dhaedra Posted February 7, 2016 Posted February 7, 2016 @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. @CEO: I was going over your explanation and want to make sure I'm understanding it correctly. In your example 32,50,10,5,0,0, have 3 percentages, 50%, 10% and 5%. So in the string of numbers: 2,10,11,12,13,55, wouldn't they happen 10% of the time and not 15% ? I don't mean to correct you, just want to make sure I'm understanding it correctly. Thanks.
CEO 0S Posted February 7, 2016 Author Posted February 7, 2016 @CEO: I was going over your explanation and want to make sure I'm understanding it correctly. In your example 32,50,10,5,0,0, have 3 percentages, 50%, 10% and 5%. So in the string of numbers: 2,10,11,12,13,55, wouldn't they happen 10% of the time and not 15% ? I don't mean to correct you, just want to make sure I'm understanding it correctly. Thanks. Yes you're right sorry for that. It will do a 100 roll to see if it makes the first (50) then it will roll again to see if it goes to second tier etc. so technically it would be 5% overall but 10% if the first sound is made. (32) is just one hardcoded type of how to process the data, the process itself is something that I have to add to the script and an external developer can't make but they are easy to make and don't put additional strain on the script so I'd be happy to make different types if unique styles of sound play back are needed. For now I have 32 ("TriSpike") Which is the three tier roll and for expression/phoneme/modifiers I have (2) (Multipoint) which is a single line of 6 entries that it random 6 rolls on. To give an example of what else it could do: The dirtytalk segment is going to need a unique hardcoded number because it's going to need to process mouth movement for lip sync beyond a single motion so I would make a hardcoded number that suits an actual speech line better when I have it complete. "32" supports only one motion of the mouth per sound. All SexDentity files are similar where the first line holds the hard coded number and then %, followed by outcomes for the 6 roll (for the most part). Here's for expression: "_s2_1":[ 2,60, <-- First line is 2 (Hard coded number to tell the script to just make a 6 roll) 60 for 60% to change 14,90, <--- #1 (each row after the first is one of the 6 possibilities. MFG expression type 14, amount 90 14,60, <--- #2 MFG expression type 14, amount 60 14,40, 3,70, 3,60, 3,40 ], Example for Mouth SexDentity which is the same as expression but doesn't have type + amount only amount and 15 0s (one for each Phoneme) "_s2_5":[ 2,90,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,20,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,40,0,0,0,0,0,0,0,0,0,0,0,0,0,0, <--- #2, Phoneme 1 Amount 40 0,10,0,0,20,20,0,0,0,0,0,0,0,0,0,0, <--- #3, Phoneme 1 Amount 10 and Phoneme 4 + 5 Amount 20 0,0,0,0,0,0,60,0,0,0,0,0,0,0,0,0, 0,30,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,10,0,0,10,30,0,0,0,0,0,0,0,0,0,0 ], These don't need the secondary map that sound files need since they don't need to point to a form, the script doesn't need additional information but for sounds this type of map points to a list of forms to see the sound. Something to keep in mind is the SexDentity's can be mixed and matched so it's best to match up the sounds to the original as much as possible in terms of feel of the sound. The first map can be thought of as the pace and escalation of when an actor makes sounds where the second is the sound itself. To try to explain: If someone made the original map but wanted to switch to your sound pack for a specific actor they wouldn't have to redo the first one if the sound forms were roughly in the same spot. (It would still be fine if they aren't just would be more work to make it interchangeable with any SexDentity. For example on mine I did: 0 = Pant Light 1 = Pant Medium 2 Pant Heavy 11 Grunt Medium etc. Doesn't need to be exact matches anyway but putting things that feel similar or have a similar purpose in the same spots would be best for to it connect well with any custom sexdentity. Something to keep in mind but not a gamebreaker you can ignore it and just do your own thing entirely too having it be interchangeable is a luxury that shouldn't be needed that often. As of now there's 2 other maps outside of the primal voice map, there's "Phys" which handles physical impact sounds, and "Spank" for their spank sounds I plan to add more just that's all 0Sex needs at the moment for it's scenes. All of them can be customized in the same way.
