

If we think of constant loops as 'states', how many transitions - or 'branches' - do you want to support per state?  Currently there's basically 14 keys, plus modifiers.  Technically you have 98 branches out of any state (0-9, left, right, up, down without mods, 3 dom mods, 3 sub mods).  A lot more if you count spacebar with all modifiers, even more if you add 'v', 'e' and 'q' modifiers.  The large number (14 + 6 mods) per state has two problems.  First, it reserves a large number of keys - and second, it can make remembering them more difficult.

 

States are already organized in chart between base positions, and various more 'action heavy' loops.  Maybe 4 transition keys could be used to move between base positions, and with modifiers shift into 'action loops'.  From action loops, they could then be used to traverse within that action, and there could perhaps be a fifth key that would always move back towards 'base position' to keep from becoming 'lost' in the action loops.  From base positions, it could perhaps always move back towards standing face to face.. and maybe from there to 'idle' position (standing apart).

 

While this would cut the number of possible transitions from any particular state, I don't think it would really limit the system itself.  If I look at the current map, there's only one state with 6 branches (handjob), 8 if we also count speed changes.  The whole chart could still technically be traversed with 4 action keys and a single modifier - although of course a bit more is warranted to keep things organized.

 

For example.... to stay mostly in current existing setup, 4 action keys to trigger transitions, 1 'back' button as mentioned above.  3 mod keys for both sub and dom; 'soft', 'hard', 'single'.  In base position, action keys alone would generally have 'default' actor move scene to different base position. 'soft' key would generally have selected actor move it when applicable.  'hard' key would generally direct action keys to move into 'pink/blue' states, and 'single' key would make them move into 'orange/red' type single time loops - kiss, spank, something else that returns back to same base state.

 

In pink/blue state, the 'back' key would generally traverse back towards the base state.  'soft' and 'hard' mods would shift between pink/blue states of the same base position, and 'single' mod would still be mostly reserved for 'single loop' red/orange states that either return back to same base state, or possibly move into different state.

 

Action keys without modifier could be used for the 'most likely' transitions, basically creating the 'EZ mode' in a natural way - e.g. you could use action keys alone, or take more control by using mod keys. 

 

Again looking at the current chart, it might be doable to create the whole 'EZ mode' into the 4 action keys and the 'back' key, and use modifiers to expand it into 'advanced' mode.  It would impose some limitations - but probably not too many.

 

'EZ mode':

 

Take standing 69 as base position.  Use plain action keys to traverse 'away' from it, and 'back' key to traverse back towards it.  In 'EZ mode' this would always replace one direction with 'back' key, effectively giving 5 branches from all states.  In any given base state, 2-4 could be used to traverse to another base state (1 of them being 'back' key to whichever base state brings towards the 69 standing), and another 1-3 could be used to move into pink/blue states.

 

while in pink/blue states, 'back' key would move towards base state, and all 4 action keys could be used to traverse within that pink/blue state first, and possibly sometimes on orange/red action when one is available and there aren't 5 connected pink/blue states (1 for back key, 4 more for four action keys).

 

'advanced mode':

 

With mod keys, the base positions could have more direct connections, and options to decide between dom/sub initiating the transition.  Some orange actions could be available as well.

 

Within blue/pink states, the connections could also be more versatile, for example a transition between two different chains, or perhaps skipping a state within a chain - and again some options to decide between dom/sub initiating transition.  Orange/red options and speed change could be purely advanced mode option.  Both could probably be put behind the 'single' mod key.  This wouldn't really be a problem since there isn't any hard line between EZ/advanced.. and this would make both 'advanced exclusive' mechanics combine naturally to 'EZ mode' behind one mod key (depending on blue/pink area).

 

In rare case a speed-enabled state might have 3 or more orange/red connections, one or more of those could move behind 'hard' mod key.

 

--------

Well, that's some quick thoughts about the interface. :)

 

What comes to widget.. this would depend on how difficult it would be to implement but... it could show the four action keys as directions, with green-red as suggested.  Pressing any of the mod keys would show the directions available for that particular mod key.  Possibly a short text indicating the action tied to the key.

 

Alternate, the action buttons could be presented in columns, one for each of the modifiers (and one without), with color code for whether they are available or not (f.ex. three blues for dom, three pinks for sub, white for plain, gray for which ever are not available).. and single text column that shows couple words to indicate what the action key would do if pressed with currently active mod key (the S/D/- row of text could indicate currently pressed mod key).  Possible example of 'Hold Hips' blue state from chart, with 'dom hard' mod key held down.

