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OSex+ The Greatest Virtual Sex Ever


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Hm.. Num 0 does nothing... May be a Linux/Wine problem... 

 

I have this little red square on the upper left side too.

 

Greetings Ly

 

Hi Ly,

The red square means the UI is working. I put it there as this is my first time working in Flash and I wasn't sure the UI would be in the correct place on the screen for different screen sizes and I wanted a way to verify it's location for the first test. It turns out that wasn't needed. Helps here a little bit in that if the UI is on then flash is working so there's no reason the operating system would interfere if it allows other UI things to get by. The papyrus is still rolling to so even if the UI couldn't be accessed your characters would get stacked up, frozen and tposed. 

 

I can't really see anything that would cause it to not respond though. For the test it's bound directly in the quest so I can't see what's causing it to not respond. It's a new mod and a new esp/quest so it wouldn't be an old save thing. Let me know if it gets fixed I'll think about it and see if I can notice anything that might be causing it.

 

Well, the UI is very clean and fast! However, can I make a suggestion for a mode that is text only, and uses default UI styles? This allows something that is a bit more seamless with the rest of the UI, and also allows any additions the framework to not feel out of place without custom symbols defined.

Boo,

Thanks i just wanted to say I hear what you are saying and will be styling the global sections of the UI in a Skyrim feel. The modules can use any kind of buttons they want and I will in time make some more general one's that feel like they belong to the Skyrim UI for other developers to use, but I'm considering pushing the OSex aesthetic a little closer to Skyrim also but maybe not. Buttons are customizable and chosen by the developer so it's a preference thing but your suggestion of a text based list is nice. I've got more serious things with the mod to take on now but will look in the future to have that be an option. It's possible without major changes to the system at the moment to have a list on the side be an option I just have to make and rig up a menu that can be chosen to present the data  that way.

 

God these animations are so smooth, it's amazing, there is nothing else like it.

 

I am still struggling learning how to work it though; but given how smooth they play it's more than worth the time spent figuring it out.

This is especially true after I've read through and see how much hard work and understanding you've put into making this.

 

Whatever you do going forward, thanks for everything you have done so far.

 

Thanks worksa for the nice comment!

 

Good news is that the next version doesn't use complicated keys anymore and has navigation menu UI to navigate the scenes with. instead of having to memorize keys you'll have on screen buttons describing what you can do and you just press them.

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Thanks for the explaination Ceo... Oke UI works but I couldn't start...

I have put the keybindings of 1.07c at the insert key (begin scene) and del (end scene) because Num 0 generally doesn't work for me... It may be a Linux or Wine problem... I will wait patiently for the version with MCM, so I can change the keybindings. 

 

Keep up the great work... 

 

Greetings Ly

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Hi Ceo

 

I was misunderstood, but reading myself again it's not so surprising. I'm a long time follower of this forum, and particularly of your amazing work recently. Just take it as a near-childish eagerness to see this mod working as you plan it to do.

 

Sure I can help. Not with animation or code because i have no skills, but I can certainly provide feedback. As a preamble, let me say this : when I once felt on sexlab I was blasted to see what is possible to do by simply modding a game (even if AAA one). And I discovered there was out there skilled people like you, driven by passion. Your mod coming to my eyes blasted me at the same level.

 

Skyrim was sleeping for years on my pc, and is now back again :)

 

As a disclaimer, I did not read all the 90+ pages of this thread, so bear with me in advance if there is no news.

 

About 1.063 (nexus one, stable) : working like a charm, these smooth and seamless animations and transitions are simply amazing. Special mention to the amount of documentation you have provided. 

 

However (but we were warned) the learning curve is non negligible, especially when the advertised help menu does not want to show itself, and the diificulty to find available keybinds for this mod on my heavily modded skyrim. It seems that you aim to simplify UI through menu in 1.08 and that is a good thing IMHO.

 

I have SOS alignment issues with this version but that is probably because I'm using a custom race. Or because actors of my scenes are not of the same height. 

