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Posted

I haven't even used your mod but all the documentation and guides DAMN you're some kind of badass wizard!! You're awesome!

Posted

 

 

I'm going through the information but while you're here I'll get this question and thank you for all this information.

 

Yea that would help me a lot visualize. I understand now and I think the basis of your concept involves an ability XML has to be packed by XML into a string and then sent through papyrus as 1 single entity that then is caught and easily unpacked back into it's data structure.It sounds promising and could help a lot. 

 

I think really all we need to do is find a way to lighten the super json load that happens and the timings of the expression modifiers and it will be stable enough. I'm not expecting it to be perfect sailing skyrim as I think it's taking to the limit what Skyrim is willing to do... but reliability within reason is what I think needs to be shot for in this case. I plan anyways when expanding into the combat script that's a lot lighter to also make a secondary script that 0Sex can use that's similar in stress to 1.06. I can run 1.07 on mine without issues but my game is light so people in a heavier modded game could opt to just use the lighter script with a little less detail. I think that could be a good solution to this as well.

 

I have throttles on the MFG I can tone it down with one variable so that's always possible and also CYMail is shipping all at once. It could randomly pick from just a few to mail. So instead of sending out all 8 events I can make it do 2-3 at a time. Worse case then generate code that does the big upload in waves so it over a period of time loads all the JSON needed but I think we can find a solution elsewhere.

 

It's definitely jacked up use of MFG but it's something I can't give up on and I need to find a way no matter what the cost: Examples like this and expanding it into kissing etc. so the lips actual move correctly. It's the same as I used in 1.06 just this is more intense now in terms of how much of the entire face I'm controlling, so it can be toned down and returned to 1.06's smoothness with just a little sacrifice. The only thing really happening different is more detailed face control more frequently and the major json call.

 

It might not even be the JSON calls or the MFG. People claim 1.07a was smoother in a lot of cases and it was making a ton more JSON calls then I am now. 1.07a didn't use arrays and instead I was making lots of calls for single strings to JSON. I condensed a lot of the information into arrays so I had to call it a lot less which 1.07b and onward is basically. It's possible there's just a hole somewhere in the script that's causing endless loops and I just haven't found it yet. It's likely with the introduction of many arrays and how arrays get filled in with random stuff if they don't register or exist that an array feeding unintended information is causing it to happen.

 

Dr. Transitionatron is heavyish too and going on at the same time as the scene is changing, I'm going to try moving him into the UI first as all he does is send events so it's a perfect fit with no modifications. It runs during transitions and just takes lines of code one at a time in a string array and runs functions based on IF checks: like this

 

        "WAIT","0.25",
        "MFG","Adjust","1",
        "PhX","1","0",

 

 

Ok. I'll put together a little example mod with various features set up.

 

Regarding MFG, I agree. Recognizing that the only solution available is heavy doesn't necessarily mean removing the feature. Just that it's one that has limited fix options. If everything else is light, there should be more room for it to work. And also, as you mention, there are options to adjust how heavy it runs (AND it might turn out that there is really something else entirely bogging things down).

Posted

 

 

 

Unfortunately, there does not appear to be a way to call data directly into the Flash. I tried multiple variations of every method I know of. There are quite a few in Flash. But, they all seem to be removed by Scaleform. They probably sell Scaleform as having unneeded libraries removed so that it takes up the least amount of resources possible.

 

 

 

Not quite sure how this would work but throwing it out there to see what you think: 

I haven't looked into it yet but it seems like the flash can access a .txt. Maybe assemble one super XML string in a text document that the flash can pull and explode? Something compressed from all currently installed scenes and sexdentity.

 

Not sure if there's serious consequences to that I see a lot of things involving accessing a .txt say that bad things will happen if the file is too large.

 

 

Normally, loading a .txt is easy with Flash. And the size could be pretty huge before it would matter. But, in Skyrim (unless there is something I missed) that functionality is turned off by Scaleform.

 

I spent a lot of time testing that before I came across documents showing that XML, etc. and other loading features were not available in Scaleform. I went pretty far into all kinds of security permissions, variations on the calls, which swfs to run the code from, etc. But, it is possible that there is some work-around I missed. I think that the Flash plugin code needed to execute those loads is just removed entirely.

