reckless234123 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? The main file will always be kept on the nexus and patches or addons that are not acceptable there will be posted here on loverslab.
Hadez1991 Posted February 9, 2016 Posted February 9, 2016 I am wating to try this 1.07b version. Looks like it will much greater and perfect from previous mods.
Nepro Posted February 10, 2016 Posted February 10, 2016 CEO could you add support for Beeing Female in future updates? Milzschnitte the author of the Beeing Female provided some hint on how to do it. http://www.loverslab.com/topic/35269-beeingfemale/page-143?do=findComment&comment=1459749 Your mod would let NPCs get pregnant by using Beeing Female mechanics.
CEO 0S Posted February 11, 2016 Author Posted February 11, 2016 0SEX ALPHA 1.07C 1.07C Intro Shortcut to Cowgirl is in the patch notes 1.07C I theorize that maybe the lack of reverse role face and voice data at the moment (Female in Dom roll, Male in Sub Roll) could be causing bad arrays to happen and an infinite loop. I'm chipping away at it but if you always actor swap can you try also without as that's why I've tried to test all the variables to see if it effects things? If there are lots of performance issues still i will make 2 alternate test scripts disabling certain sections to see if that improves performance so i can find the culprit. 0Sex 1.07C is a bug clean up of most of the issues listed since 1.07B and an attempt to solve the performance issue, I think it will help but I don't think it will bring it all the way to the smoothness of 1.06 which is what i want. I'll be making a 1.07D out in a few days which runs multi spells to multithread the process, and I believe that will fix this for good. 1.07C is a little rushed as I am more excited about doing 1.07D. I didn't super test it BUT if there's problems that I can fix right away I'll give hot fix patches as needed, and I'm sorry if I messed up packing. Thank you as always testers for helping me so much with this project! For developers I'm not going to repost adjustments until 1.07D is done and I can see which path is better (C vs D). I did have to make a crucial change in C basically putting <cy> <speed> and <flag> into a single suite to reduce load. 1.07 Intro WARNING: This is much more so a test of the 0SA framework the 0Sex. 0Sex is not polished and ready for release but I believe the framework is so I'm releasing this alpha. The long delay has made some developers working on making their own modules for 0SA have to wait a very long time to get their projects launched, so it's important If I do this framework test now to iron out any bugs there will be a platform that people can start releasing content for, I know some is ready to go just waiting on 1.07B. 0Sex is expanded but you'll notice a majority of the new transitions are not complete and some of the older scenes are a little wonky as they are being rebuilt. Anything transition related being choppy unfinished clipping etc. I'm aware of and will work on polishing the mod and get it up to shape as fast as I can. The advantage of releasing the framework IF it is complete and I can get it bug free is that I can release animation booster packs regularly from that point on, so there will be no more waiting and I can just toss a patch up whenever a new animation is complete. MEGA IMPORTANT 0SEX WILL NOT WORK IF YOU DO NOT DO THIS: To get people used to "Equiping" scenes in 0SA I will be releasing from here on out 0Sex not prebound in the the MCM. You must go to the first page of the 0SA MCM. Pick an Ability Slot (1 through 12) Type in "0SEX" (The 0 is a zero) into the first text entry line for that ability then above that select a key that will cast the spell. This is how you will equip other developers scenes also. BUGS FOUND ©: PATCH FIXES: IDEAS THAT CAME UP: 1. I'll be rebuilding a 1.07d and we can compare 1.07d and 1.07a to see which is best. 1.07D will go back to a multi spell approach where different spells handle different stuff to hopefully capitalize on multithreading. It will not take long to make. (Few days) 2. NPC scene targeting have option to start at player location instead of npc location. (Pref. follower functionality to bring them to the start spot) 3. Add a menu check so key presses do not function in Console. It pisses me off when I'm tweaking mfg in console for a screen and exit and ez mode made the position change! ------------------------ 4. Some entirely new scene types I'm polishing up and working the new builds to accomodate: a.I'm working on a few mini demo scenes on the side that people might be interested in. I'm trying to get a 3 actor scene tested (It's going to be a scene where you can command your follower to grapple an opponent and wait for the PC to join in (Testing 3 actor and PC joining into a scene.). b. Ill