 

S  S  S  D  D  D  -    Dom Hard

A  A  A  A  A  A  A    ----

>  >  >  >  >  >  >      bending mount

V  V  V  V  V  V  V    ----

<  <  <  <  <  <  <      pre-scene jerk-off

 

Posted

If anyone knows some Papyrus and would be willing to help me on this I'd appreciate it:

 

I've been told NetImmerse is outdated and I can get better performance with NiOverride but I can't figure out from the documentation how to replicate the functions I am using. If anyone is able to could you please rewrite these to show me how to properly achieve the same effect with NiOverride.

 

here's an example of the 3 NetImmerse Functions I use:

 

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

 

 

NetImmerse.SetNodeScale(zAct, "NPC GenitalsBase [GenBase]", zNodeScale[0], False)

 

NetImmerse.GetNodeScale(zAct, "NPC GenitalsBase [GenBase]", False)

 

NetImmerse.GetRelativeNodePositionZ(zAct, "NPC Root [Root]", "NPC Head [Head]", false)

 

 

Posted

mmh..

 

 

maybe a bug so i ask..

 

i see this mod resize the schlong of SOS automatically.  but sometime on some anims the schlong is big (ex : blowjob anims) and sometime its tiny (ex : standing sex) . i dont know if its supposed to be normal for fit well with the animations or if its an bug for me.

 

frankly, its not like if it going to explode my pc and corrupt my save, i not have troubles with this schlong resize system , but i m just curious to ask as maybe its not normal and its a bug.

Posted

 

 

 

CE0, I didn't see a reply from you to the above post (I could have missed it skimming around). So, not sure if there is any interest in implementing something like this? But, thought that I would offer to help if there is. For me, dealing with hotkeys is an obstacle for the mod. I think that a system like this would make it more approachable for a lot of users.

 

I can build this pretty quickly if you can provide me with:

 

A. Design assets for how this would look, including various states.

B. A simple spec for the API functions that will need to be called from the 0S system to update it, turn it off/on, etc.

 

Let me know if you're interested. Either way, keep up the great work.

 

 

Hi Pipdude,

Yes it was a very nice post and I saw it. I have tried giving the UI a few attempts and fail everytime, I can get some basic implementation in but can't get it to push further. If you would be interested in helping me set up the basics of getting it functioning I would be very grateful and I think a lot of users would appreciate this.

 

Once I get 1.07 out I'll focus on this if you rae still willing to help. In the meantime I will put together a list of the API functions  and some assets for you to use. As a note the mod I think is on the edge of the amount of stuff Papyrus is going to do before causing problems so finding a way to implement this that doesn't put the game under a lot more stress would be ideal.

 

Thank you very much Pipdude I'm looking forward to it and am thankful for the help!

 

-Ceo

 

The idea sounds perfect but if people want to help me discuss the details of the absolute best way to have the overlay that would be helpful. The idea seemed based around the ez-mode dpad. The scene files can provide an array easily for the widgets to read I think to show what arrows should be lit up on each scene.

 

My initial thoughts on that would be an array that's loaded from the scene JSON whenever a new loop starts that provides all the information the widget would need.  

 

Would this be enough to make the widget work?

 

1. A bool array that has each arrow's "activation" defined for each modifier. For example:

 

[0]-[3] Arrows with no modifier,  [4]-[7] arrows with ezmodifier1  [8]-[11] arrows with ezmodifier2

 

2. An event when modifier is held down to make the widget update.

 

 

 

 

Cool. Glad to hear you are interested. I'm currently in a holding pattern on my own projects waiting for the Fallout 4 GECK. So, looking for interesting projects to help with.

 

If I didn't have prior Flash experience I don't think I could have figured the UI thing out. It's already a sort of hacked up version of the Flash environment and the SkyUI framework is pretty involved. But, I recently spent some time testing all the fundamental workflows (calling functions, sending data in/out, toggling off/on, etc.). With a design and spec, I should be able to turn a mod like this around in a day or two.

 

Regarding performance, it can be kept light-weight. I'm not sure how resources are divided. But, I've never really seen a UI that looked like it bogged the game down. So, I think we should be pretty safe there. I've seen a lot of UI mods that are even running alpha animations over the game graphics that remain snappy. Seems like the way it draws resources for UI is somehow isolated from the main game engine.