Posted

 

 

 

Took your advice, but shifted hieroglyphics to something that's more Greek / Etruscan with a bit of a symbolism feel to the arrows and such. 

 

Y/N?

 

tumblr_o3372cNDoA1ubnr1mo9_r2_1280.png

 

 

 

Normally, loading a .txt is easy with Flash. And the size could be pretty huge before it would matter. But, in Skyrim (unless there is something I missed) that functionality is turned off by Scaleform.

 

I spent a lot of time testing that before I came across documents showing that XML, etc. and other loading features were not available in Scaleform. I went pretty far into all kinds of security permissions, variations on the calls, which swfs to run the code from, etc. But, it is possible that there is some work-around I missed. I think that the Flash plugin code needed to execute those loads is just removed entirely.

 

 

This might be way over my head but the reason I suspect that a txt document can get in is it seems like SKYUI might potentially be using it to handle it's translation but maybe it's getting it in through some other means.

 

the .load function from the short research I did has a lot of disclaimers on it, seemed like for security but I'm assuming that's the kind of thing scaleform is blocking out. Either SKYUI is taking it with a DLL or maybe Skyrim has some natural ability to translate certain strings in the CK I think i recall but no idea how it gets applied, maybe though the translations go in the interface folder so it seems that would be the first spot they'd like wind up if the UI could access it.

 

Actually now that I think about it PapyrusUtil has always had a way to pull a .txt into Skyrim so it could just be that simple for what it's doing.

Posted

 

This might be way over my head but the reason I suspect that a txt document can get in is it seems like SKYUI might potentially be using it to handle it's translation but maybe it's getting it in through some other means.

 

the .load function from the short research I did has a lot of disclaimers on it, seemed like for security but I'm assuming that's the kind of thing scaleform is blocking out. Either SKYUI is taking it with a DLL or maybe Skyrim has some natural ability to translate certain strings in the CK I think i recall but no idea how it gets applied, maybe though the translations go in the interface folder so it seems that would be the first spot they'd like wind up if the UI could access it.

 

Actually now that I think about it PapyrusUtil has always had a way to pull a .txt into Skyrim so it could just be that simple for what it's doing.

 

 

Hm. I do see that they use LoadVars in one place. I feel like I tried that also. But, I'll test it out. It would definitely help clean things up even more if it works.

Posted

Bif back with a couple of observations.

 

The Sub-lighting doesn't want to switch off using the Num-8 menu option.  Turning the lights on this way is fine, but turning them off doesn't seem to work EVER for me.  No problem in that when exiting from the coupling, the light automatically switches off.

 

The other I've noticed (which has probably been noted, but I can't seem to find the post) is exiting out of Cow Girl.  Once the Sub backs out of the two sex options, there seems to be no paths to follow to get to another sequence.   As indicated, since this seems to be truly an "alpha" addition, I'm not surprised but figured I'd be remiss if I didn't mention it.

 

I was so delighted to "accidentally" discover the Dom option to grab hips and bounce the Sub up and down during this sequence.  Is there any reason why the couple needs to slide several feet towards the Doms feet for this sequence?  The sliding happens in reverse when giving control back to the Sub.  No problem, this - just odd that there's a re-positioning of the couple involved.

 

Five levels of arousal?  Far out!  I'm really impressed by just how noticeable both the expressions and sounds are depending on the arousal level of both Dom and Sub.

 

The Skyrim gaming world is in for a REAL TREAT when you get this version's Beta up on the other site.  

 

Thanks for allowing us to play with your alpha's in the meantime.

Posted

Bif back with a couple of observations.

 

The Sub-lighting doesn't want to switch off using the Num-8 menu option.  Turning the lights on this way is fine, but turning them off doesn't seem to work EVER for me.  No problem in that when exiting from the coupling, the light automatically switches off.

 

The other I've noticed (which has probably been noted, but I can't seem to find the post) is exiting out of Cow Girl.  Once the Sub backs out of the two sex options, there seems to be no paths to follow to get to another sequence.   As indicated, since this seems to be truly an "alpha" addition, I'm not surprised but figured I'd be remiss if I didn't mention it.