be making a template for 2 and 3 actors that serves like a poser, you can just hot swap through scenes (no transitions.) In case people want to mess around and make a little animation pack without doing all the work of a seamless scene. c. I'm trying to make a single 2 stage demo scene that is pre and post penetration involving monster sized genitals (for a minotaur NPC I have(I like minotaur). I want it to cause belly distortion, I might only be able to do belly node push but I'd like the stomach itself to take the shape of the shaft and not just bulge outward. which might be possible with nioverride. (to test it scripted on thrust) and am trying to make pelvis (hips) push out a bit on the moment of penetration and stay like that until Pull Out but I'm not sure if it will be possible. I want penetration to be epic in the scene. d. IMPORTANT: If someone can make me a long chain of short bones skinned to a tube that I can skin wrap from and make me export docs for havok tools out of 2012 for the tentacle (I can do it twisting the human skeleton but it would be a lot better if this proper tentacle was available). If someone can do that I will make a 5+ tentacle scene that you can control multi tentacle seamless. 1.07C Notes -Added a shortcut to Cowgirl, this will be permanent once I animate it but I haven't got around to it yet. From UP6, Sub sitting in Dom's lap facing away, press DLEFT or DALT + DLEFT then DDOWN or DSELF + 4 to lay the dom down right before cowgirl. Up or DSELF+3 to return back. - Sorry I didn't get to finish the bend over knee spank as I got sidetracked on the script. Bend Over 2-3 are pretty much done but 4 5 have just weak loops and transitions atm. -Script Rewritten to use state's -Different types of scenes are handled uniquely and only get the data they require. -Serves as a shield from arrays running that are risidual and inncorect (Should prevent a lot of log errors) -Bonus: It allows for more kinds of special scenes uniquely processed and also for 1,2,3,4 etc actor scenes. -I believe this will reduce a lot of the debug errors due to array errors and might help the script run smoother but I'm not sure it will get it to being super smooth, hence I will make 1.07d. ESG: -Dom Can strip the sub now with specific keys outside of sequential mode. Optimized Full Strip/Redress to be more efficient -Undressing is still slower because it needs to check if an item is equiped Redressing should be almost instant -Dom and Sub will Redress Correctly after actor swapping Weapons should now properly unequip including spells -It might not handle second sets of weapons, for example it might take off swords then skyrim switches the PC to the bow etc. I'll look into this more if it's happening, let me know. MCM: Auto Light Fixed. Cock scaling should now properly do what is set in the MCM menu. -New MCM splash page HotKeys: Key Press system was optimized to have to do calculations far less on press. -Alternators: The upgrade gave me the opportunity to add the final 4 keys which are going to be very rarely used but I felt they were needed to let the mod never have a cap. They are called Alpha Beta Delta Zeta. They are intended to be a 3 press modifier and only for very special circumstances. I'm binding them to Mouse 4 Mouse 5 and Mouse wheel for now. The main intention of alternations is to provide a means to shift the feel of a key, for example I was unhappy there would be no way to add rough strip options due to lack of undress combos left. Now there can be an Alternator that switches the tone. I wanted to reserve one for magic and affliction use, and one for crazy stuff that is freebie and doesn't belong anywhere + lore breaking in case I want to just make some weird scenes for fun. The 4th alternator is for back up just in case a scene needs 1 billion different transitions. Help Menu + Nav Key presses were optimized for the problems mentioned and the Nav help has been updated everywhere that was brought up. I also brought back the ESG help menu. NOTE: To optimize help menu I had to make it only check modifier first so you must press help before alt for the menu to come up. 1.07B Notes RUNDOWN OF STUFF: A.I. \ RANDOMIZER \ TRAVEL: I had to pull AI again sorry but it's super close I can most likely finish it within a few days but it's uncertain. It's a lot of data entry to make it perform better which I am working on. In the meantime I left a lot of the AI functions still in place. NumPad2 : AI Menu This will be you in scene access to managing AI. Only Randomizer works in this version. Not all scenes are reachable, due to the section I'm rebuilding. You will be able to reach a majority of scenes at the moment from here though, the same applies to "Travel" on the quick warp menu. If it doesn't go or doesn't reach your destination it just means that section is temporarily broken until I fix it. Some scenes currently won't serve as a "Launch Pad" and others you can't travel through so trying randomizer and travel from different scenes especially older scenes will have a high chance of working. (A majority of it should be traveling fine at the moment) When AI returns the first option on the AI menu will toggle AI on for either actor and they will run in autopilot. In this draft you only have access to their navigation not the autopilot decision making. DOM / SUB + Shift Left - Right Holding Dom or Sub Shift and pressing left (Lower) or right (Raise) on the DPAD will adjust each NPC's ArrousalScore. They start at 3, 5 is the max 1 is the lowest. 