 

The outline you list works. Though, instead of an event, it would call the function in Flash from Papyrus like this (upArrowUpdate being the Flash function and upArrowBool being the bool value sent in):

UI.InvokeBool(HUD_MENU, WidgetRoot + ".upArrowUpdate", upArrowBool)

I'll have to double-check if there is a way to send an array in. I believe there is. But, if not, you could do multiple function calls to get the job done.

 

For a modifier like the shift key, you will probably need two functions. One to let the widget know it's pressed and another to let it know when it's released.

 

I'm open to ways to expand on the idea as well. For example, bars/numbers could be added to show sexdentity, arousal meters, etc.

 

Hit me up when you're ready and we'll put it together.

Posted

 

Hi this version 1.07 is great .But sometime animation doesn`t work.

For that most of the time i have to restart this game from beginning.

Is there any solution to make work animations correctly?

Edit: I thought I had cancelled this before it posted. Anyways, have you in installed the latest Papyrus utility? I believe that has improved the performance of 1.07a for many people.

 

It worked Thanks Kyrdonin 

Posted

Man, i feel stoupid everytime i try that mod...

the left and right pad seems work smoothly, but when they face each other and i press up, nothing happen... even if the dom is on the back sub...

Posted

mmh..

 

 

maybe a bug so i ask..

 

i see this mod resize the schlong of SOS automatically.  but sometime on some anims the schlong is big (ex : blowjob anims) and sometime its tiny (ex : standing sex) . i dont know if its supposed to be normal for fit well with the animations or if its an bug for me.

 

frankly, its not like if it going to explode my pc and corrupt my save, i not have troubles with this schlong resize system , but i m just curious to ask as maybe its not normal and its a bug.

 

It is normal and intended to fit well with animations.

 

Posted

I do have one issue I've been unable to fix.  Everything else seems to work fine from what I can tell, but for some reason the scholong angle bends upwards, I'd say probably about 45 degrees higher than it should be.  It can sometimes start at correct angle, but invariably bends upwards to the incorrect angle.  While there, it still seems to shift it's angle depending on animations, but always that 45 degrees higher than it should be.  From what I can tell, in sexlab animations the angle seems to be working right - although it's hard to say with certainty since some of them aren't exactly perfectly aligned to begin with.  (and yes, the auto-resize alpalia mentioned, is working too - so it seems S0 does have proper control).

 

I tried 1.06 and 1.07, the result was same.  I reinstalled SoS - changed from small to medium model (VP regular), the issue persisted.  Updated sexlab to latest 161b just in case, jcontainers to 3.2.5.  Skeleton is XP32MSE 3.75 and FNIS is 6.2 with PCEA2 1.3.  I tried with all PCEA2 anim packages disabled, rerun FNIS in several points throughout reinstalls and tests.

 

Is there something obvious I'm missing here?

Posted

 

I'm open to ways to expand on the idea as well. For example, bars/numbers could be added to show sexdentity, arousal meters, etc.

 

Hit me up when you're ready and we'll put it together.

 

 

It may be best to start simple with EZ-Mode then later expand it. It would be ideal later if Skyrim allowes it if UI could replace advanced hotkeys at some point (so users would click on widget instead of pressing hotkeys). Its better to release as much hotkeys as possible to increase compaitbility with other mods. But this kind of interface could work and show important information even if you have to press hotkeys.

 

Example: Sub actions selected/hotkey pressed, Romance hotkey pressed:

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

Dom    Sub                             <--- This line represents mouse click control interface

Ctrl   Romance

 

    A

<-    ->

    V

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

Then it could be expanded with info about options available at the current scene.

 

Example: No actor actions selected, No hotkey pressed, available options for romance and spanking, Available Dom options.

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

Dom    Sub                            <--- This line represents mouse click control interface

 

    A

<-    ->

    V

 

Spacebar Spanking             <--- This 2 lines represent information about available options

Ctrl Romance                              (If there is no mouseclick interface then info can show

.                                                    available Dom or Sub Modifiers as well)

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

it should be small and not get in the way to much, but still provide relevant information.

Posted

 

 

 

It may be best to start simple with EZ-Mode then later expand it. It would be ideal later if Skyrim allowes it if UI could replace advanced hotkeys at some point (so users would click on widget instead of pressing hotkeys). Its better to release as much hotkeys as possible to increase compaitbility with other mods. But this kind of interface could work and show important information even if you have to press hotkeys.

 

 

 

It would be pretty easy to allow mouse-clicks on the widget to control.

Posted

Has anyone figured out how to remove weapons from NPCs in 1.07a?