 

I was so delighted to "accidentally" discover the Dom option to grab hips and bounce the Sub up and down during this sequence.  Is there any reason why the couple needs to slide several feet towards the Doms feet for this sequence?  The sliding happens in reverse when giving control back to the Sub.  No problem, this - just odd that there's a re-positioning of the couple involved.

 

Five levels of arousal?  Far out!  I'm really impressed by just how noticeable both the expressions and sounds are depending on the arousal level of both Dom and Sub.

 

The Skyrim gaming world is in for a REAL TREAT when you get this version's Beta up on the other site.  

 

Thanks for allowing us to play with your alpha's in the meantime.

 

Thanks a lot for this input Mandrake,

 

For cowgirl I rushed to get there because there was high demand for it but I felt there were many solid positions in between doggy an cowgirl that I wanted to address but took on cowgirl before finishing a majority of the transitions and inbetween Once i started getting through I realized a connection from UP6 (Sitting in lap facing away) would make sense and the way they wound up was much different then how I had initially placed them.  if you used prior OSex there was an old Lower-Intimates stripping animation you could do from doggy style which i wanted to bring back also and the new location that made a lot more sense was quite a bit off from the old one so I moved it but haven't quite finished the process. The bouncing one will be fixed shortly. It's a frustrating animation because Skyrim's arms just aren't long enough to really reach but I think from some angles that one looks pretty good and it can get up to really high speeds without looking awful I feel most tend to start looking bad at s4. I wish the arms were just a little longer.

 

For the arousal levels it can get a lot stronger too. I did a decent pass of the default sexdentity but a lot of it is copy paste and it could get a lot more developed. The sounds also you can most likely tell i was trying to get a bigger range of sounds to use and struggling with  find them, if someone had access to a lot of good wavs I think the effect could get really good.

 

Found the errors you mentioned and they will be corrected in the next version, thanks for the nice note! To get out of cowgirl if she's Straddling the dom. You hit DPad right in ez mode or sub alt + Dpad right for advanced and she climbs off the dom. Then it gets a little weird due to lack of animations in that area: You have to 1, lay the sub down, 2. make the dom get up from lying down, 3. have the dom straddle the sub 4. then have the dom pick the sub up to get back to doggy.

 

 

 

-Ceo

Posted

The only problem I have encountered is that a dick from SoS is sometimes missaligned. Its purely random - sometimes its allright and sometimes it is shifted on a side a little bit.

 

Anyway, the mod looks amazing. It could be nice to have this mod as a prostitution mod, where you have to play the minigame right in order to get payment (you can't be too quick or too slow, or the client gets mad).

Posted

 

 

 

I tried getting LoadVars to work. They are using it in SkyUI. So, there must be some way. But, I can't figure it out.

 

It's very easy to get working outside of Skyrim. Just needs some extra thing I'm missing in game. Confusing. Definitely let me know if you ever find out.

 

Still working on the demo files. About half finished. Am including what I tried with LoadVars and some other things we've discussed in there. Should be able to post tomorrow.

Posted

 

 

 

 

Took your advice, but shifted hieroglyphics to something that's more Greek / Etruscan with a bit of a symbolism feel to the arrows and such. 

 

Y/N?

 

tumblr_o3372cNDoA1ubnr1mo9_r2_1280.png

 

LOLs. Terrific work, I was just being facetious, but yeah I can't believe I'm following and now having a discussion on a UI on a mod that allows 2 characters to have sex in a 5-year old game. :)

Posted

 

 

 

Ok. Attached is the demo mod. You should be able to install it directly as a mod. I tried to set up the source and publish paths so you could open and publish the Flash files right out of the mod location. (You probably need to move the Papyrus scripts to wherever you have SkyUI source files in order to change and recompile those.)

 

Notes:

 

A. Includes an updated XMLParser. I accidentally had sent an old buggy version last time. (Not that this one couldn't have bugs as well).

 

B. The XMLParser was updated further to include the ability to turn multi-dimensional object arrays back into XML strings.