 

About 1.07c : it was mentionned a little earlier, if we could have a link to your last versions under test on the front page, that would help us help you ! The only way to find them is to scan tons of pages to find out there are new versions, get the version number, and finally google it to reach the corresponding thread page.

 

Beyond that IMO it is working quite well for a testing version. Sure there is the in-tfc-when-finished-screw-the-camera issue but this is not a core feature. Still have the SOS alignment issues (but again probably the custom race or actors scale). 

 

When I discovered the commands changed, I felt sweaty at first. But I finally managed to discover part of them through trial-and-error. And the UI planned for 1.8 will definitely put this topic behind, so I will give it a try.

 

To conclude : this mod appears to be a breaktrough like sexlab, and beyond waiting for the next version ;), my imagination is rockeeting when I think about what some kind of merge of the two mods could do.

 

Thank you Ceo for your hard work, and especially for the courage you put in learning new things to achieve it.

 

 

 

 

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I was misunderstood, but reading myself again it's not so surprising. I'm a long time follower of this forum, and particularly of your amazing work recently. Just take it as a near-childish eagerness to see this mod working as you plan it to do.

 

I got you there. It would indeed be very bad to lose something with so much potential, but as i said you can relax coz thats not likely gonna happen since project is only building up and not really redoing things from scratch. (Ceo will shoot me for saying that after all the work that was made with UI) In the end you get same animations you had before + lots of good new stuff = progress.

 

Also i believe im not wrong to say that older versions are outdated and no longer supported (from development point of view) and everyone who wants to help should focus on 1.08 branch found here.

 

1.07 bugs are already reported and solutions have been made and posted or are in progress and will be fixed in 1.08.

 

 

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At least in the video game development realm now the syndrome seems to be release a shit game 1 year too early as long as it's decked out in microtransactions and cash out on it, I prefer the wait until it's good approach. Skyrim still has incredible graphic realism potential and the OSA overhaul will give the power to apply those graphics in endless ways. I read some people trashing my time investment in this project saying I was dumb not just animate in Steam Open Source Studio or whatever it's called, it seemed silly to me. Why would I want to make a one time short limited to involving the cast of Mass Effect and Cammy when I could integrate any animated scene and have it playout in multiple ways in AAA made high graphics moddable sandbox world.  

 

This. The Open Source Filmmaker guys have a point in that if a users goal is only to see adult animations, there are other platforms that go right to the point. I mean, why bother fighting dragons and collecting magic items on the way to watching an adult animation? But, the difference is that this mod allows the user to author the scene as it happens. The participants and actions are dynamic and interactive. So, you don't just fight dragons on the way to watch a movie. You start the game up to create your own movie that you have a lot of control over. Its not passive and it can be different every time. It helps that it's well executed. But, I really think the interactivity is the selling point that people are interested in.

 

I think that this idea may end up being more groundbreaking than you realize. The video game and adult industries are both huge and there is a lot of overlap among consumers. Add VR to the mix. Somebody is going to recognize the commercial potential there and the result, I believe, is going to be interactive like 0S. (Attempts have been made already. They just haven't gotten it right yet.)

 

 

 

Not super but it bugs me too. It's been on my to do list for ever to try to resolve a bit better but it's hard to figure out and I haven't really got into it. I know what you're talking about I think, and have some theories. If it's happening now in the current script you are working on and it's close to mine I think it's related to the translateTo event, and the camera assuming a different location due to it. The major thing I notice is concluding a scene with TFC toggled, when translate to is canceled the camera gets floated half wayish between where it should be and first person. 

 

Potentially Translate can be toned down but I'm not sure. I think the moment you turn it off if the player character is in the scene they are going to be pushed by the other actor's body despite being set to vehicle but it might be a good place to start testing. I'll look into it myself also and see. 

 

If this isn't the case what exactly is happening when it goes on? I might have an idea outside of that.

