GLSDesign Posted April 4, 2016 Posted April 4, 2016 Yes, it didn't work for me too... Have tested different keys. Insert like my keybinding from 0sex 1.07, S like start and the home key... Nothing. Â Had a idea... Have connected a US keyboard and set my operating system to US... But nothing. The localisation of the keyboard has no effect. I think it is a problem with Linux and/or Wine... Â Thanks for your try to help. I'll wait patiently for a version with MCM. And in the meanwhile I have fun with the 1.07... Â Â Greetings Ly
CEO 0S Posted April 4, 2016 Author Posted April 4, 2016 Yes, it didn't work for me too... Have tested different keys. Insert like my keybinding from 0sex 1.07, S like start and the home key... Nothing.  Had a idea... Have connected a US keyboard and set my operating system to US... But nothing. The localisation of the keyboard has no effect. I think it is a problem with Linux and/or Wine...  Thanks for your try to help. I'll wait patiently for a version with MCM. And in the meanwhile I have fun with the 1.07...   Greetings Ly  It's strange, the only thing that varies is that the MCM is detecting the DXScanCode of the keypress, other then that it's binded the same. It means there's some number that would work in the document to bind it but I'm not sure why it's different for some users.  It might have to do with HexCode, the MCM might see the keypress as Hex instead of decimal and for some reason for some users it can't make the decimal conversions. That's the only thing I can think of for now. It would explain why the initial keys didn't work in prior OSex's as well since they are all initially defined as a decimal.  Sorry Ly I'll keep looking into it and will try to put a temporary MCM in the next version at least to rebind keys until the problem is solved.  ---------------  Ly sorry one more question, in the previous versions of OSex did you have to rebind the DPAD keys also, did every key need to be rebound or just some. If so just to test would you be able to try binding to keys that worked without rebinding in previous OSex just to see. For example if the DPAD worked without rebinding in the MCM just try the DXscan code for one of those keys in bind="" and see if that at least will start it.
GLSDesign Posted April 4, 2016 Posted April 4, 2016 The only key I have to rebind in 1.07 is the scene start key... The other keys working with the preset, inkl Numpad8 for the stripping menu or the rest of the quick keys at the numpad. Only numpad0 doesn't work, so I put the scene start at the insert key at the left side from home key...  I have tried in 1.08 some different keys that working with 1.07... But nothing... No reaction.  Greetings Ly
CFU Posted April 4, 2016 Posted April 4, 2016 Just to be sure I haven't missed anything, there isn't a key to switch actor positions in 1.08 is there?
Kinky Posted April 4, 2016 Posted April 4, 2016 Pipdude and CEO, im not sure if i got correctly what you are talking about but i remember that SOS had problem with TFC. In TFC mode schlong was not visualy added to the body (on armor unequip). Im not sure if this was later fixed. Â Â More info here.
pipdude Posted April 4, 2016 Posted April 4, 2016 Pipdude and CEO, im not sure if i got correctly what you are talking about but i remember that SOS had problem with TFC. In TFC mode schlong was not visualy added to the body (on armor unequip). Im not sure if this was later fixed. Â Â More info here. Â Thank you. This has to do with equipment. But, it's kind of related because I can see that the SOS part works properly in TFC (SOS appears and disappears at right times). So, they must have found a fix and it suggests they might have some kind of solution that could work for equipment. Will look through that thread to learn more.
pipdude Posted April 4, 2016 Posted April 4, 2016  Pipdude and CEO, im not sure if i got correctly what you are talking about but i remember that SOS had problem with TFC. In TFC mode schlong was not visualy added to the body (on armor unequip). Im not sure if this was later fixed.   More info here.  Thank you. This has to do with equipment. But, it's kind of related because I can see that the SOS part works properly in TFC (SOS appears and disappears at right times). So, they must have found a fix and it suggests they might have some kind of solution that could work for equipment. Will look through that thread to learn more.   Fixed it. Your SOS reference helped because the code showed that they used QueueNiNodeUpdate in TFC mode to fix.  That didn't work initially for me. But, I added a Utility.Wait between the equip and update and it worked. Guess it just needs a frame to recognize the change on the actor in that camera mode.  Thanks again!
