Bounty228 Posted February 19, 2016 Posted February 19, 2016 Any possible ways on starting the animation on a bed ? if no, is there any house mod where you dont have to fuck on a cold stone floor ? I think you can stand on a bed and cast it on an NPC. Your character needs to be position as such if you want both your head and your lovers head on the pillow and not hanging off the sides.
GLSDesign Posted February 19, 2016 Posted February 19, 2016 With a complete new game its the same... It starts sexanimations with fullspeed and if I try to change speed, the animation stops... No speedchange is possible. Changing position starts again with fullspeed. Waiting for the 1.07d and try again...
Akkos Posted February 19, 2016 Posted February 19, 2016 Thank you very much guys, will be testing it in a minute
Bounty228 Posted February 19, 2016 Posted February 19, 2016 I had noticed the link I pulled up early wasn't working so I provided a new one. Should work just fine. If you end up doing a 69 then I hope this will inspire some moves. She does some magic here. ;D VIDEO https://www.dropbox.com/s/nns7m0ezmjinwkp/Handling_Business_Deepthroat-240p.mp4?dl=0
LucasHM Posted February 19, 2016 Posted February 19, 2016 The left UI buttons looking great... Have tested the new 1.07c version. It works fine for me. No freezes no crashes... But one thing. If I start a sex animation, it starts with fullspeed. If I try to change speed, the animation stops and nothing happens anymore. If I change the animation it starts with fullspeed again, every time I change... Greetings Ly About your problem with the animation speed, do you use any mod to bind hotkeys, like SKSE hotkeys or something like that? Because I had such a problem once, and I took the hotkeys mod off, and fixed the problem, at least for me. I don't understand why it doesn't work the mod seems to be frozen would i need a new install? You need a clean save, with every update. when i started , character enter each other. how can i fixed this animation problem? Can you send a picture? I've installed the 1.07c version and the MCM menu shows perfectly. How every, I pointed to a close enough NPC and pressed NP0, nothing happened. Can anyone help me with this? It works fine in 1.6 versions. And do a clean save before updated Did you do the super important step, mentioned by CEO, on the update sticky post?
GLSDesign Posted February 19, 2016 Posted February 19, 2016 Haven't change any mod since I have installed 0sex 1.07a... 1.07a and 1.07b the speedchange works fine. And no, I have no hotkey binding mod installed. Greetings Ly
Nepro Posted February 20, 2016 Posted February 20, 2016 If you end up doing a 69 then I hope this will inspire some moves. She does some magic here. ;D VIDEO https://www.dropbox.com/s/nns7m0ezmjinwkp/Handling_Business_Deepthroat-240p.mp4?dl=0 Wow this is the best blowjob ever I saw in any porn. The sloppiest of them all you can't tell there difference between the cum or saliva at the end of the video. Sorry for offtopic.
Bounty228 Posted February 20, 2016 Posted February 20, 2016 If you end up doing a 69 then I hope this will inspire some moves. She does some magic here. ;D VIDEO https://www.dropbox.com/s/nns7m0ezmjinwkp/Handling_Business_Deepthroat-240p.mp4?dl=0 Wow this is the best blowjob ever I saw in any porn. The sloppiest of them all you can't tell there difference between the cum or saliva at the end of the video. Sorry for offtopic. Lol, it's why I hate casted porn. Just no soul or heart in it.
Rangerspock Posted February 20, 2016 Posted February 20, 2016 Holy crap the UI buttons look cool as hell. Haven't had the pleasure of downloading 107c yet. IRL things to do....
GLSDesign Posted February 20, 2016 Posted February 20, 2016 Have switch back to 1.07b ... Speedchange works fine. Its weird.
Kinky Posted February 20, 2016 Posted February 20, 2016 Also Kinky, I confirmed my NPCs are clapping too but their package is on so I'm not sure. Either I need to learn more about how to make a package really keep them occupied OR the bard song is too strong for anything to stop. It seems that Sexlab had same issue. Im not sure if it has been fixed now. Here is a link for source. He mentions that character goes back when next "animation set" starts. In case of 0sex in my case he returned on next repeat of animation loop, but then something prevented him from doing so... and controls froze... it could be that timing was same to start both animations (clapping and sex) so that he skipped 2 sex animation loops (current and next) and then 0sex didtn't know where he is at (and whats next) so couldnt continue... idk. Its my best shot at theory of what could be wrong. Maybe it would be good to ask Ashal about this.