 

C. Mostly, this demo shows how to use the XMLParser and MiscUtil to load, manipulate, create and save XML data within Flash in Skyrim. This could be a new way of data handling in Skryim. I'm not sure if anyone else has set things up this way before. But, the general advantage is that it doesn't rely on Papyrus for data handling and thus doesn't have any of the limitations or poor performance. It also uses XML rather than JSON which imo is easier to work with manually when you have a decent amount of structured data to go through.

 

D. The package does include some skyui actionscript files needed to compile the widget. I didn't write those. Full credit and props to the authors of SkyUI.

 

E. I made some very rudimentary XML files to suggest a direction for how things could theoretically be organized for 0Sex data. Really, these are all just various building blocks that may or may not be needed/helpful to you.

 

F. There is code in there showing how timers work in Flash to trigger functions.

 

G. There is a snippet in there with my testing of LoadVars. You can see that it works when you publish the swf outside of Skyrim. But, once in game, it doesn't load the txt file. It could be some path issue. But, I tried putting the file in every location I could imagine it would look for it. Still, probably worth double-checking that.

 

I included comments in the code that explain more. But, let me know if there are any questions.

DemoMod.7z

Posted

 

 

 

Hi Pip dude,

Awesome, I'm going through it all now. Just some quick questions from a first glance and interest in your thoughts on a few things.

 

- Miscutil I haven't used before but I assume it's abilities used are saving or opening text documents so it's passing the entire content of a document onto the UI as a string?

 

- To confirm that I understand the plan you're suggesting. The script pulls an XML document and hands it off to the UI to get more power from actionscript and because there's not a util in Skyrim available to explode the xml into data. The script will need to be primarily moved over to the UI before this can be possible but that shouldn't be too bad.

 

- There's a few sections of the script that are intended to be loaded alone simply because I want them to be endlessly interchangeable with different data. Basically no matter how much is combined into an xml I would feel like certain sections still have to be standalone files that can be replaced by individuals developing content or identity for OSA. I think I'm trying to say that no matter how much crunching we do there's still going to be times I think when the script needs to access new info. MiscUtil would have to pull documents from time to time live during the scene and I'm curious the cost of that as compared to JSON access. Nothing very regular but there would be times at key events for certian documents that it might need to replace.

 

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

 

I have the UI finished and working and am finishing the data entry for a range of sample scenes for people to try it on and get the buttons filled in a little bit. Some of the datal have to be trashed in the switch to XML but at least the information will be segmented etc. correctly.

 

A few things that I'm seeing that could be walls.These would decrease the more the UI is controlling the scene but the first is I don't see any way to return an array back to Skyrim. The only method I can do is setting individual strings.

 

Ex: (This will change with the switch to XML but in terms of when a similar situation arises in the future)

 

Previously I used this:

 

JsonUtil.StringListToArray("../../../meshes/0SA/_Engine/_process/SceneNumReg", "<Registration>_"+sSTR[20])

 

To get some of the initial scene data loaded as a way for the spell to know what kind of scene it is which the MCM puts into JSON. (Complicated why it doesn't access the MCM directly but it has to do with multiple strings needed and having different scenes able to be cast by other developers.)

 

Now the script gives that array to the UI and the scene accesses it from the UI. But since I can't pull an entire array from the UI I made a function to access the information in certain array indexes.

 

xFirstScene = oi.GetStringArr("OScene_Reg", "10", sSTR[20])
sSTR[22] = oi.GetStringArr("OScene_Reg", "4", sSTR[20])
sSTR[23] = oi.GetStringArr("OScene_Reg", "5", sSTR[20])
sSTR[27] = oi.GetStringArr("OScene_Reg", "9", sSTR[20])
sSTR[38] = oi.GetStringArr("OScene_Reg", "11", sSTR[20])
 
these are linked to a return ui.getstring function (Return UI.GetString(HUD_MENU, WidgetRoot + ".S"+zScene+"_"+zName+"_"+zData))
 

Question is most likely hard to answer, my fear would be IF >  UI calls are just or close to as expensive as a JSON call so in doing this I might be putting more strain on the game then just a single JSON pull. No idea but curious for your thoughts on it. skse.sendmodevent not having access to the modevent.create is something that will add a few more steps to some processes, maybe.