1 represents pretty bad sex and they are bored unaroused, 5 represents incredible sex about to orgasm. Sounds, facial expressions and impact sounds will adjust depending on their levels when you change it. Don't spam the key it causes a lot of calculations to take place, it's intended to be handled automatically by the script (and only run once when needed.) but while the segment is offline you can adjust it manually. Expressions Expressions should be a million times stronger now especially for the male. They are completely customizable so if they aren't to your taste you can make them do whatever you want. This applies to sound and all aspects of their faces. Sound I'm trying to extend on the sound packs of the EvenToned Male and Female. I feel i was successful in expanding the Male but not the female. I needed a bigger sound palette then I could get from Skyrim by itself to test the effect of ArousalScore + SexDentity. I felt the prior sound pack for female was more true to the spirit of 0Sex where the sound isn't too overwhelming and will be returning to a default of the femaleEvenToned voice but I will use the current as an extra sound pack when I switch back. The current extra sound pack is still in development I'm switching a lot of sounds out and not crazy happy with it yet. I think her blowjob sound expansion worked out really good though especially on the "feeding" blowjobs and I will combine that as a base line for the default pack. If you want to check it out I think it's best in the "MoneyShotLolipop Thrust (forced BJ) scene. I feel it's interacting and escalating really well from low to high score and speed and is true to the scene and that's what I'd like all the sound ranges to be like. Actor Swap Issues The male doesn't have a full female sexdentity yet (In case he is in that role) and the same applies to the female in the male roll. They have a partial cross over but I haven't completed filling them out for all setups yet. You might have no expression changes in certain scenes or sounds if you're actor's gender is not in the intended roll (I'll fix this asap). I think there will most likely be some issues with Actor Swapping as there's a lot to cover and I feel I might have missed some holes. Thing like it might try to equip the females equipment to the male if you swapped after undressing or it might give the wrong gender's voice pack after a swap. I got as much as I could find but I'm anticipating a bunch of bugs around this. New Animations: A majority are between doggy and cowgirl. Start at Doggy Legs In and follow the help menu from there. There's also some bridges connecting up to missionary and back and I plan to ad a few more in the works. All transitions in this section are not finished yet, the loops however primarily are done. Laying down, Ass Up, Ass Down, Dom kneeling to the Side, TummyLounge, Spoon, Spoon Em, Spoon Kiss, Doggy Style Legs out has a start at another female pleasure scene "Trunk" which you can follow the menu from doggy legs out base position (Just a rough start) UP6 (Sit in lap) Leads to a sub to the side > Leaning over the dom's knee which will lead to some epic spanking. It also stems to the sub leaning forward now and also another path where the sub sits on the Dom's knee, regular and legs spread. Standing Reverse Snuggle (ST6 embrace) if you press CTRL+2 you will go to the Sensual Neck Kiss which will be where I stem the first vampire bite from. I'd like to also add Sensual Kisses to all the embraces when I have time like this one. Less Important Stuff: F6 = Developer Menu, it refreshes JSON documents so you can make changes without restarting the game. It also reports back a lot of information to verify things, (Only Report Actor by Roll works atm, Actor by Number i haven't hooked up yet.) My fave is Report Actor by Roll > Record, check it out if you want, it's data for records to be saved post scene for external mods to do w/e with and will play a part in arousal / sore calculations. ------------------------ Sorry if I packed the zip with any mistakes I'll fix it if so and thank you everyone as always for testing and your feedback!