Rangerspock Posted February 20, 2016 Posted February 20, 2016 CEO, I just downloaded 107c got the mod installed and was going through LOOT, and FNIS, and decided to do a consistency check. This is what came up..... FNIS Behavior V6.2 2/19/2016 7:23:04 PM Skyrim: 1.9.32.0 - C:\Program Files (x86)\Steam\steamapps\common\Skyrim\ (Steam) Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "SKELETON Arm Fix" Patch: * DServant's "Archery Gameplay Overhaul" Reading 0SA_0SexMF_Low V?.? ... Reading 0SA_0SexMF_Mid V?.? ... Reading 0SA_0SexMF_Stand V?.? ... Reading 0SA_ESG V?.? ... Reading FNISBase V6.2 ... Reading XPMSE V6.1 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 164 alternate animations) ... All Anim Lists scanned. Generating Behavior Files ... 0_master usage: 5.1 % ( 0 paired, 0 kill, 80 alternate animations) Alternate Animation mods: 1 sets: 16 total groups: 30 added file slots: 170 alternate files: 164 Creature Pack not installed 1331 animations for 6 mods successfully included (character) Missing AnimFile ..\..\..\..\0SA\0Sex\MF\02P\DO6\LISaddle5HT\pDO6LISaddle5HT00__S5S.hkx for character, mod 0SA_0SexMF_Mid Missing AnimFile ..\..\..\..\0SA\0Sex\MF\02P\DO6\LISaddle5HT\pDO6LISaddle5HT00__S5D.hkx for character, mod 0SA_0SexMF_Mid Missing AnimFile ..\..\..\..\0SA\0Sex\MF\02P\DO6\LISaddleVice5HT\pDO6LISaddleVice5HT00__S5S.hkx for character, mod 0SA_0SexMF_Mid Missing AnimFile ..\..\..\..\0SA\0Sex\MF\02P\DO6\LISaddleVice5HT\pDO6LISaddleVice5HT00__S5D.hkx for character, mod 0SA_0SexMF_Mid 4 possible consistence issues Not sure what all that means, but I'm guessing its around the cowgirl area, again not sure.... maybe this is nothing, maybe its something
Khlas Posted February 20, 2016 Posted February 20, 2016 CEO, I just downloaded 107c got the mod installed and was going through LOOT, and FNIS, and decided to do a consistency check. This is what came up..... FNIS Behavior V6.2 2/19/2016 7:23:04 PM Skyrim: 1.9.32.0 - C:\Program Files (x86)\Steam\steamapps\common\Skyrim\ (Steam) Skeleton(hkx) female: XPMS2HDT (115 bones) male: XPMS2HDT (115 bones) Patch: "SKELETON Arm Fix" Patch: * DServant's "Archery Gameplay Overhaul" Reading 0SA_0SexMF_Low V?.? ... Reading 0SA_0SexMF_Mid V?.? ... Reading 0SA_0SexMF_Stand V?.? ... Reading 0SA_ESG V?.? ... Reading FNISBase V6.2 ... Reading XPMSE V6.1 ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 164 alternate animations) ... All Anim Lists scanned. Generating Behavior Files ... 0_master usage: 5.1 % ( 0 paired, 0 kill, 80 alternate animations) Alternate Animation mods: 1 sets: 16 total groups: 30 added file slots: 170 alternate files: 164 Creature Pack not installed 1331 animations for 6 mods successfully included (character) Missing AnimFile ..\..\..\..\0SA\0Sex\MF\02P\DO6\LISaddle5HT\pDO6LISaddle5HT00__S5S.hkx for character, mod 0SA_0SexMF_Mid Missing AnimFile ..\..\..\..\0SA\0Sex\MF\02P\DO6\LISaddle5HT\pDO6LISaddle5HT00__S5D.hkx for character, mod 0SA_0SexMF_Mid Missing AnimFile ..\..\..\..\0SA\0Sex\MF\02P\DO6\LISaddleVice5HT\pDO6LISaddleVice5HT00__S5S.hkx for character, mod 0SA_0SexMF_Mid Missing AnimFile ..\..\..\..\0SA\0Sex\MF\02P\DO6\LISaddleVice5HT\pDO6LISaddleVice5HT00__S5D.hkx for character, mod 0SA_0SexMF_Mid 4 possible consistence issues Not sure what all that means, but I'm guessing its around the cowgirl area, again not sure.... maybe this is nothing, maybe its something It's nothing. CE0 just forgot to remove files from animations that aren't finished.