 

Far as I can tell 1.07a can't do it at least reliably.  I'm assuming a later release version will be able to do it.  Until then you can use some other mod to accomplish this.  For a follower there's various mods that should be able to help.  For a random NPC you can use Nausicaa's Tweaker's 'remove outfit' function.

http://www.nexusmods.com/skyrim/mods/33562/?

Redressing an NPC can be a bit more difficult.  You can use console to target them, and use 'resurrect' console command to respawn them, but if the NPC is part of a quest, or some other important event, the results might not be always predictable.  The Tweaker also has resurrect function which should be able to do the same.

 

For a bit more 'elegant' option, you could use a custom home:

http://www.nexusmods.com/skyrim/mods/27361/?

 

You can invite practically any NPC to live in there.  The dialogue will also change when they live in there to allow you to tell them to take off their clothing, put the clothing back on, and to trade items of your choice to them.  This would let you trade away their weapons, and pick what clothing you want them to wear.  Of course if you invite an important character that's part of a quest, the quest will most likely be broken.

 

Hope this helps.

Posted

If anyone knows some Papyrus and would be willing to help me on this I'd appreciate it:

 

I've been told NetImmerse is outdated and I can get better performance with NiOverride but I can't figure out from the documentation how to replicate the functions I am using. If anyone is able to could you please rewrite these to show me how to properly achieve the same effect with NiOverride.

 

here's an example of the 3 NetImmerse Functions I use:

 

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

 

 

NetImmerse.SetNodeScale(zAct, "NPC GenitalsBase [GenBase]", zNodeScale[0], False)

 

NetImmerse.GetNodeScale(zAct, "NPC GenitalsBase [GenBase]", False)

 

NetImmerse.GetRelativeNodePositionZ(zAct, "NPC Root [Root]", "NPC Head [Head]", false)

 

Someone else can probably give a better answer on this one. But, I have also been trying to learn how NiO works through implementations in other mods. So, I'll give it a shot:

bool isFemale = false ;Could be true if affecting female actor.

NiOverride.AddNodeTransformScale(zAct, false, isFemale, "NPC GenitalsBase", "0SACT.esp", zNodeScale[0])

NiOverride.GetNodeTransformScale(zAct, false, isFemale, "NPC GenitalsBase", "0SACT.esp")

I believe the third one would need two NiO calls:

bool isFemale = true ;Could be false if affecting male actor.

float[] headPosition = NiOverride.GetNodeTransformPosition(zAct, false, isFemale, "NPC Head", "0SACT.esp")
float[] rootPosition = NiOverride.GetNodeTransformPosition(zAct, false, isFemale, "NPC Root", "0SACT.esp")

float relativeNodePositionZ = headPosition[2] - rootPosition[2]

Fair warning, I'm writing this not having directly tested NiO yet. But, I think I'm at least close. :)

 

The part I'm really not sure about is the node name (ie "NPC Head"). There could be some other convention for referring to nodes that I don't get. But, I tried to imitate the way I've seen the names referenced in other mods. If the above doesn't work, the first thing I would start trying is variations of that name (without "NPC", with the bracketed part, the part in brackets only, etc.).

Posted

 

If anyone knows some Papyrus and would be willing to help me on this I'd appreciate it:

 

I've been told NetImmerse is outdated and I can get better performance with NiOverride but I can't figure out from the documentation how to replicate the functions I am using. If anyone is able to could you please rewrite these to show me how to properly achieve the same effect with NiOverride.

 

here's an example of the 3 NetImmerse Functions I use:

 

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

 

 

NetImmerse.SetNodeScale(zAct, "NPC GenitalsBase [GenBase]", zNodeScale[0], False)

 

NetImmerse.GetNodeScale(zAct, "NPC GenitalsBase [GenBase]", False)

 

NetImmerse.GetRelativeNodePositionZ(zAct, "NPC Root [Root]", "NPC Head [Head]", false)

 

Someone else can probably give a better answer on this one. But, I have also been trying to learn how NiO works through implementations in other mods. So, I'll give it a shot:

bool isFemale = false ;Could be true if affecting female actor.