ghost421 Posted February 7, 2016 Posted February 7, 2016 cannot fix the sos slong to make it straight it is at some odd angle i tried installing sos and then overiting with skeletion and stil no luck someon please help
Kinky Posted February 7, 2016 Posted February 7, 2016 cannot fix the sos slong to make it straight it is at some odd angle i tried installing sos and then overiting with skeletion and stil no luck someon please help What skeleton did you use to overwrite SOS? @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. Something tells me you are not the only one.
Karle94 Posted February 7, 2016 Posted February 7, 2016 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. You can use Immersive hud (IHud.) It hides the hud and you can toggle it on/off, or simply hold a button to show the compass line when you want to. The crosshair is also hidden, until you aim at something that can be activated, like plants, actors and the like.
pipdude Posted February 7, 2016 Posted February 7, 2016 You can use Immersive hud (IHud.) It hides the hud and you can toggle it on/off, or simply hold a button to show the compass line when you want to. The crosshair is also hidden, until you aim at something that can be activated, like plants, actors and the like. Yeah. It would have to be tested. But, that is most likely true. iHUD probably sets one of the root Flash containers visibility to false which would affect this UI as well.
CEO 0S Posted February 7, 2016 Author Posted February 7, 2016 You can use Immersive hud (IHud.) It hides the hud and you can toggle it on/off, or simply hold a button to show the compass line when you want to. The crosshair is also hidden, until you aim at something that can be activated, like plants, actors and the like. Yeah. It would have to be tested. But, that is most likely true. iHUD probably sets one of the root Flash containers visibility to false which would affect this UI as well. PipDude, A quick question in regards to my Page 0 splash MCM graphic. I've noticed almost every MCM mod I've seen uses a PNG which clearly looks low res where as the SKYUI swf that loads looks crisp and very nice. When i was making it I tried to make an swf but I couldn't get anything to work so I resorted to a PNG. I need to replace the graphic mainly because it's related to 0Sex and the MCM should be just 0SA and not representing 0Sex since 0Sex is just a plugin for 0SA. Would you know to go about the process to make an SWF that actually plugs in to it and looks crisp as opposed to my crappy png? On a second note related to the prior things we've been talking about and this. Can (for the purposes we've been talking) Flash take any vector drawing and input it? A lot of my documentation for the project is in an adobe illustrator vector and I was curious if that could simplify the process or give us an advantage.
reikiri Posted February 8, 2016 Posted February 8, 2016 cannot fix the sos slong to make it straight it is at some odd angle i tried installing sos and then overiting with skeletion and stil no luck someon please help What skeleton did you use to overwrite SOS? I have this same exact problem - the 'odd angle' in my case is pretty much exactly 45 degrees higher upwards (up towards the navel of male character) than it should be. It changes angle between scenes like it should, it changes size with animations when it should (e.g. blowjob) - and it often starts at correct angle (when initiating 0S scene), but after position changes, it shifts to '+45' angle, and stays there. In my case I'm using the latest XP32MSE (and the scholong seems to work correctly in sexlab animations).
dhaedra Posted February 8, 2016 Posted February 8, 2016 How do I add text with a Spoiler so the text only shows when the Spoiler is pressed? Sorry, new to these posting options.