 

 

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

 

I'm going to release 1.07D with UI so people that have been waiting can partake in the UI and new scenes as smoothly as possible and then the next step will be taking on the change to XML and putting the whole scene into the UI.

 

You've made this all clear to me now and I can see many steps to improving OSA. This example is great thank you for all the time in putting this together, I need to brush up on XML and how the data gets filled in and ordered but that's something I can manage on my own just need a little bit of study. I'll take a look myself at the loadvar example and see if I can come up with anything. Maybe it's some kind of .dll trick to get it but I can  maybe find it if not. If load.example.txt is able to get connected in the UI I'm assuming that could replace the miscutil entirely.

Posted

my failed

 

FNIS Behavior V6.2   26/02/2016 10:13:39
Skyrim: 1.9.32.0 - C:\Program Files (x86)\Steam\steamapps\common\Skyrim\ (Steam)

squelettes femme: XPMS (242 os) homme: XPMS (242 os)
Pach: "SKELETON Arm Fix"
Pach: * rongphale's "Horsemen Mounted Combat Enh."
Pach: * DServant's "Archery Gameplay Overhaul"
Pach: * tktk1's "TK Dodge / Ultimate Combat"  

Installing FNIS PCEA2
Lecture 0SA_0SexMF_Low V?.? ...
Lecture 0SA_0SexMF_Mid V?.? ...
Lecture 0SA_0SexMF_Stand V?.? ...
Lecture 0SA_ESG V?.? ...
Lecture AnimationsByLeito V1.0 ...
Lecture Anubs V1.0 ...
Lecture FNISBase V6.2 ...
Lecture FNISCreatureVersion V5.3 ...
Lecture FNISSexyMove V6.1  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 alternate animations) ...
Lecture FNISSpells V5.0.1  ( 0 furniture, 0 offset, 9 paired, 0 kill, 0 alternate animations) ...
Lecture FNIS_PCEA2 V1.3  ( 0 furniture, 0 offset, 0 paired, 0 kill, 0 alternate animations) ...
Lecture FunnyBiz V1.0 ...
Lecture Guffel V1.0 ...
Lecture KateAnims V5.0.2  ( 0 furniture, 0 offset, 50 paired, 0 kill, 0 alternate animations) ...
Lecture Leito V1.0 ...
Lecture Mitos V1.0 ...
Lecture MNC V?.? ...
Lecture NibblesAnims V1.0 ...
Lecture NonSexLabAnimationPack V3.1 ...
Lecture SexLab V1.61 ...
Lecture SexLabAroused V?.? ...
Lecture SexLabCreature V1.61 ...
Lecture Xandero V1.0 ...
Lecture ZaZAnimationPack V6.07  ( 26 furniture, 29 offset, 0 paired, 0 kill, 0 alternate animations) ...
Lecture ZynischAnimations V?.? ...

Toutes les animations ont été scannées. Les fichiers de FNIS ont été générer ...
mt_behavior usage: 25,6 %   ( 26 furniture, 29 offset, 0 alternate animations)
0_master usage: 25,3 %   ( 59 paired, 0 kill animations)
Alternate Animation mods: 2 sets: 34 total groups: 78 added file slots: 1066 alternate files: 597

Create Creature Behaviors ...
Lecture MNC V?.? ...
Lecture Anubs V1.0 ...
Lecture SexLabCreature V1.60 ...
Lecture FunnyBiz V1.0 ...
Lecture AnimationsByLeito V1.0 ...

 6744 animations for 25 mods successfully included (character)
 1203 animations for 5 mods and 37 creatures successfully included.

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

 

 

plz help me!!!

Posted

 

- Miscutil I haven't used before but I assume it's abilities used are saving or opening text documents so it's passing the entire content of a document onto the UI as a string?

 
That is correct. It comes with PapyrusUtil. It has two simple functions for reading and writing strings to/from a file.
 

 

- To confirm that I understand the plan you're suggesting. The script pulls an XML document and hands it off to the UI to get more power from actionscript and because there's not a util in Skyrim available to explode the xml into data. The script will need to be primarily moved over to the UI before this can be possible but that shouldn't be too bad.