Rangerspock Posted February 20, 2016 Posted February 20, 2016 Also Kinky, I confirmed my NPCs are clapping too but their package is on so I'm not sure. Either I need to learn more about how to make a package really keep them occupied OR the bard song is too strong for anything to stop. It seems that Sexlab had same issue. Im not sure if it has been fixed now. Here is a link for source. He mentions that character goes back when next "animation set" starts. In case of 0sex in my case he returned on next repeat of animation loop, but then something prevented him from doing so... and controls froze... it could be that timing was same to start both animations (clapping and sex) so that he skipped 2 sex animation loops (current and next) and then 0sex didtn't know where he is at (and whats next) so couldnt continue... idk. Its my best shot at theory of what could be wrong. Maybe it would be good to ask Ashal about this. I can remember this happening in Sexlab as well. I dunno if it has been fixed though... It was still happening the last time I ran Sexlab, which was 3 months ago....
proxy86 Posted February 20, 2016 Posted February 20, 2016 Thank you guys for the very nice comments! Also I was examining the health bar hud UI (That sticks a health bar over your head) and I learned the method of how it is done I think. It made me work on this study which I was able to get into game now that I have more knowledge on it. It's something I've wanted in Skyrim in light of it's voice acting or nothing set up. A way to load in dialogue boxes placed nicely on screen that load in printed dialogue that actors can have conversations in. I'd like to try to explore this as a standalone mod that lets bubble dialogue happen and maybe tie it into 0Sex. --------------------- The dialogue/text boxes are a really cool idea! Are you looking to allow users to be able to customize it (ie. by editing dialogue within JSON or txt files), and/or build it so other modders can utilize it via OS-Actions?
wjh12338093 Posted February 20, 2016 Posted February 20, 2016 My friend, who appear such circumstance? There was a displacement of cowgirl. 1.7 b and c.
CEO 0S Posted February 20, 2016 Author Posted February 20, 2016 Haven't change any mod since I have installed 0sex 1.07a... 1.07a and 1.07b the speedchange works fine. And no, I have no hotkey binding mod installed. Greetings Ly Ly I looked into it and it's strange let's see in 1.07d but I'm not sure if it will fix it. I'll post my findings in case anyone that knows papyrus wants to help: SpeedIndex is an int array that every actor gets a version of. It records their speeds at various techniques. For example handjob is "20" so if there last handjob speed was 6 it would be SpeedIndex[20] = 6 (2 is the default starting speed for now for all) In 1.07b I was loading in a JSON array full of 2,2,2,2,2,2,2,2,2,2,2 with the following papyrus SpeedIndex = JsonUtil.IntListToArray("../../../meshes/0SA/_Engine/_PreSuite/SexSpeed", "<pre>_speedsuite") I decided in 1.07c I could just use a more efficient approach to get the same result: SpeedIndex = Utility.CreateIntArray(127, 2) This is returning max speed for all in some cases it seems. (Creation Kit wiki has the following warning on it: Be careful when using this function. It is possible to create arrays longer than 128 elements, and size is treated as an unsigned integer. Negative numbers will produce extremely large values, which can cause major issues.Which is too technical for me to really understand but I believe an array of 127 should be safe to use. If the problem persists in 1.07d I'll make a special version that prints out the array so we can see what exactly is going on. It seems that Sexlab had same issue. Im not sure if it has been fixed now. Here is a link for source. He mentions that character goes back when next "animation set" starts. In case of 0sex in my case he returned on next repeat of animation loop, but then something prevented him from doing so... and controls froze... it could be that timing was same to start both animations (clapping and sex) so that he skipped 2 sex animation loops (current and next) and then 0sex didtn't know where he is at (and whats next) so couldnt continue... idk. Its my best shot at theory of what could be wrong. Maybe it would be good to ask Ashal about this. Thanks Kinky, I'll write a message and see. Each animation for the Dom has a timer at 0 seconds in it (Right at the start) which begin the processing loop so if the sub gets pulled from their animation they will snap back as long as the Dom is still looping their animation. If the Dom gets pulled out and misses a loop then it will desync. Outside of crashing I imagine there are ways to make the script seal up a bit better so even if it does "Desync" it can get back on it's feet, it's a little complicated to figure out exactly where and what that needs to be though. The dialogue/text boxes are a really cool idea! Are you looking to allow users to be able to customize it (ie. by editing dialogue within JSON or txt files), and/or build it so other modders can utilize it via OS-Actions? Thanks Proxy! If i can do it, it would be a really small mod, just a few lines of papryus and I'd have it be input from an event so any mod can call it from papyrus: Something like this: String BubbleText: "What do you need?" sendmodevent(actor, BubbleText) Maybe sendmodevent(actor, BubbleText, duration) Which would glue the bubble near their head print out their name and fill the box in with "BubbleText" If I get that to work I would like to have 0SA interact with it so you can have custom speech printed out for special scenes etc. The _Tran could hold it for specific things OR they could have phrases they weave in, or say things at certain thresholds. Something like this maybe in the Tran: "exists", "WAIT","4.5", BubbleText,"What do you Need?","6.0"
GLSDesign Posted February 20, 2016 Posted February 20, 2016 Thanks CEO... I will give feedback and hope we could find the bug... Keep up the good work. The mod is still awesome. Greetings Ly
pipdude Posted February 20, 2016 Posted February 20, 2016 I have been preparing some files for PipDude to help me with in establishing a UI but in doing so managed to have my first success in UI. Usually once I get my foot in the door I'm good to go. I haven't been able really set up the buttons to OnClick fully yet and some other things,in a few days, PipDude, I'll focus more on this if you are still interested in working on it. Sure. I'm still on board.