Kinky Posted February 8, 2016 Posted February 8, 2016 cannot fix the sos slong to make it straight it is at some odd angle i tried installing sos and then overiting with skeletion and stil no luck someon please help What skeleton did you use to overwrite SOS? I have this same exact problem - the 'odd angle' in my case is pretty much exactly 45 degrees higher upwards (up towards the navel of male character) than it should be. It changes angle between scenes like it should, it changes size with animations when it should (e.g. blowjob) - and it often starts at correct angle (when initiating 0S scene), but after position changes, it shifts to '+45' angle, and stays there. In my case I'm using the latest XP32MSE (and the scholong seems to work correctly in sexlab animations). Solution that worked for me when i had this same problem was to overwrite SOS files with XPMSE files. If you already did that then check that nothing is overwriting XPMSE. Mods like All in one HDT Animated pussy include bit to much so if you installed that there is a chance that your XPMSE skeleton is overwriten. Other then that i can only suggest that you wait for 1.7b and see if things work properly as CEO said it should be available for download in a day or 2.
reikiri Posted February 8, 2016 Posted February 8, 2016 cannot fix the sos slong to make it straight it is at some odd angle i tried installing sos and then overiting with skeletion and stil no luck someon please help What skeleton did you use to overwrite SOS? I have this same exact problem - the 'odd angle' in my case is pretty much exactly 45 degrees higher upwards (up towards the navel of male character) than it should be. It changes angle between scenes like it should, it changes size with animations when it should (e.g. blowjob) - and it often starts at correct angle (when initiating 0S scene), but after position changes, it shifts to '+45' angle, and stays there. In my case I'm using the latest XP32MSE (and the scholong seems to work correctly in sexlab animations). Solution that worked for me when i had this same problem was to overwrite SOS files with XPMSE files. If you already did that then check that nothing is overwriting XPMSE. Mods like All in one HDT Animated pussy include bit to much so if you installed that there is a chance that your XPMSE skeleton is overwriten. Other then that i can only suggest that you wait for 1.7b and see if things work properly as CEO said it should be available for download in a day or 2. XP32MSE is pretty much the last thing in my load order to ensure nothing overwrites it. I had this issue in both 1.6 and 1.7 version, and since it doesn't happen to everyone I have to assume it's something specific to my setup (and the setup of the few other people who I've seen posting about this same issue). Given that, it seems unlikely that 1.7b will fix it - but like you say it's not that far away and I'm going to update to it anyway, so there's no harm in waiting and seeing. Since the schlong often -starts- at correct angle, and I actually see it shifting the angle upwards to wrong direction, I'm assuming it has something to do with animations. The question would then be which mods affect the schlong state, and what triggers them to change the angle. SL Aroused comes to mind, I'll have to check if that could cause the issue (actors are naked during scene, so even without direct link between mods it could cause a change.. and in case 0S uses relative or additive shifts to angle, it could persist). -- edit -- Turns out it was as simple as that. Disabling SexLab Aroused control on SOS state fixed it. It's disabled by default, so that probably makes it a rare issue. I have over 300 mods installed, so it's kind of difficult to keep track of everything.
KingstonPrince7 Posted February 8, 2016 Posted February 8, 2016 Hello! I'm new in the website, and I want to install a mod (it's my first time modding my Skyrim), but I have a problem... I have the Legendary Edition, and the SKSE is for Steam's version, so: I have to install the SKSE anyway?
reikiri Posted February 8, 2016 Posted February 8, 2016 Hello! I'm new in the website, and I want to install a mod (it's my first time modding my Skyrim), but I have a problem... I have the Legendary Edition, and the SKSE is for Steam's version, so: I have to install the SKSE anyway? Basically, if you want to mod skyrim at all, you have to install SKSE, and look into enabling the 'memory patch' in it. Installing ENB would generally be a good idea too - even if you don't use it for the graphics improvements, then for the way it fixes issues with skyrim memory management. Skyrim is steam-only game, so any legit version will run with steam anyway.. and these days an increasing number of mods will assume you have the legendary edition (legenday just means you have all the DLC packs installed - dawnguard, dragonborn, hearthfires). Pay careful attention to requirements when installing mods - you'll often find that wanting to install one mod, will require you to install a basic framework that might include half dozen other mods. Beyond that I don't want to go in this thread (since the thread is about 0S specifically) unless the mod you want to install is 0S itself. One more thing: you'll generally find the basic mods you need from nexusmods site: http://www.nexusmods.com/skyrim/ I recommend you register to that site - it's free, even though the registration may first seem confusing and appear like you'd have to pay. It's been a while, but I think there was a number of payment options, and one of those options is to not pay. Happy modding.