 

It sounds like the same thing. Basically, I toggle it off, the actors move slightly from scene location and the game is in this sort-of-locked state. The engine is actually still running. But, all inputs are still disabled... Hmmmm. Now that I wrote that out, I'm wondering if running the enable controls commands AFTER the tfc toggle would fix it...

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It sounds like the same thing. Basically, I toggle it off, the actors move slightly from scene location and the game is in this sort-of-locked state. The engine is actually still running. But, all inputs are still disabled... Hmmmm. Now that I wrote that out, I'm wondering if running the enable controls commands AFTER the tfc toggle would fix it...

 

 

Fixed it. I need to stop beating up on Papyrus and start looking at my own shortcomings. :D

 

It turned out that I had put the call that triggers TFC at the beginning of the shutdown process rather than the end.

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Kinky thank you, let me get the next version up that has a lot of the data entry stuff hooked up to take information so it will be easier to do, another day or two. You're already a huge help to the project and please don't feel obligated it's pretty painful entry to do but if you want to poke around it I'll post a bit of what could help me get it sorted out and ready for a proper launch.

 

 

 

Hi Ly,

I feel bad because you've been shut out now two versions in a row, sorry! I haven't been able to find an exact cause but most likely related to the num key like you are saying, have you had problems with that binding in previous versions and had to change it?

 

There most likely will not be an MCM anymore. I'm making my own config menus for OSA but they will be translatable in the same way so I'll need your help as always on that.

 

The menu's will take some time to make and complete and I have things higher on my priority so in the meantime up until the menus are ready I'll put a text document with the mod where you can change values to reassign some of the basic config options like the key bind.

 

Hi Ceo

 

 

Hi Aldo,

Thank you for the nice words! A lot of the issues in 1.06 should be in the past, I'd be curious to hear the results of the issue you face in the upcoming 1.08 versions. I believe a majority of the scaling alignment etc. should be resolve for custom races, for body and sos. Perhaps on a none xpmse variety skeleton I can't do much but as long as it's xmpse it should be fine.

 

Animations are relatively quick for me and so is putting in cool upgrades and possibilities to the system. Especially now with the UI the unique interactions possibilities are huge. It's the rebuilding that's such a time sync through all these iterations. Once the pieces are together in a stable build with a functioning framework I think growth will be rapid. What people really want out of the mod will happen quickly at that point. I'll be able to focus on just animating ( or if I do some code at least I'll be able to make new systems that are fun) and others will be able to animate their own projects so hopefully the library of scenes and possibilities will grow much faster since the animated content that OSA can play would no longer be based just on my available animating time.

 

 

 

 

Hi Pipdude,

When you have time can you share the code. I'd like a check IF TFC is in free mode to turn it off before concluding the scene as well, since that would remove that issue entirely and I havent' got around to looking into the functions to make it all work. A second thing I noticed is that if the scene starts while they player is in an animation with weapons drawn, (any time in combat) that it's GG for the playthrough after that. Something about starting a translate to while in special animation modes outside of walking makes it not able to restore control the exact thing you mentioned. I try to put a lot of shields in place for this but it slips by sometimes.

 

I think you're right about a system like this and the interactivity, how there is demand with no outlet that exists to fill that gap. I have a theory though that maybe in the current climate it can't be made professionally. I believe you can't get the AAA graphic sandbox that beth can deliver with a porn tag on the project, and by the time it got chewed up by a team it would be hyper-simplified to the point that it wasn't really a tool anymore to create anything but limited scenes like Neverwinter Foundry to casualify it for more sales. Most likely walls in place to make it unpornable also. Without the AAA status maybe the interactivity and porn side could be covered but it would have to be a subpar limited environment, like a single scene or some kind of IMVU thing instead of a world where you can also add armors, characters, moutnains, villages etc of any lore type. The porn side would most likely define the tools, narrowing it to hyper-sexualized McPorn, blunty male oriented, without the artistic oversight that an AAA would have.