 

Correct. Data handling is just a disaster in Papyrus for anything complex. So, the idea is to transport the data through it and on to greener pastures.

 

 

- There's a few sections of the script that are intended to be loaded alone simply because I want them to be endlessly interchangeable with different data. Basically no matter how much is combined into an xml I would feel like certain sections still have to be standalone files that can be replaced by individuals developing content or identity for OSA. I think I'm trying to say that no matter how much crunching we do there's still going to be times I think when the script needs to access new info. MiscUtil would have to pull documents from time to time live during the scene and I'm curious the cost of that as compared to JSON access. Nothing very regular but there would be times at key events for certian documents that it might need to replace.

 

It appears to be lightning fast to me. When you click T in the demo mod, the content appears in Flash near instantaneously.

 

I don't believe that it would be problematic at all to do multiple XML loads or load during scenes, etc. as you describe. You could run into issues if you stack a large number of loads all at once. But, then again, that might not even be problematic.

 

I'm really not sure why the JSON calls seem to be choking things. It may have to do with some parsing/casting type of work that happens when the data is turned into Papyrus usable data. Typically, loading local text data is blazing fast.

 

 

Question is most likely hard to answer, my fear would be IF >  UI calls are just or close to as expensive as a UI call so in doing this I might be putting more strain on the game then just a single JSON pull. No idea but curious for your thoughts on it. skse.sendmodevent not having access to the modevent.create is something that will add a few more steps to some processes, maybe.

 

I suppose that is a possibility. I haven't really conducted stress tests or anything. But, in testing and getting the system to work it feels that those transfers are trivial work and happen very fast.

 

There might be a way to send Arrays out of Flash to Papyrus. I think that I read about doing that at some point. But, that it was sort of a convoluted process. I tried searching around to find where I read that but couldn't find it. Will look again later.

 

 

I'm going to release 1.07D with UI so people that have been waiting can partake in the UI and new scenes as smoothly as possible and then the next step will be taking on the change to XML and putting the whole scene into the UI.

 

Makes sense. Moving to Flash and XML is a huge transition that will presumably take some time. I'm surprised at how quickly you've been able to incorporate the UI and take care of all the details needed along the way. You are industrious!

 

 

You've made this all clear to me now and I can see many steps to improving OSA. This example is great thank you for all the time in putting this together, I need to brush up on XML and how the data gets filled in and ordered but that's something I can manage on my own just need a little bit of study. I'll take a look myself at the loadvar example and see if I can come up with anything. Maybe it's some kind of .dll trick to get it but I can  maybe find it if not. If load.example.txt is able to get connected in the UI I'm assuming that could replace the miscutil entirely.

 

With your javascript experience you should be able to get XML quickly. It's pretty much just HTML but you can name the nodes and attributes whatever you want/need for your data. It's just lists within lists within lists.

 

For LoadVars, that would be amazing if you could figure that out. Has to be some little thing. Some variable that gets checked to true and allows some API they made activate or something...

 

To clarify, LoadVars would replace MiscUtil for reading. But, it would still be needed for writing. The ability for Flash to write files is very controlled for security reasons. I'm 95% certain that the ability to write files directly out of Flash is not available via Skyrim.

Posted

my failed

 

FNIS Behavior V6.2   26/02/2016 10:13:39

Skyrim: 1.9.32.0 - C:\Program Files (x86)\Steam\steamapps\common\Skyrim\ (Steam)

 

 

 6744 animations for 25 mods successfully included (character)

 1203 animations for 5 mods and 37 creatures successfully included.

 

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

 

 

plz help me!!!

 

Everything is fine. Just ignore those missing files.

Posted

 

Is there a way to integrate this with SexLab or have the same animations for SexLab?

 

Not really. This mod is like sexlab its own framework but made in a different way. They both handle animations differently. While this mod has seamless transitions, sexlab jumps from stage to stage.

But sexlab mods could be upgraded to start and use 0sex animations.

 

 

Okay, is there a way to have a dialogue system like SexLab?

Posted

 

 

 

Thanks perfect!