Trixxxee Posted February 8, 2016 Posted February 8, 2016 A quick question regarding the 1.7b release, do I need to reinstall it if I have installed the 1.07a? Also will there be a new pdf for it? Thanks again and this mod is AWESOME!
CEO 0S Posted February 8, 2016 Author Posted February 8, 2016 A quick question regarding the 1.7b release, do I need to reinstall it if I have installed the 1.07a? Also will there be a new pdf for it? Thanks again and this mod is AWESOME! Yes will definitely need a clean install, it's completely rebuilt. No new PDF yet, I'll have that once it's up on Nexus and will be working on it while 1.07b is out and bug hunt is happening. I'll type out where to find some new stuff. A majority of it is inbetween cowgirl and doggy.
Trixxxee Posted February 8, 2016 Posted February 8, 2016 Ah ok thank you for the quick reply! Dammit thats what I get for being impatient and trying the 1.07a LOL. I just DLd it the other day. Oh well its totally worth it!
dhaedra Posted February 8, 2016 Posted February 8, 2016 @CEO I was reading some of your older posts describing the possibilities for your framework and had an idea I wanted to share. Incorporate Tantric Sex as a type of mini-game into 0Sex. (sorry for the long post) Sex in Skyrim in and of itself can be very fun and satisfying, but if it was tied into a larger goal, then the sex has a purpose and meaning that elevates the experience to another level of satisfaction. I propose you Add the possibility of structure into 0Sex . You can add the structure and goal of bringing your partner to Climax and Orgasm so the sex experience is something more. In order to achieve a sexual climax and orgasm more sexual skill and effort will be required, and of course is completely optional. To do this you must raise the Arousal level of your partner through several stages. This is achieved through changing the positions; varying of different types of stimulation with mouth, hands and genitals; all requiring smooth transitions between the various positions while constantly changing the speed up and down. The goal is to elevate the arousal level of your partner so they climax. The climax rewards the player with special sounds, animations and textures that would not otherwise play. To give your sexual partner a climax would be a challenge but not really that difficult and not take that much time. So most players will be able to complete the story of their sexual encounter with closure and a reward of sounds, animations and effects that go beyond the normal 0Sex experience of linking animations together. Players who like the challenge can attempt to bring their sexual partner to Orgasm on top of the Climax. Bringing a partner to Orgasm would be more difficult than achieving a Climax, take more skill, effort and time. It is of course completely optional, it’s more for those who enjoy making the extra effort. Climax rewards the player again with even more special animations, sounds, textures, and effects not available by any other means. This brings me to the idea of Tantric Sex. To achieve Tantric Sex or Sex Magic you must elevate you and your partner’s arousal level much higher than you need to achieve a normal climax or orgasm and maintain this level of arousal for a certain length of time in order to unlock the Tantric Sex energy. If you elevate the arousal level too high you immediately go to Climax and Orgasm and fail to unlock the Tantric power. If you let the arousal level fall below a certain threshold you again fail to unlock the Tantric power. So you must achieve a very high arousal level and stay within a min and max boundary for a certain amount of time in order to enter into a Tantric Trance and unlock its magic powers. There could be 4 Arousal Levels. Normal sex usually maxes out at Arousal level 3 then you Climax and those skilled in the art of Sex then reach an Orgasm. To practice Tantric Sex Magic you must transition from Arousal lvl 3 to Arousal lvl 4 without achieving a Climax. . It will be difficult to transition from Arousal lvl 3 to 4, as you will need to stay within a certain boundary for a certain length of time before you achieve the transition. If you apply too much stimulation, or the wrong type of stimulation, or you increase the speed too much for too long, then you lose control of the Sex Act and go to Climax and Orgasm. It is also possible not to apply enough stimulation or speed and fail to maintain the