klauser15 Posted February 11, 2016 Posted February 11, 2016 Lo tan esperando tks ceo for you word nice
CEO 0S Posted February 11, 2016 Author Posted February 11, 2016 Proxy and anyone else that is trying to make a scene you will have to make some adjustments. Sorry this should be the last time you'll have to do anything else this. The scenes will not run without these corrections. If you're stuck or pissed at me for changing things a bit feel free to send me the json and I have some scripts which I used to correct my own scenes I can run them through. Scene Document (Pure Example File with no comments) { "string": { "ADVANCED_MODE__________________": "", "<p>_dmajdu": "@2_pDO6LegsIBo2Po00", "<p>_dmaj1": "@6_bLD9ADLegsI00", "<p>_dmaj4": "@6_bLD6AuLegsI00", "<p>_dmaj9": "@4_bDO6LegsOBo200", "<p>_combo": "@!_bDO6LegsiBo200_Spank", "EZ_MODE__________________": "", "<p>_dr": "@4_bDO6LegsOBo200", "<p>_dl": "@6_bLD9ADLegsI00", "<p>_dd": "@6_bLD6AuLegsI00", "<p>_ez1du": "@2_pDO6LegsIBo2Po00", "EndFix": "" }, "stringList":{ "<flags>":[ "","","","","","","","","","", "Base","" ], "<cy>_d":[ "Base","BaseU","Sex","Abstract","Abstract" ], "<cy>_s":[ "Base","BaseU","Sex","Abstract","Abstract" ], "<designation>":[ "b","DO6","bDO6LegsIBo200","DoggyStyle, Legs In, Base Position","Doggy Style | Legs In", "Ceo" ] }, "intList":{ "<scene_time>":[ 1, 2 ], "<eyes>_d":[ 0,100,0,10, 0,90,0,20, 0,100,0,30, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0 ], "<eyes>_s":[ 0,10,0,100, 0,10,0,100, 0,10,0,100, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0 ] } } Scene Document (Pure Example File with comments) { "string": { Key presses are almost the same but some slight adjustments to the key name" <p>_ in front of the key press now. A slight change to the destination part also: @2_ 2 is the length of the transition. The @ Symbol means a basic transition. There's other symbols for handing off to another module, for autostripping, multipaths (random selection) and one for checking the actor's SexDentity for a flag before proceeding. "ADVANCED_MODE__________________": "", "<p>_dmajdu": "@2_pDO6LegsIBo2Po00", "<p>_dmaj1": "@6_bLD9ADLegsI00", "<p>_dmaj4": "@6_bLD6AuLegsI00", "<p>_dmaj9": "@4_bDO6LegsOBo200", "<p>_combo": "@!_bDO6LegsiBo200_Spank", "EZ_MODE__________________": "", "<p>_dr": "@4_bDO6LegsOBo200", "<p>_dl": "@6_bLD9ADLegsI00", "<p>_dd": "@6_bLD6AuLegsI00", "<p>_ez1du": "@2_pDO6LegsIBo2Po00", "EndFix": "" }, "stringList":{ (Anywhere you see "" it just represents an empty field. It's meant to be 2 quotes around a word or phrase but since they are intended to be empty it results in "" . What's important is the exact number of things here as each slot in each of these lists represents a certain flag or data. Just copy paste it in exactly as is. "<flags>":[ "","","","","","","","","","", "Base","" ], Only a few flags are used atm but only for very specific situations. (I'll go more into this later.) In the 10th pair of "" you'll see "Base", if it's a base position without an action happening but base here, if it's sex and requires impact sounds put "Sex" "<cy>_d":[ "Base","BaseU","Sex","Abstract","Abstract" ], "<cy>_s":[ "Base","BaseU","Sex","Abstract","Abstract" ], <cy> stands for cycle for the Dom and Sub. It's the event that weaves in and out and adjusts their face and sounds. This tells them how it should be processed. You can leave it like this for now. "<designation>":[ "b","DO6","bDO6LegsIBo200","DoggyStyle, Legs In, Base Position","Doggy Style | Legs In", "Ceo" ] Designation is author data and registration stuff for printing out in case people need to see (Not used by the script) }, "intList":{ "<scene_time>":[ 1, 2 ], Scene Time here is where you tell the script how long the loop animation is in seconds. This replaces the updatetime field. The first digit is how many varations are played the second is the time of the first variation. This means 1 variation that's 2 seconds long. If you're weaving in 3 variations and the first 2 are 2 seconds and last is 4 seconds it would look like this: 3, 2, 2, 4 Eye data for the sub and dom actors: Each block represents key areas they are looking at with 3 possibilities for each area for variety and to keep subtle eye movement. UP,DOWN,LEFT,RIGHT for example 0,100,0,20 means 100 Up and 20 to the right. For each block I usually just shift them around 10 or some numbers to just