 

I went through everything more in depth and have a good idea now how to go about things plus learned a little about XML. I'm making a XML file for a template that has a full scene with all needed fields that 0Sex uses at the moment. I'm still figuring things out but I'll most likely be able to post it tomorrow, whenever you have time and if you want, if you could check it out and give me ideas to improve the structure.

 

If you're interested in getting even more hands on I would love it. Once 1.07 is up I'm going to start assembling a scene around XML just focusing on 1 transition back and forth to get the system working. If you'd like to work on it with me maybe we could set up some way to share files. No pressure of course you've been so awesome for this project and helpful already. I'd need to be able to comprehend the things that are involved so the project can continue if you have less time in the future etc. so I could keep going on my own but you expertise would be great as always.

 

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A main key to OSA that I'm seeing would most likely have to exist still in Actionscript to an extent of differentiating scenes in the case that multiple are running. I use three levels "passwords" to differentiate. I have a feeling something like this will be needed for the naming convention of variables in the actionscript still, and the tiers for communicating with papyrus through events.

 

The gist of it is the MCM menu has a SceneNumber property that it adds +1 to everytime you start a scene and resets back to 0 at 120. When the scene is cast the MCM puts the dom in a special faction and sets his/her rank to the scenenumber. The spell gets the scene number from looking at the rank and this is how the MCM communicates to the spell what 0SA scene was cast. The script then uses 2 passwords to protect it's sendmodevents from other instances of OSA from picking it up.  SceneNumber+99 is the password for things that the main script needs to read but the sub spell that actors get an actor specific password which is their SceneNumber+99+ActorNumber.  

 

Ex of how it's set up: I just tack it on to the end of the ModEvent when I register for it and all events are sent out with the password attached also.

RegisterForModEvent("0SPR"+Password+"_Process", "OnProcess")

Somethings could change however. I use events in a lot of cases (and json in some cases) just to give Papryus some dynamic naming ability which we already have in Actionscript.

 

Actors have two numbers their role number 1(dom) 2(sub) and also their OriginalNumber which is their role when the scene initiated. Role number swaps on actor swap but Original Number doesn't. I find I need both pretty evenly, for example esg wants to use OriginalNumber so it has the right "clothing removed" stored regardless if actor swaps happened but something like spanking uses role number since it's an action the dom is doing to the sub.

 

I don't think the 3 tier would be required in the actionscript but I think it would still have to be there for communicating with papyrus. In actionscript it seems like maintaining the scene number as a prefix to all properties might be best unless XML can wrap the entire data for everything involved in the scene into one big tree.

 

Long ramble on that sorry but it leads me to the question that. The actionscript I use to clear out buttons works nicely I think to delete all the extra on the nav panel.

 

this:

 

 

for (var prop in NavPanelCase) {
  if (NavPanelCase[prop] instanceof MovieClip) {
  NavPanelCase[prop].removeMovieClip();
  }
}

 
I'm curious if when setting up properties. Let's say there are 2 0Sex scenes happening at once. Using something like the above script but for variables instead of MovieClips. Could all the incoming data be placed in an object which i can delete it and all it's "data children" from. Let's say the script needs 20 variables to do everything it needs, so there would be 40 variables in total happening with 2 scenes at once (20 for each scene). It would be nice if when a scene ends the script could dump the 20 variables for it once it ended.
 
I can roughly see how it might be possible but if it is I'd have make on object that extends my root, like how the movieclips are attached to "NavPanelCase", An object meant to be the Case for an entire scene's variables that I can delete all at once?
 
Kind of like this:
this.SceneData.SceneVariable1
this.SceneData.SceneVariable2
this.SceneData.SceneVariable3
 
on scene conclusion
 
FunctionToDeleteAllDataChildren.this["S"+SceneNumber+"_SceneData
Posted

 

...

sexlab mods could be upgraded to start and use 0sex animations.

 

Okay, is there a way to have a dialogue system like SexLab?
Sexlab doesn't have dialogue system. Dialogue comes from other mods. That mods can be upgraded to start 0sex.
Posted

this is an  awsome thing you have here and i am having fun playing with it. but i have to know what are the two attached files at the bottem of the main post for? i just got the mod from the nexues site

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