Arousal level. If say you dropped down from lvl 3 to lvl 2, you could raise the lvl back to 3 and achieve a normal sexual Climax and Orgasm but will not be able to get to Arousal lvl 4. Achieving a normal Climax and Orgasm will be challenging but achievable by most people most of the time. Tantric Sex requires the skill of a true Master. The Tantric Sex animations would only play once you and your partner enter into a Tantric Trance. This would be an opportunity for you to use your Wizard Sex animations, or something similar. They would have to be very special as a reward and incentive to achieve a Tantric Trance. You could have multiple levels of Tantric Sex Magic, achieved by maintaining the Tantric Trance for a certain length of time and then entering a Tantric Climax and culminating with a Tantric Orgasm. The goal would be to achieve a Tantric Orgasm, then not let the arousal level fall below the threshold and achieve multiple Tantric Climaxes and Orgasms back to back, lets say 4 times. The Tantric Sex Magic Power would be displayed as a glow around the PC and NPC with various other spell effects, but also a Bar shows up on screen similar to the Shout Bar. This bar fills up more depending on how many times you achieved a Tantric Orgasm before you couldn’t maintain the effort any longer. Let’s say you achieved 4 Tantric Orgasms. The Tantric Energy bar is maxed out. It glows and pulses. There is a time limit before the magic fades so you have a limited time to use the power. If you have a fairly full bar (4 orgasms or so) you can apply the power to multiple tasks. The Tantric Sex Magic Power could be used to unlock certain rare abilities in Enchanting, Alchemy, and Crafting. Let’s say in Enchanting with Tantric Power you can apply 2 enchantments to a single item and also increase the charges and power of the enchantment. Normally this ability isn’t achieved until you spend a lot of skill points in Enchanting , somewhere around end game. If you are doing a new Play-through, Tantric Sex Magic would be a real benefit to any serious Magician. The same would be for Combat, unlocking more Health and Stamina and doing more damage, taking less damage. When doing a Dungeon Delve with your Follower, before the final Boss fight in the Main Chamber, you find a quiet safe place to practice some Tantric Sex Magic with your Follower to get the powerful Buffs that can only be unlocked after performing Tantric Sex. Then after performing the Tantric Ritual with your skilled Partner, you do battle with the Boss but now you have the Buffs that give you an Edge. There could be some kind of Widget to help guide the PC into advancing Arousal levels and staying within the boundaries of Arousal lvl 4. Of course the Widget could be controlled in the MCM menu. It could be toggled on or off, resized and have the position changed. I envision the Widget as incorporating Tantric Symbolism but also be practical, changing shape, color and opacity to give info to the PC to guide performance in normal sex and Tantric Sex practices. In Vanilla Skyrim after the player achieves something special the NPC’s will make comments to the PC and treat them differently. I propose that all NPC’s that have participated in Tantric Sex practices with the PC will from now on enter into a special Idle animation possibly with spell effects and textures when they come in contact with the PC. I personally love the sexy idles that SexLab Aroused induces, also the Exhausted and Trauma Idles from SexLab Defeat. They all are an uncommon and special addition to normal Skyrim. So anyone who has experienced Tantric Sex with the PC should display something special, as if experiencing a brief Tantric Flashback when in the presence of the PC as Tantric Master Practicioner. This opens up a lot of opportunities for you to make some really special animations that require skill and effort from the player if they want to experience them. Normal Sex Climax and Orgasm will have special animations, sounds and FX. Attempting to go from Arousal lvl 3 to lvl 4 could reward the player with more special animations, sounds and FX. The Tantric Sex acts would be an opportunity for you to really show off your animation mastery. Your Wizard Sex animations or maybe take things in a completely new direction with the animations. Thanks for taking the time to review this concept. I’m sorry for the length, but I had no idea how else to convey these thoughts.