make the eyeball appear to move. In some cases like in doggy style in the first block I'd make the sub look to the left in 2 rows and to the right in 1 row as if trying to look behind themselves at the dom. "<eyes>_d":[ 0,100,0,20, <---------------- First 3 rows is for looking at the other actor's face (Or back of head) 0,100,0,20, 0,100,0,20, 0,0,0,0, <------- Second Block is for looking at the action, for example in a handjob the actor would watch the jerking happen 0,0,0,0, 0,0,0,0, 0,0,0,0, <------------ Thirst Block is for Looking at the secondary action. In case two things are happening, copy the 2nd block here if only one thing is happening. 0,0,0,0, 0,0,0,0, 0,0,0,0, <------------ Fourth Block is for Looking at the other actors body. 0,0,0,0, For example you'd put the direction to make the dom look at the sub's ass here as opposed to their face 0,0,0,0, 0,0,0,0, <--------------- Final Block is looking away from everything as if they are bored, disinterested. Avoiding eye contact with the action and the other actor. 0,0,0,0, Used for sexdentitys where the actors eyes wander when they are low arousal to show discontent. 0,0,0,0 ], "<eyes>_s":[ 0,10,0,100, 0,10,0,100, 0,10,0,100, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0 ] } } If there's sections you don't understand like the "<Flags>" or <cy> just replicate them as you see them in the example, they are for more advanced stuff which I will put documentation up for soon. New _Alpha file *Uncommented { "stringList": { "<registration>":[ "Exists", "", "OSex (Male + Female)", "1.07", "0Sex", "MF", "1", "!XX4bST6StCud00_!1@#_bST9Adore00", "2ds" ] } } _Alpha file with comments { "stringList": { Basically the same as it is now except I had to condense it into one single list so there's no more clear key words anymore for each exact field you just need to look at a key for it. "<registration>":[ "Exists", <---------- Always Write Exist here, it's meant as a safety for the script to check "", <------------ This will be used in the future for loading a faster scene with less fancy stuff, specifically for combat where you want no delay to activate it. For now leave it blank. "OSex (Male + Female)", <----------- Official name of your scene as it appears in the MCM Menu "1.07", <-------------- Version Number "0Sex", <-------------- Name of the file directory and what users type into the MCM to equip your scene "MF", <-------------- Name of the default plugin directory "1", <-------------- This is the stage type to use. The full blown all effects scene is "1" This is the only one available atm so leave this as 1 "!XX4bST6StCud00_!1@#_bST9Adore00", <------ First Scene to start on, this is how you start on a transition or you can just put in bDoggyStyle (for example) to start on a loop "2ds" <---------- This is the targeting menu that comes up when you hold shift on cast to make an NPC scene. 2DS is 2 actor dom sub which is the only scene currently available so use that. ] } } _Settings (This goes in the same folder as _Alpha) There's a lot of empty things here as a heads up only fill in the appropriate ones that are currently used: Settings without comments: { "stringList": { "<settings>":[ "Exists", "","","","","","","","","", "","Y","","","","","","","","", "Y", "123.834412","120.227661","","","","","","","", "Y","1.5","1.75", "","","", "","","", "","","", "","","", "","","" ] } } { "stringList": { "<settings>":[ "Exists", <------ Exists always here as a safety "","","","","","","","","", "","Y","","","","","","","","", <------ in the 11th spot put a "Y" here if you want ESG to automatically redress actors after the scene. Leave it blank if you do not want ESG redress. "Y", <--- 20th Slot. "Y" if you want to force custom scale to the actors. Leave it blank if not "123.834412","120.227661","","","","","","","", <--------- 21th Slot is the Dom's Custom Scale, 22 is the Sub's Custom Scale "Y","1.5","1.75", <-------30th Slot "Y" if you want to use custom cock size. 31st slot is the scrotum, 32 slot is gen1 Base, Gen2, gen3, gen4, gen5, gen6 can't be altered by the script to improve performance. I felt they wern't needed to get the desired to results. if you really need them I can put them in. "","","", <-----33rd Slot Repeat Above for Sub actor if you want them to have a custom cock size also. Leave blank if not. "","","", "","","", "","","", "","","" ] } } -Umeasure