Rangerspock Posted February 20, 2016 Posted February 20, 2016 I just downloaded 107c and I'm having alot of trouble, I still have freezing, and I'm still getting some AI fails. The biggest issue I'm seeing is I can't even get the help menu up.... press ALT + numpad- and nadda, key binds say its numpad- but I'm getting nadda tried messing with num lock on keyboard to no avail.... anyone else having this issue? nvm. went back a few posts, and found the issue, you changed the key strokes, on me. lol Seems like the animations that didn't freeze last time are freezing this time, it's weird. the animations that weren't freezing last time are freezing this time... its weird,
pipdude Posted February 20, 2016 Posted February 20, 2016 SpeedIndex = Utility.CreateIntArray(127, 2) This is returning max speed for all in some cases it seems. (Creation Kit wiki has the following warning on it: Be careful when using this function. It is possible to create arrays longer than 128 elements, and size is treated as an unsigned integer. Negative numbers will produce extremely large values, which can cause major issues.Which is too technical for me to really understand but I believe an array of 127 should be safe to use. If the problem persists in 1.07d I'll make a special version that prints out the array so we can see what exactly is going on. One potential solution would be to treat those values as one string and then turn it into an array in flash and handle it there. Then the length would be nearly unlimited. In fact, you could probably move the majority of code into Flash for a performance gain (not to mention holding on to some sanity). Papyrus is really a very minimal language. A lot of the solutions/utilities people have built for it are really hacks to imitate functionality that languages like actionscript and C++ handle better. It's impressive what modders have managed to make Papyrus do. But, I think it could be a much improved model (especially for the coders themselves) to put as much logic as possible into Flash (or skse plugin) and utilize Papyrus only for when access to the game is needed. [One example of how this could be hugely beneficial to 0S is how wonky time is handled in Papyrus. I haven't tested to see if scaleform removed the timer APIs in Flash. But, if they didn't, that should be much more precise and flexible to use to handle sequential animations. I imagine that loops-over-time in flash are far less costly than the loops people use in Papyrus as well.]
CEO 0S Posted February 20, 2016 Author Posted February 20, 2016 One potential solution would be to treat those values as one string and then turn it into an array in flash and handle it there. Then the length would be nearly unlimited. In fact, you could probably move the majority of code into Flash for a performance gain (not to mention holding on to some sanity). Papyrus is really a very minimal language. A lot of the solutions/utilities people have built for it are really hacks to imitate functionality that languages like actionscript and C++ handle better. It's impressive what modders have managed to make Papyrus do. But, I think it could be a much improved model (especially for the coders themselves) to put as much logic as possible into Flash (or skse plugin) and utilize Papyrus only for when access to the game is needed. [One example of how this could be hugely beneficial to 0S is how wonky time is handled in Papyrus. I haven't tested to see if scaleform removed the timer APIs in Flash. But, if they didn't, that should be much more precise and flexible to use to handle sequential animations. I imagine that loops-over-time in flash are far less costly than the loops people use in Papyrus as well.] I'm really fascinated with this idea, I didn't know it would be possible at all. Intercommunication seems like it would be a lot easier. I find that aliases and MCM quests feel like they eventually blow your game up or eventually cause problems so this project has been trying to keep all of the mod just in spell effects so nothing lingers once it's over but it makes it's hard for me to communicate between the spells. I imagine with something like you're describing communication would be very simple. I could potentially put a lot of it into C++ and make a DLL for it instead, you do think that would help the timing of the loop? I've had an issue for a while accessing the example_plugin to compile a DLL for SKSE as I'm trying to do in 2015 visual studio and I can't get it to compile out of the box (it's looking for v120 toolset and I suck at things so it's a bit beyond me). Actually you got me excited I'm just going to install 2013 today and try to make something basic to handle the loop to start and see if things improve. For speculating do you think if I put the entire script into a DLL and had the game only input the actors it would increase performance a lot? If you have a few minutes Pipdude and want to help me learn some. I just want to ask some things about my