NiOverride.AddNodeTransformScale(zAct, false, isFemale, "NPC GenitalsBase", "0SACT.esp", zNodeScale[0])

NiOverride.GetNodeTransformScale(zAct, false, isFemale, "NPC GenitalsBase", "0SACT.esp")

I believe the third one would need two NiO calls:

bool isFemale = true ;Could be false if affecting male actor.

float[] headPosition = NiOverride.GetNodeTransformPosition(zAct, false, isFemale, "NPC Head", "0SACT.esp")
float[] rootPosition = NiOverride.GetNodeTransformPosition(zAct, false, isFemale, "NPC Root", "0SACT.esp")

float relativeNodePositionZ = headPosition[2] - rootPosition[2]

Fair warning, I'm writing this not having directly tested NiO yet. But, I think I'm at least close. :)

 

The part I'm really not sure about is the node name (ie "NPC Head"). There could be some other convention for referring to nodes that I don't get. But, I tried to imitate the way I've seen the names referenced in other mods. If the above doesn't work, the first thing I would start trying is variations of that name (without "NPC", with the bracketed part, the part in brackets only, etc.).

 

 

If you need the code to work regardless of gender, the thread at http://www.loverslab.com/topic/52294-nioverridenetimmerse-scripting-and-configuration/ suggests to pass akActor.GetActorBase().GetSex() for isFemale (with the warning to make sure the value is 0 or 1 - so should probably first pull it on separate call and check it).

 

Posted

 

Has anyone figured out how to remove weapons from NPCs in 1.07a?

 

Far as I can tell 1.07a can't do it at least reliably.  I'm assuming a later release version will be able to do it.  Until then you can use some other mod to accomplish this.  For a follower there's various mods that should be able to help.  For a random NPC you can use Nausicaa's Tweaker's 'remove outfit' function.

http://www.nexusmods.com/skyrim/mods/33562/?

Redressing an NPC can be a bit more difficult.  You can use console to target them, and use 'resurrect' console command to respawn them, but if the NPC is part of a quest, or some other important event, the results might not be always predictable.  The Tweaker also has resurrect function which should be able to do the same.

 

For a bit more 'elegant' option, you could use a custom home:

http://www.nexusmods.com/skyrim/mods/27361/?

 

You can invite practically any NPC to live in there.  The dialogue will also change when they live in there to allow you to tell them to take off their clothing, put the clothing back on, and to trade items of your choice to them.  This would let you trade away their weapons, and pick what clothing you want them to wear.  Of course if you invite an important character that's part of a quest, the quest will most likely be broken.

 

Hope this helps.

 

I use Puppet Master which you can get here on Lovers Lab. It allows you to cast a spell on any npc, allowing you to "Mind Control" them. When you no longer want to control them you remove the spell so no scripts keep running.

 

while they are "Mind Controlled" you have an option to access their inventory, add or remove any items for all weapons and gear.

Its a great mod which can do a lot more very useful things in the game, amazingly versatile.

 

Go to Sex Lab Framework/ Downloads-SexLab Framework/ SexLab Index/ Enslavement/ Puppet Master.

 

Hope this helps.

Posted

So I just tested it out and it works great. One question though, is there free fly camera mode? I didn't see anything for it in the MCM

 

Press numpad 3 by defaut.

Posted

 

 

Has anyone figured out how to remove weapons from NPCs in 1.07a?

 

Far as I can tell 1.07a can't do it at least reliably.  I'm assuming a later release version will be able to do it.  Until then you can use some other mod to accomplish this.  For a follower there's various mods that should be able to help.  For a random NPC you can use Nausicaa's Tweaker's 'remove outfit' function.

http://www.nexusmods.com/skyrim/mods/33562/?

Redressing an NPC can be a bit more difficult.  You can use console to target them, and use 'resurrect' console command to respawn them, but if the NPC is part of a quest, or some other important event, the results might not be always predictable.  The Tweaker also has resurrect function which should be able to do the same.

 

For a bit more 'elegant' option, you could use a custom home:

http://www.nexusmods.com/skyrim/mods/27361/?

 

You can invite practically any NPC to live in there.  The dialogue will also change when they live in there to allow you to tell them to take off their clothing, put the clothing back on, and to trade items of your choice to them.  This would let you trade away their weapons, and pick what clothing you want them to wear.  Of course if you invite an important character that's part of a quest, the quest will most likely be broken.

 

Hope this helps.

 

I use Puppet Master which you can get here on Lovers Lab. It allows you to cast a spell on any npc, allowing you to "Mind Control" them. When you no longer want to control them you remove the spell so no scripts keep running.

 

while they are "Mind Controlled" you have an option to access their inventory, add or remove any items for all weapons and gear.

Its a great mod which can do a lot more very useful things in the game, amazingly versatile.