If you go to page one of the MCM and type in -Umeasure into an Action slot and bind a key to it you'll be able to cast my utility measure spell on actors. This will return the exact number to enter in to have the script always replicate their current scale. For example if I use -Umeasure while playing as the guy I use in Gifs and cast it on the girl I use in GIFs (Which are the scales 0Sex is based around.) it will print out for you the exact number you need to type in for the Dom and Sub's body scaling in the 22nd and 23rd slot of the _Settings Document. Dr. Transitionatron example: This is the document that handles special events during transitions: It's a list of words that the script processes one after the other to know what to do. "pdo6lihohipsht00_pdo6libomnt5ht00":[ "exists", "MFG","Adjust","2", "Mo","0","0", "Mo","1","0", "WAIT","0.25", "EYE","Adjust","100","0","100","0", "MFG","Adjust","1", "PH","0","20", "Wait","0.8", "Event","Role","SexHandle","3","Rough","2","Hair", "EYE","default" ], If it helps here is how the script will read this: Adjust MFG Modifiers 2 and 1 to 0 then wait .25 seconds. After that set the actor's eyes to up 100 and left 100, and adjust their MFG Phoneme 1 to 20 then wait .8 seconds After that send an event to make the actor respond to being handled then set their eye direction to the default location in their destination scene file. "pdo6lihohipsht00_pdo6libomnt5ht00":[ <-------- Name the entry the transition name OriginalScene_DestinationScene "exists", <------- Always start with "exists" "MFG","Adjust","2", "Mo","0","0", "Mo","1","0", "WAIT","0.25", "EYE","Adjust","100","0","100","0", "MFG","Adjust","1", "PH","0","20", "Wait","0.8", "Event","Role","SexHandle","3","Rough","2","Hair", "EYE","default" "WAIT","0.25",: Wait 0.25 Seconds the do the next line "EYE","default" : Sets the eyes to their location in the scene first block (Look at other actor's face) in the Scene JSON Document Adjusts MFG: "MFG","Adjust","2", <------- the 2 is how many Phoneme's or modifiers you want to adjust at one time (in this case 2) "Mo","0","0", <------ Set Modifier 0 to 0 "Mo","1","0", <-------- Set Modifier 1 to 0 (0 and 1 are actor eye lids so this causes the actor to open their eyes.) "EYE","Adjust","100","0","100","0",: Shortcut just for adjusting the eyes quickly "Event","Role","SexHandle","3","Rough","2","Hair",: "Event","Role","SexSpank","3","Playful","2","Right" "Event","Role","SexPenetrated","3","Sex","Pussy","Rear", <---------- These are a few hard coded special events. I'll list them all in documentation. SexHandle, SexPenetration SexPenetrationX, SexSpank, CockMouth are the current one's I can add whatever you need they are easy but they do have to be hard coded into the script by me. They trigger a custom reaction for the actor in voice and in expression and process some data also. For example the spank listed there processes soreness to the right cheek also. "MFG","Vital","3", : Same as MFG Adjust but classified as Vital (It's a separate MCM toggle) so you can turn off all facial expressions but still have very important things needed for the animation to look good happen. Basically mouth opening for blowjobs is the only thing I flag as Vital. "Scale","Destination","Cock", <------ This scales the actors cock by looking at the destination scene. This is how I scale for Blowjobs Example of Scene Json to set up cock scaling: You put this into the Scene JSON for example: You can reference my pUS9KnStraApHBJBJ00 to see it implemented. floatList": { "<cock>_d":[ 1.5,1.4 ] }, scrotum size 1.5, genitals 1 to 1.4 "Scale","Default","Cock", <----- Restores cock back to the default size (The size you input into _Settings, or if you don't force cock scaling then the actor's original cock size before the scene started.) "ESG","Remove","1", Strips an article of clothing. I gave each piece of clothes a key: 0 Weapon 1 helmet 2 cape 3 gloves 4 boots 5 cuirass 6 pants 7 IntHigh 8 IntLow 9 Stockings 10 MA 11 MU 12 MM 13 ML 14 Exclude 15 Earrings 16 Necklace 17 Rings 18 BodyPierce 19 Glasses I'll be adding a few more shortly, for wizardry effects, like casting magic out of hands, playing any custom sound so premade dialogue can be played, and more scaling options so you can do cumflations and things like that. Whatever else you need I can put in Dr. Transitionatron so just let me know.