 

Like in my UE4 endeavours I have no world, I have no FaceGen custom NPCs, i don't have trees, spells, voice acting, environment sounds, bunny rabbits, deer, weather systems, impossible timeframe. Beth does all that funding and gets the assets of the sandbox for us.

 

The licensing and PR also of it as modders we can bypass and have access to any 3rd party software to use in creation. It might be something that's only possible by modders and as a hobby. It's like some kind of perfect synergy because the popularity of modding Skyrim also makes available all these weird hax for professional programs etc to export exactly what we need. to take that whole side of the effort of licensing out of the way.

 

Just my thoughts though. On the cusp of true VR accessible to anyone to use or develop for who knows. Facebook is very upset about porn on the oculus, I know that. Oddly I'm not even that in for the porn but more so I don't like the watering down that has to go through professional development. All kinds of hypocritical morality dictating what I'm allowed to see or not. I want content that feels real has depth. As opposed to "Ceo is allowed to see all violence, allowed to see dialogue, not allowed to see this, read about this etc.: "Kill X bandit, get item, thank you for getting this for me here's gold." What I am allowed to partake in is covered pretty good so I'm focusing on the stuff on the outside.

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If I could change the keybindings in future versions it is OK for me to wait a little bit longer to test... The problem with the num0 I have in every version, don't know why.  But normally it is no problem. I change the keybinding and it works.

 

And I will be happy to help translating the new menu... :)

 

Greetings

Ly

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also Pipdude I've located the hud menu "Press E to talk to" That everyone hates during OSex. It's in the hudmenu.swf and the property name is : RolloverNameInstance. I'm assuming this would work:

 

For Entering the scene:

 

 UI.SetBool(HUD_MENU, "_root.HUDMovieBaseInstance.RolloverNameInstance._visible", false)

 UI.SetBool(HUD_MENU, "_root.HUDMovieBaseInstance.Crosshair._visible", false)

 UI.SetBool(HUD_MENU, "_root.HUDMovieBaseInstance.CompassShoutMeterHolder._visible", false)

 UI.SetBool(HUD_MENU, "_root.HUDMovieBaseInstance.EnemyHealth_mc._visible", false)

 UI.SetBool(HUD_MENU, "_root.HUDMovieBaseInstance.Stamina._visible", false)

 

True all on exit

 

Not working exactly but I am able to get:

 UI.SetBool(HUD_MENU, "_root.HUDMovieBaseInstance._visible", false)

to work which does basically what I want anyways. Maybe you have an idea why the smaller one's aren't working just to know, maybe I'm not being specific in the right thing I'm targeting.

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also Pipdude I've located the hud menu "Press E to talk to" That everyone hates during OSex. It's in the hudmenu.swf and the property name is : RolloverNameInstance. I'm assuming this would work:

 

For Entering the scene:

 

 UI.SetBool(HUD_MENU, "_root.HUDMovieBaseInstance.RolloverNameInstance._visible", false)

 UI.SetBool(HUD_MENU, "_root.HUDMovieBaseInstance.Crosshair._visible", false)

 UI.SetBool(HUD_MENU, "_root.HUDMovieBaseInstance.CompassShoutMeterHolder._visible", false)

 UI.SetBool(HUD_MENU, "_root.HUDMovieBaseInstance.EnemyHealth_mc._visible", false)

 UI.SetBool(HUD_MENU, "_root.HUDMovieBaseInstance.Stamina._visible", false)

 

True all on exit

 

Not working exactly but I am able to get:

 UI.SetBool(HUD_MENU, "_root.HUDMovieBaseInstance._visible", false)

to work which does basically what I want anyways. Maybe you have an idea why the smaller one's aren't working just to know, maybe I'm not being specific in the right thing I'm targeting.