studies I've been doing and maybe you can help me understand. The documentation on UI is so anti the way I'm wired I have an incredibly hard time figuring out how to control it on the simplest level. Here's what I've been able to do. I'm calling from a: Scriptname MenuExampleScript extends SKI_WidgetBase that's a script attached to a perpetual quest like an MCM It's my understanding that you can take this out from needing to be persistent and put it in a script but I'm not sure how. The script has in it: String Function GetWidgetSource() Return "0S_Overlay.swf" EndFunction Which loads up every time the game is closed and then I shut it with event OnWidgetReset() RegisterForModEvent("WT_WTEST", "onWTEST") parent.OnWidgetReset() Shut() endEvent And then I shut it with Function Shut() UI.SetBool(HUD_MENU, WidgetRoot + "._visible", false) EndFunction [/sPoiler] I'm confused by a few things: 1. I don't feel I have control for example some basic things I'd like to do but can't figure out how: "Launch Menu A Now" "Shut Down Menu A Now" "Launch Menu B Now" "Show Menu" "Close Menu" I can't pull those things off reliably. It just can only load when I start the game and chills until I set it's visibility. Do you have any ideas or guidance that could help me reign this in better? Is it possible to summon the Overlay when i need it. WTest is my attempt to trigger it from events that my script is sending which worked to an extent but it always opened the menu in pause mode instead of overlay mode which wasn't ideal. The function that Returns my SWF I'm not calling and I'm not sure how to get behind that so I can make the call to pop the swf out when i want it for example. It seems to only trigger when the game is loaded and from that point I can only alter visibility. 2. is HUD_Menu a global thing meaning can only one swf be put in HUD_Menu at a time? If so is it possible to have access to a few overlays that I have control over unique to OS? If I can get comfortable control over these basic points of the UI with these tasks I think I could potentially do what you are suggesting.
jimfred Posted February 20, 2016 Posted February 20, 2016 ok i installed all the mods and everything, can start the game and load a save, but when i hit num pad 0 the person im targeting teleports into me and we just stand there naked and pressing num pad . doesnt end it, i have to reload the save
squall1151 Posted February 20, 2016 Posted February 20, 2016 This mod is amazing, ok so here's the story and what i think will be make it better, obviously this is still in a WIP but this is amazing i only tested it out and i think its better than sexlab. I know this mod will be better than sexlab when this gets more people working on it, if people decide they want to/can. Here are some thing that i think need to be done to make it perfect, i'm not a modder or anything i just enjoy testing peoples mods. I hope these things gets added as if it does it will be my go to mod. - an arousal system. - an orgasm for females i though it was really funny for the guy but this really needs females to orgasm if possible for each of the finally scenes maybe give a choice for the guy to cum inside? just a thought. - more moaning dunno about other but there was'nt alot of moaning in the scenes just think it could do with more or even a key to make him/her moan? hopefully i have helped i think the female orgasm though is a top need as its what ends the scene. I cant wait to see how this mod improves and ill be sure to try the updates! Keep up the great work! you have clearly put alot of thought into this mod and you can clearly see it well done!
LucasHM Posted February 20, 2016 Posted February 20, 2016 This mod is amazing, ok so here's the story and what i think will be make it better, obviously this is still in a WIP but this is amazing i only tested it out and i think its better than sexlab. I know this mod will be better than sexlab when this gets more people working on it, if people decide they want to/can. Here are some thing that i think need to be done to make it perfect, i'm not a modder or anything i just enjoy testing peoples mods. I hope these things gets added as if it does it will be my go to mod. - an arousal system. - an orgasm for females i though it was really funny for the guy but this really needs females to orgasm if possible for each of the finally scenes maybe give a choice for the guy to cum inside? just a thought. - more moaning dunno about other but there was'nt alot of moaning in the scenes just think it could do with more or even a key to make him/her moan? hopefully i have helped i think the female orgasm though is a top need as its what ends the scene. I cant wait to see how this mod improves and ill be sure to try the updates! Keep up the great work! you have clearly put alot of thought into this mod and you can clearly see it well done! Hey, whats up, there is already an arousal system on 1.07c.
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