 

Go to Sex Lab Framework/ Downloads-SexLab Framework/ SexLab Index/ Enslavement/ Puppet Master.

 

Hope this helps.

 

 

Thanks for the responses. It works fine in 1.63b so hopefully it'll be resolved in the next version of 1.07.  It's really only an issue when I'm outside my primary player home.  Hope everyone is having a weekend wherever you happen to be.

Posted

 

 

 

 

 

 

 

Thanks for the NiOverride samples, I'll try it although It seems like it might add more complications in checking for female or not. Netimmerse is working and used in a limited amount so I might just leave it for now. I'll try these out after 1.07.

 
 
In terms of the Overlay:
----------------------------------------------------------------------------------
 
Sounds like a really nice plan Kinky, and if mouse clicks are possible that opens up a whole new realm of possibilities.
 
The examples that have been posted are serving as a guide for the arrow keys. If clicks are possible maybe we could just skip the arrow keys and use the UI itself as navigation. To try to explain my point, in making a UI to show Advanced mode you'd need a lot of things popping up on modifier press and a user would still need to try each modifier to see possibilities. With ez-mode it would be the same just to a lesser extent but you'd still hit the wall ez-mode hits where it takes randomly choosen paths sometimes.
 
 
If the UI is clickable what if instead of serving as a map to the key presses it just puts up a series of buttons, where each button is a scene you can navigate to from your current scene. They could be organized into lines maybe, (To differentiate Major Minor Undressing etc.) so for example undressing buttons would assemble in a line beneath major actions.
 
Scenes would average around 5 buttons (Undressing Scenes potentially would need a lot more but potentially could be simplified down just to 1 button for autostrip) so it might organize the information better instead of having to change through the modifiers to see a UI that's favoring key presses to just let the UI show all possibilities as clickable buttons.
 
On the technical side of things to change a scene I have a string that the script looks at every loop. It stays blank until a scene change is made then it's filled in with the name of the scene to go to. If the script sees it filled in it changes the scene. To make the scene change the button on click would have to just change the text of the string. Would this be possible?
 
Visioning it as a row of icons that appear on each scene, somewhere out of the way like on the side with some graphic or a text to show what each button does. The user will just click the button and go.
 
My point is basically maybe we should just have the UI be a navigation on it's own instead of having the UI be a map for the keypresses.
Posted

@CEO: I have been testing 0Sex v1.07a and it works great. I read a post you made about a mod at Nexus: Sound Modifier Higher Volume. I installed the mod and I do like the sounds at a higher volume and it got me thinking.

 

I have "Nusbie's Voices for Sex Lab" installed with the SexLab Framework and a lot of the voice options I really like, especially the ones with words. It gives more variety than just moans and sighs, my preference.

 

I would like to copy some of the "words" sound files and add them to your 0Sex sound files. Could you give me some instruction as to how I should do this? I don't want to copy over existing sounds just to add in the word sound files.  Your original sound files are great and I don't want to eliminate or alter any of your work.

 

 I was wondering if your file structure already allows for words to eventually be added. If so could you give me some guidance as to what files I need to create, where they go, and what naming conventions I need to use.  Since I already have Nusbie's Voices, I already have quite a variety of sound files to choose from, words spoken by several different female voices.

 

Thanks for any help, I am really enjoying your work, anxiously waiting for the next release. A really impressive accomplishment.

Posted

@CEO: I have been testing 0Sex v1.07a and it works great. I read a post you made about a mod at Nexus: Sound Modifier Higher Volume. I installed the mod and I do like the sounds at a higher volume and it got me thinking.

 

I have "Nusbie's Voices for Sex Lab" installed with the SexLab Framework and a lot of the voice options I really like, especially the ones with words. It gives more variety than just moans and sighs, my preference.

 

I would like to copy some of the "words" sound files and add them to your 0Sex sound files. Could you give me some instruction as to how I should do this? I don't want to copy over existing sounds just to add in the word sound files.  Your original sound files are great and I don't want to eliminate or alter any of your work.

 

 I was wondering if your file structure already allows for words to eventually be added. If so could you give me some guidance as to what files I need to create, where they go, and what naming conventions I need to use.  Since I already have Nusbie's Voices, I already have quite a variety of sound files to choose from, words spoken by several different female voices.

 

Thanks for any help, I am really enjoying your work, anxiously waiting for the next release. A really impressive accomplishment.