checkett Posted February 8, 2016 Posted February 8, 2016 Sorry, I've been hearing about a 1.07a release and now a 1.07b but I can't find them. It still says 1.063 on the Nexus
pipdude Posted February 8, 2016 Posted February 8, 2016 A quick question in regards to my Page 0 splash MCM graphic. I've noticed almost every MCM mod I've seen uses a PNG which clearly looks low res where as the SKYUI swf that loads looks crisp and very nice. When i was making it I tried to make an swf but I couldn't get anything to work so I resorted to a PNG. I need to replace the graphic mainly because it's related to 0Sex and the MCM should be just 0SA and not representing 0Sex since 0Sex is just a plugin for 0SA. Would you know to go about the process to make an SWF that actually plugs in to it and looks crisp as opposed to my crappy png? On a second note related to the prior things we've been talking about and this. Can (for the purposes we've been talking) Flash take any vector drawing and input it? A lot of my documentation for the project is in an adobe illustrator vector and I was curious if that could simplify the process or give us an advantage. I have only briefly looked at the process for creating MCM menus. So, I'll have to make some educated guesses (I'll take a closer look at it soon to verify). If a logo swf is simply the image embedded on the stage it doesn't seem like there should be any advantage to loading it as a swf. There could be some funky limitation for loading images imposed by the scaleform version of Flash used in Skyrim. Then using a swf might allow importing a higher res graphic. OR, the logo they use could be a vector drawing which Flash handles natively and would look sharper than a scaled up PNG. Which leads to your second question. Flash handles vectors natively. If memory serves Illustrator graphics can be directly copy and pasted in. So, yes, I think that is an advantage because vectors are going to be smaller swf files than ones that import a bunch of bitmaps. They should run more efficiently when overlayed over the game compared to say a PNG with alpha. They will probably also look sharper. Sorry my answer to the first question is a bit vague. I'll look more closely at that soon.
pipdude Posted February 8, 2016 Posted February 8, 2016 Ok. Following up on this. It looks like there is indeed some weird scaleform limitation on loading images: Supported source file formats are SWF for Flash movies and DDS for images. PNG and some other image formats may work as well, but they will most likely be imported in bad quality. https://github.com/schlangster/skyui/wiki/MCM-Advanced-Features#CustomContent So, the easiest path would be to try loading your new splash graphic as a dds format instead of png. If that doesn't work well, use a vector drawing in a swf. The MCM Menu splash loads a dds that looks pretty sharp to me. The skyUI splash page is a swf with vector artwork and that snow effect. Let me know if you want to go the swf route and run into problems. I could put that together pretty quickly if needed.
Trixxxee Posted February 8, 2016 Posted February 8, 2016 Sorry, I've been hearing about a 1.07a release and now a 1.07b but I can't find them. It still says 1.063 on the Nexus 1.07a is a beta release, check a few pages back and you will find the link to download. However, CEO has said that 1.07b is due to be released any day, if I were you I would wait. While the 1.07a is a little more indepth than 1.063 it isnt finished.
checkett Posted February 8, 2016 Posted February 8, 2016 Sorry, I've been hearing about a 1.07a release and now a 1.07b but I can't find them. It still says 1.063 on the Nexus 1.07a is a beta release, check a few pages back and you will find the link to download. However, CEO has said that 1.07b is due to be released any day, if I were you I would wait. While the 1.07a is a little more indepth than 1.063 it isnt finished. Ah okay, thanks. I thought I read that 1.07b was just released.
Trixxxee Posted February 9, 2016 Posted February 9, 2016 Oh another question...when 1.07b is released where will we need to go to DL it? Nexus? Or where we went to DL 1.07a?
tianzi2020 Posted February 9, 2016 Posted February 9, 2016 now ver still is 1.063 ? so long no play skyrim just play back
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