 

 

I'm having to sign off for the night now. So, will answer your other post tomorrow. But, quickly on this, the vanilla UI also changes the visibility of those items independently as they are needed. So, there are times that you can turn them off and then Skyrim turns them back on. For example, if you turn them off then click the B button, they get turned back on when you exit back into the game.

 

There are some actionscript tricks using "prototype" that I believe will allow hijacking the _visible functions so that we can force them not to come back on perhaps while a global _HUDisOff flag is set to true. Will work on it soon when I can get some time.

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"Press E to talk to" That everyone hates during OSex. 

 

Arter this statement i find myself wandering about it. It would be awesome to make 0SEX controls through dialog. I draw a little image to show what i am thinking about, cuz my english is bad and it is easyer for me to show my thoughts this way. I am not talking this is the best thing and should be used immediately, but i hope when you relise the final wersion someone will make an extention like this. This menus with pictograms is awesome buy they look a little alien to the skyrim HUD. To boost immersion, it would be awesome to make dialog control the animations during sex. Wow, even gameplay things could be used, like huge speechcraft boost towards actor, currently in sex with player (example- when you want some info, but NPC refuze to give it to you, it could be the way to get information without speechcraft perks). Huge sorry if someone already talk about this. Even if it was me  :D
 

 

 

 

post-387295-0-41491700-1457676080_thumb.jpg
 

 

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If you ask me, having to climb a mountain and fight a dragon to get to an adult scene makes that adult way more worth it~

 

Huge tangent: I grew up before the prevalence of the internet, you had to find a way to get your hands on porn VCR tapes back then! It was real work to get to adult fun ;P

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Hi Pipdude,

When you have time can you share the code. I'd like a check IF TFC is in free mode to turn it off before concluding the scene as well, since that would remove that issue entirely and I havent' got around to looking into the functions to make it all work. A second thing I noticed is that if the scene starts while they player is in an animation with weapons drawn, (any time in combat) that it's GG for the playthrough after that. Something about starting a translate to while in special animation modes outside of walking makes it not able to restore control the exact thing you mentioned. I try to put a lot of shields in place for this but it slips by sometimes.

 

There may not be an API for checking directly if you're in TFC mode. So, you probably would need to keep track of an isTFC flag to conditionally turn it off. [While troubleshooting this, I did notice in the Sexlab code that there is a comment near a TFC call that says something about "deprecated". I'm not sure if they were referring to their own API or the use of TFC. Maybe there is some alternative?]

 

But, the code for turning it off, I'm not including any tricks around it:

MiscUtil.SetFreeCameraState(false)

I'm just running that as the very last close down command. When I ran it at the beginning of the close process, something after interfered with it and caused a freeze.

 

 

I think you're right about a system like this and the interactivity, how there is demand with no outlet that exists to fill that gap. I have a theory though that maybe in the current climate it can't be made professionally. I believe you can't get the AAA graphic sandbox that beth can deliver with a porn tag on the project, and by the time it got chewed up by a team it would be hyper-simplified to the point that it wasn't really a tool anymore to create anything but limited scenes like Neverwinter Foundry to casualify it for more sales. Most likely walls in place to make it unpornable also. Without the AAA status maybe the interactivity and porn side could be covered but it would have to be a subpar limited environment, like a single scene or some kind of IMVU thing instead of a world where you can also add armors, characters, moutnains, villages etc of any lore type. The porn side would most likely define the tools, narrowing it to hyper-sexualized McPorn, blunty male oriented, without the artistic oversight that an AAA would have.

 

Like in my UE4 endeavours I have no world, I have no FaceGen custom NPCs, i don't have trees, spells, voice acting, environment sounds, bunny rabbits, deer, weather systems, impossible timeframe. Beth does all that funding and gets the assets of the sandbox for us.

 

The licensing and PR also of it as modders we can bypass and have access to any 3rd party software to use in creation. It might be something that's only possible by modders and as a hobby. It's like some kind of perfect synergy because the popularity of modding Skyrim also makes available all these weird hax for professional programs etc to export exactly what we need. to take that whole side of the effort of licensing out of the way.