 

Hi Dhaedra,

I think you'll be able to do some awesome stuff with what you want to do in 1.07b but I'd hold off until then as the whole process has been changed so any work until then will be lost. I'll provide documentation on how to do it shortly after release. 

 

To give you an idea: You can either just change the default by overwritting my sound files, or you can make your own sound pack (This would require adding an esp for your sound pack to make the sound forms, and would best suit lets say a custom follower that already has an esp so you could give them unique sounds in sex. If you are worried about download size you could create the forms in CK as placeholders but not pack their sounds with the base pack and have the wav files be an optional download.) There's a few layers to how complex you want to get. You can simply make them default or a specific actor use different sounds depending on their arousal or type of scene they are in, but if you add an esp you can have them use completely unique sounds ontop of the default. For now there's just one default possible but you can have endless unique SexDentity data but I'll add a way to have multiple defaults shortly after 1.07b also.

 

 

I think you'll like 1.07b's SexDentity side of things. You can add 128 creation kit sound forms per actor and can define when they make the sounds. For example you can make them sound differently in different types of sex and actors have 5 stages of arousal so as they get more aroused their sounds can change.  The 128 sounds is in regards only to sex so when I expand 0SA to cover more then sex other things will get a unique sound grouping. The 128 sounds does have to cover all their grunts etc. including mouth full like during a blowjob sounds as well. I'm working on getting a secondary sound pack for dirtytalk possible which will be it's own thing. The initial 128 is more oriented for just primal sounds like grunts during sex.

 

 

If you just want to replace defaults that's easy or change some sounds of the defaults. If you want to make a unique actor have unique sounds it's a little more complicated. Here's how it happens:

 

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

 

It will look a little daunting as I had to use arrays to make the code run efficiently but it's just a matter of knowing what each entry represents, I think after getting through it once it's straightforward, you can just copy my files as a start point and change what you want. I'll show this to explain. but the first step is a map of each speed and arousal level: (This is from my female generic sex sound map)

 

 

"_s2_1":[
        32,50,10,5,0,0,
 
        0,1,2,2,2,10,
        2,10,11,12,13,55,
        40,41,51,55,21,22
 
Explanation:

 

"_s2_1":[          (at Speed 2 Arrousal Level 1)
32,50,10,5,0,0,  
 
(32 represents Tri-Spike which is a hard coded number for a certain style of processing their sound (I'll provide a key showing all the possibilities.). It tells the script that in this scene the actor has 3 tiers of sounds I'm calling "Spikes" the first is common then a second level they do less frequently then a 3rd level for very uncommonly used sounds.
 
So they generally just pant but will mix in some moans or crazier sounds. The 50, 10, 5, are % chance of each tier happening.
 
0,1,2,2,2,10,
 
These are the sounds (out of 128) to use for the normal sound (no spike that happens 50% of the time)
 
2,10,11,12,13,55,
 
These are if the script random numbers to do a 2nd tier spike that will happen 15% of the time a sound is made:
 
40,41,51,55,21,22
 
These are if the script does a 3rd tier spike that will happen 5% of the time a sound is made.
 
There's 6 in each line because it always will roll a 1-6 and pick one of 6 for variety. You can use duplicates if you don't have 6 variations it just increases the odds of that type of sound happens as the CK sound forms themselves can have multiple wavs already inside of them.
 
 
The numbers in each line point to this:
 
"38432|0SACT.esp","38429|0SACT.esp","53682|0SACT.esp","", "","","","","","",

 

So if the script sees 0, it will play the sound at 38432 | 0SACT.esp (Form ID# 38432 in 0SACT.esp) for this example. It has lip sync data as well in a similar array to know what shape of mouth to use. To create a unique sound montage for an actor or a new default you'd make the CK forms in an esp and then enter their HexCode ID# and esp name in these slots.  I'll go more in depth and try to make this as clear as possible once 1.07b is out.

 

 

Posted

@CEO

 

Thanks for responding so quickly. The explanation you provided is just what I wanted, a bit over my head at the moment, I'm gonna have to go over this carefully but I would love to give it a try.

 

Glad to hear you are working on some extra sex sound packs, I'm sure they will be great.

 

I agree it would be best to wait for v1.07b, so sorry, but I have to ask...

 

Any updates on the timetable for release of v1.07b?  As soon as its available i'll gonna test the hell out of it.

 

Thanks again for taking the time to reply to my post.

Posted

@CEO

 

Thanks for responding so quickly. The explanation you provided is just what I wanted, a bit over my head at the moment, I'm gonna have to go over this carefully but I would love to give it a try.