CEO 0S Posted February 11, 2016 Author Posted February 11, 2016 If anyone wants to mess around with SexDentity, it's quick but you need the key to know what the digits mean. Before I have documentation ready just ask here and I can show you where the data is you want to change for what you want to do. You can prob change up an actor entirely in under an hour. Make sure you back up any work you did if you are editing the defaults so the next patch to 1.07b doesn't overwrite the awesome SexDentity you made. You should be able to give a custom npc their own identity (I might have left out a small revision, I'll check on this, if not it's just a quick fix) They go in the meshes/0SI/ folder under 0SI/NPC/(Mod They are From (without the .esp or .esm)/HexCode/. The developer menu(F6) will report their hexcode. I left an example in of Fione's Sexdentity but blocked it out by adding aaa to the front in the zip: Data\meshes\0SI\NPC\0S\0620CC Fione is in 0S.ESM and is form ID hexcode 0620CC which is how that folder structure above is made. I'll make a better example of this in the next version, forgot to do this part. For reference you can also get the hexcode quickly by typing Help Fione (Your npc name instead of fione) which on my game returns 080620CC. the 08 is the loading order of the mod they are from so that's why it's left off the following 6 digits are what we use. Not yet but soon you'll be able to supply multiple defaults that the script picks from at random so if you make a SexDentity now you'll be able to apply it as one of multiple defaults later if you don't have a specific npc in mind. One thing is I ask that if JSON documents are assembled for 0SA-Identity is that they be free to use by anybody. I provided fields at the top of the documents to give credit but I feel that for SexDentity to really shine we need a lot of documents and having to seek permission etc. would make it not able to grow well. Of course this doesn't apply to assets etc like sound wavs and things I just ask that the data plotted into the facial maps etc. be free reign for anyone that wants to use them for their own projects as long as credit is given in the header. You don't need to worry about crediting me on the initial documents I just put that there for a reference.
proxy86 Posted February 12, 2016 Posted February 12, 2016 Proxy and anyone else that is trying to make a scene you will have to make some adjustments. Sorry this should be the last time you'll have to do anything else this. The scenes will not run without these corrections. If you're stuck or pissed at me for changing things a bit feel free to send me the json and I have some scripts which I used to correct my own scenes I can run them through. Thanks Ceo, I will look into this soon and let you know if I run into any issues! Awesome work as usual!
Khlas Posted February 12, 2016 Posted February 12, 2016 Tested. I have some issues with transitions from all animations. Sometimes the two actors are stuck during an animation transition, they don't move and I have not the choice to press the end animation key. I have another big issue is when I want to have romance/sex with the same actor again, he becomes giant. Maybe this issue is because I use Sexlab too and there are some conflict between them, maybe. There are two anim missing I think (cowgirl and rough blowjob from loverslab 0sex patch). I love the new romantic interaction. Sounds from body impact are also missing. Im gonna try blowjob sound with F/M and M/M actors now.
Khlas Posted February 12, 2016 Posted February 12, 2016 Ok so, I just tested blowjob songs, seems pretty good. Even the impact body sound work, it just doesn't work with M/M and F/M (male as sub) but shouldn't be really hard to do it for them too since some sounds (not all) don't have female oriented noise. In fact the only major problem I have is the animation stuck really often between transition.
Trixxxee Posted February 12, 2016 Posted February 12, 2016 I cant get the NMM to install it. I have done the meshes thing as usual, then added it with NMM. It is stuck in the que, install mode. Hmm might be a NMM problem.. Yep NVM!! Got it to work, LOL weird.
Meechemad Posted February 12, 2016 Posted February 12, 2016 Hello I've tried to install the 7b version of the mod. the previous version worked fine with out incident. I'm having trouble with 7b. I completely removed the orginal mod, did the whole clean save thing, and installed 7b. MCM registered it but nothing seems to work. I can't do the input in the 1st menu as the instructions say to do (" Type in "0SEX" (The 0 is a zero) into the first text entry line for that ability then above that select a key that will cast the spell. This is how you will equip other developers scenes also.") There is...no where to input it. I only have the option to put in a hotkeys ( which of course only means ONE button theres no way I can type all of 0SEX in there) hopefully any this makes any sense but I'm relaly stumped right now and I have no idea how to get 7B to work.