 

Agreed. The AAA shops are AAA because of non-adult title success. They have a lot to lose by risking negative attention to their brand. But, for someone wanting to start a new company around the idea, there is potential to make AAA shop money just on that type of product. For it to be successful, I would think that it would need to be an open-to-modding system.

 

Also agreed that the extent of the environment development matters. It provides dynamic possibilities for backdrops to interactivity. But, beyond that, I think there is a psychological effect where just knowing that the digital world you are in is so expansive sort of adds an increased realism feel to smaller interactions.

 

 

Just my thoughts though. On the cusp of true VR accessible to anyone to use or develop for who knows. Facebook is very upset about porn on the oculus, I know that. Oddly I'm not even that in for the porn but more so I don't like the watering down that has to go through professional development. All kinds of hypocritical morality dictating what I'm allowed to see or not. I want content that feels real has depth. As opposed to "Ceo is allowed to see all violence, allowed to see dialogue, not allowed to see this, read about this etc.: "Kill X bandit, get item, thank you for getting this for me here's gold." What I am allowed to partake in is covered pretty good so I'm focusing on the stuff on the outside.

 

Might sound strange. But, I think that there is actually a moral case to be made for these types of games. It involves fictional characters. In porn or prostitution there are real life consequences for the people involved. Digital fantasy is arguably healthier for society than the traditional options.

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There may not be an API for checking directly if you're in TFC mode. So, you probably would need to keep track of an isTFC flag to conditionally turn it off. [While troubleshooting this, I did notice in the Sexlab code that there is a comment near a TFC call that says something about "deprecated". I'm not sure if they were referring to their own API or the use of TFC. Maybe there is some alternative?]

 

But, the code for turning it off, I'm not including any tricks around it:

MiscUtil.SetFreeCameraState(false)

I'm just running that as the very last close down command. When I ran it at the beginning of the close process, something after interfered with it and caused a freeze.

 

It is possible that there is alternative. I think ive seen WaxenFigure saying to someone not to use tfc command but to use Numpad 3 instead. But i cant find where ive seen it...

 

 

Ok found it: here

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There may not be an API for checking directly if you're in TFC mode. So, you probably would need to keep track of an isTFC flag to conditionally turn it off. [While troubleshooting this, I did notice in the Sexlab code that there is a comment near a TFC call that says something about "deprecated". I'm not sure if they were referring to their own API or the use of TFC. Maybe there is some alternative?]

 

But, the code for turning it off, I'm not including any tricks around it:

MiscUtil.SetFreeCameraState(false)

I'm just running that as the very last close down command. When I ran it at the beginning of the close process, something after interfered with it and caused a freeze.

 

It is possible that there is alternative. I think ive seen WaxenFigure saying to someone not to use tfc command but to use Numpad 3 instead. But i cant find where ive seen it...

 

 

Ok found it: here

 

 

Thank you. I'll dig in there when I get a chance to see what command(s) Num3 is running there.

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I have a question... I couldn't find a solid yes or no towards what I was searching for so hopefully I can get a fair answer here. I would much more prefer as perfect of an alignment as you have in your .GIFs, so is it possible to either get your characters available to the public, the scales and whatnot of your characters so I can make my current match up with yours for a perfect alignment or have a tutorial for a novice to be able slightly modify the animations so they fit their current characters once again, perfectly and for personal use? It's a fantastic mod and I would like to get the best of the best out of it and it seems like a possibility, I would be willing to put a lot of effort into the previously mentioned if needed, thanks!

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Perfect alignment is there out of the box. In my case Im using SOS full and UUNP bodies. I even have a mod that changes race hights but Osex alighns them perfectly anyway. So it should work with CBBE as well. This alignment is done by auto scaling of actors. Actor scaling is not included in 1.08 preview but will be added in next release. Also CEO mentioned that he doesnt want to share his characters.

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