 

Glad to hear you are working on some extra sex sound packs, I'm sure they will be great.

 

I agree it would be best to wait for v1.07b, so sorry, but I have to ask...

 

Any updates on the timetable for release of v1.07b?  As soon as its available i'll gonna test the hell out of it.

 

Thanks again for taking the time to reply to my post.

 

I think since it's all chains of 0, it's going to always look daunting but please trust me in that all you have to do is figure out what each 0 represents which I'll give a key for and you can customize pretty much anything. I'll make clear documentation for what all the blocks of numbers mean.

 

Today or tomorrow. A lot of unfinished animation but I believe the framework is complete now and I'd like to test it. I hope people can understand the incomplete animations and forgive me for it while I finish things up. 1.07b will be a completed 0SA framework but 0Sex itself will need more polish to have all it's animations done. After this though I'll be able to just update regularly with animation updates and new animations and not have to wait on the framework being right,  so there will not be anymore waiting, I can just always release the latest I have done and can maintain a booster pack that just patches the core with whatever I finished recently. (No reinstalling etc. unless something major happens)

 

It's a lot better then 1.07a at least which I know people are trying to use. There will most likely be a lot of small bugs (Specifically around actor swapping and FF MM Female Dom) but I can have them rapid patched  I just need to be alerted / find them, unlike 1.07a where I had to scrap a lot of the work. Basically 1.07b turns the whole script's properties  into a few arrays which while making the script very hard to read simplifies the stuff it needs to do by a huge amount. 

 

This only effects the script itself, the developer side of the framework should be clear still although a few things I did have to put in some arrays so it's slightly less intuitive then it was before.

 

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

On that note while I'm calling it 1.07b it's basically a Alpha 2.0 I had a plan for the project and was going to release things in stages but 1.07 forced me to have to rewrite the code for what I wanted to do and in doing so I had to do everything at once or I'd lose a lot of time redoing stuff in the future. Hence the long delay. In some cases it's not showing the full potential I don't have for example multiple wav files for different impact sound arousal levels. It's in just I don't have the assets yes to show it, there's a lot of things like that.

 

It does have the full suite of features I had planned for the project though now outside of doing calculations to automatically process arousal and when/if to orgasm on it's own which will be the last part.

 

In that regard I'd like feedback also on nitpick things even as minor as eye direction etc. as I'd like to start polishing the whole package. The default SexDentity you're seeing is a preference thing as you are seeing my vision specifically for "Fione" and "Guy"'s sexual profile, disagreement in preference would be handled in separate default packs but if there are actual errors in the default I'd like to know as well as animation changes. I did some adjustments to feedback like moving the female back  a bit in cowgirl and I appreciate help on finding things like that. There's a few spots also you'll see in 1.07b that aren't completely correct in terms of transition as I'm redoing some of the weaker animations from the past also.

 

 

 

Posted

 

 

Visioning it as a row of icons that appear on each scene, somewhere out of the way like on the side with some graphic or a text to show what each button does. The user will just click the button and go.
 
My point is basically maybe we should just have the UI be a navigation on it's own instead of having the UI be a map for the keypresses.

 

 

I like that direction. Hotkeys can get complicated quickly with more than a few options. Too much for the brain to keep track of (mine at least).

 

That said, a few notes to consider:

 

1. This will be used for screen and video captures. So, there should be a way to toggle the UI off and on. While it is off, it would be helpful to have hotkey control.

 

2. Making the UI interactive means that it will need to accommodate for Mouse/Keyboard users and Gamepad users. It's a bit more involved than a display-only widget. But, I'm up to it. It's more a matter of considering some UI best practices when drawing it up. Keep in mind that the gamepad mode will need some kind of indicator or highlight for the user to follow since it won't hover a pointer around. I think that the SkyUI interface gives a lot of good examples of how to design UI that works for both. Generally speaking, if the options are few enough, they can be covered by assigning the same gamepad buttons. If the options will grow to be more, then a highlight and select, toggle bar, paging, etc. can be appropriate.

 

Having the UI alter a string to change scenes should be quite easy. When the user makes a selection the UI will trigger a Papyrus event. So, you will just need to make 0S listen for that event and run a function that populates the string when it's fired.

Posted

@CEO

 

Today or Tomorrow for the release of v1.07b, very exciting. I am looking forward to testing this new version a lot. Definitely put up the guides you described, I'm looking forward to trying my hand at working with your framework.

 

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