Trixxxee Posted February 12, 2016 Posted February 12, 2016 Hi! I got the DL to work, when I go to action selector to input 0sex in the ability one it doesnt save. It goes back to the way it was when I opened the menu. None of the keybinds stay the way I set them, any changes I make to the MCM menu reverts back to the way it was when I started this play through. Hope this helps... Just gonna reinstall 1.63 for now hope this all gets ironed out, I really love what this mod does!
Hadez1991 Posted February 12, 2016 Posted February 12, 2016 Thank for new update.When I test this mod I got animation problem. Looks like I have to keep on testing sometimes I have to do something stupid so animation might work again
Sidereel Posted February 12, 2016 Posted February 12, 2016 From what I tested so far everything looks good. I have to re-learn all the hotkeys so I didn't get far.One thing I noticed, and it may have just been my game. When I first engaged the scene, the female npc became a giant. Like 20 feet tall. I exited out of the animation and reengaged, and it was fine the second time.This is an excellent animation
xxl33tzomgxx Posted February 12, 2016 Posted February 12, 2016 apologies if this has been asnwered already, but for some reason, even though my character is female, 1.07b always forces me to assume the dom role. Anyone know how to fix this?
Dauvmire Posted February 12, 2016 Posted February 12, 2016 Hello I've tried to install the 7b version of the mod. the previous version worked fine with out incident. I'm having trouble with 7b. I completely removed the orginal mod, did the whole clean save thing, and installed 7b. MCM registered it but nothing seems to work. I can't do the input in the 1st menu as the instructions say to do (" Type in "0SEX" (The 0 is a zero) into the first text entry line for that ability then above that select a key that will cast the spell. This is how you will equip other developers scenes also.") There is...no where to input it. I only have the option to put in a hotkeys ( which of course only means ONE button theres no way I can type all of 0SEX in there) hopefully any this makes any sense but I'm relaly stumped right now and I have no idea how to get 7B to work. Same problem here. Pressing "Enter" in order to type "0sex" does nothing. It's like the menu doesn't recognize my "Enter" key.
reckless234123 Posted February 12, 2016 Posted February 12, 2016 From what I tested so far everything looks good. I have to re-learn all the hotkeys so I didn't get far. One thing I noticed, and it may have just been my game. When I first engaged the scene, the female npc became a giant. Like 20 feet tall. I exited out of the animation and reengaged, and it was fine the second time. This is an excellent animation Test3.gif HAHA!!! i know where you are the hunters camp near the guardians stone.
Hadez1991 Posted February 12, 2016 Posted February 12, 2016 apologies if this has been asnwered already, but for some reason, even though my character is female, 1.07b always forces me to assume the dom role. Anyone know how to fix this? Click NUM pad 9 this might work
CNKTHoward Posted February 12, 2016 Posted February 12, 2016 What are the requirements for the new alpha? I installed 1.07b and SOS (the full version) - I bound 0sex to a key and when using it on an npc, both, the npc and I, stop moving and nothing happens. Also, hotkeys don't seem to work for me? F.e. alt+Q still opens the skui fav. menu. Do I need any of the 1.063 files?
Hadez1991 Posted February 12, 2016 Posted February 12, 2016 This mod is working some how in my PC.I have tested this mod 30 times. But there is few problems left like sometimes animations stop working and sound doesn`t work properly. Just now I have taken screenshot of my game character.
Sidereel Posted February 12, 2016 Posted February 12, 2016 What are the requirements for the new alpha? I installed 1.07b and SOS (the full version) - I bound 0sex to a key and when using it on an npc, both, the npc and I, stop moving and nothing happens. Also, hotkeys don't seem to work for me? F.e. alt+Q still opens the skui fav. menu. Do I need any of the 1.063 files? Did you remember to run FNIS after installing it?
reikiri Posted February 12, 2016 Posted February 12, 2016 From what I tested so far everything looks good. I have to re-learn all the hotkeys so I didn't get far. One thing I noticed, and it may have just been my game. When I first engaged the scene, the female npc became a giant. Like 20 feet tall. I exited out of the animation and reengaged, and it was fine the second time. This is an excellent animation Test3.gif I've had this problem with earlier version(s?), when initiating animation with NPC that's currently sitting, laying down, or otherwise in some pose other than standard idle. Initiating scene will pull them out of that pose, so after stopping the scene I can start it again normally.
Krag Posted February 12, 2016 Posted February 12, 2016 I'm having some issues where my character (female) always starts in the male role even though I ticked the option to auto assign the correct roll to female PC.
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