Kinky Posted April 4, 2016 Posted April 4, 2016 Just to be sure I haven't missed anything, there isn't a key to switch actor positions in 1.08 is there?  No there isnt.    Pipdude and CEO, im not sure if i got correctly what you are talking about but i remember that SOS had problem with TFC. In TFC mode schlong was not visualy added to the body (on armor unequip). Im not sure if this was later fixed.   More info here.  Thank you. This has to do with equipment. But, it's kind of related because I can see that the SOS part works properly in TFC (SOS appears and disappears at right times). So, they must have found a fix and it suggests they might have some kind of solution that could work for equipment. Will look through that thread to learn more.   Fixed it. Your SOS reference helped because the code showed that they used QueueNiNodeUpdate in TFC mode to fix.  That didn't work initially for me. But, I added a Utility.Wait between the equip and update and it worked. Guess it just needs a frame to recognize the change on the actor in that camera mode.  Thanks again!   No problem, im glad it helped.
surplusDOS Posted April 4, 2016 Posted April 4, 2016 I'd like to start off by saying that this is a damn good mod, and I appreciate all the time and effort you put into this and helping out the community. It really is greatly appreciated, and quite humbling to have an animator of your caliber here. Here's to hoping you stick around for some time yet  On a separate note, I'm getting a warning from Sexlab about an "outdated or missing version of PapryusUtil", it's from this mod, I tried uninstalling it and presto, it's gone, so it doesn't look like it's from SOS, but it doesn't SEEM to be affecting anything just yet. I'd rather err on the side of caution however, and was wondering if anyone knows of a fix for this. I'm using MO if that makes a difference. The actual 0Sex and Sexlab animations are working fine, it's just the error message that concerns me.
pipdude Posted April 4, 2016 Posted April 4, 2016 I'd like to start off by saying that this is a damn good mod, and I appreciate all the time and effort you put into this and helping out the community. It really is greatly appreciated, and quite humbling to have an animator of your caliber here. Here's to hoping you stick around for some time yet  On a separate note, I'm getting a warning from Sexlab about an "outdated or missing version of PapryusUtil", it's from this mod, I tried uninstalling it and presto, it's gone, so it doesn't look like it's from SOS, but it doesn't SEEM to be affecting anything just yet. I'd rather err on the side of caution however, and was wondering if anyone knows of a fix for this. I'm using MO if that makes a difference. The actual 0Sex and Sexlab animations are working fine, it's just the error message that concerns me.  Install this: http://www.nexusmods.com/skyrim/mods/58705  And order it after SOS, Sexlab and 0S.
surplusDOS Posted April 4, 2016 Posted April 4, 2016 Â Install this:Â http://www.nexusmods.com/skyrim/mods/58705 Â And order it after SOS, Sexlab and 0S. Â Works like a charm, thanks mate!
CEO 0S Posted April 5, 2016 Author Posted April 5, 2016    Pip dude, it was totally clear. It's just something I've been learning with actionscript is that in being so much more open then papyrus there's all kinds of small oversights I make a long the way in terms of managing all the details.  Your examples were great and you cleared up a lot of fine points for me that I wasn't understanding, most importantly I read documentation saying that the constructor couldn't take properties but I see now that it can and that only applied to movie clips I guess. I've been able to make classes without being in an mc now do whatever I want and it seems like a much better solution.  ------------------------------------------------------------------------------------- Update:  I got the sound engine up and basically finished all the data loading processes for all events the mod uses so the pace is picking up for completion now that the foundation is getting completely filled out. Speculated at the end of 1.07 that maybe the drops and heaviness of the mod was just due to all the Identity stuff going on but it seems much faster even with all systems in play now.  I've been working on the side menu too, to finish autonav / roulette options and made a sexy Tween menu for the side panel options I think you guys are going to like.  The form list system now complete seems pretty efficient and clean on the script side and easier to set up then the JSON version. I'll post some of the segments here as examples of what to expect from the identity XML.  The voice map for VoicePrimal which is grunts and pants etc. this is the (Mouth stuffed version)  You can see on the top line what has to be filled in: 1. Name of the ID Pack which you use to assign the pack to specific actors or a default pack. 2. Put in the name of the .esp or .esm of the formlist that holds the sounds. 3. The formid from the creationkit of the formlist (turned to decimal). 4. Index number of the type of pack. This is Voice Primal (Mouth stuffed) which is pack 11.  (To explain I use a FormList[] in the script so when it plays a sound it looks like this: (for example phys_3) FormList[11].getAt(2)  5. ix after each type of sound is the index in the form list of the sound marker for the sound.    Left part of the word title is the strength of the sound, subtle < > loud. effort is slight sounds as a result of just working hard, phys is the physical sound of the animation, in this case it's kind of a throat mouth sound. Frenzy is for crazy sex sounds, Flavor is for playful sex sounds The number that follows example subtle_2 <-  is the fullness / drama of the sound so you can use more elaborate sounds without worrying about them getting overplayed maintaining a baseline of more ambient stuff.  You can make up your own titles or add new blocks in here but to have them be used you would have to make a custom identity class for the actor to add the new titles into their sound play pattern. Generally sticking to the defaults would allow it to be more modular and allow the voice to plug into any play pattern map however at max effect.  <fmap id="OFem" mod="0SA.esp" formid="8987" ix="11">  <phys_l ix="0"/> <phys_2 ix="1"/> <phys_3 ix="2"/>  <effort_l ix="3"/> <effort_2 ix="4"/> <effort_3 ix="5"/>  <subtle_l ix="6"/> <subtle_l ix="7"/> <subtle_l ix="8"/>  <subtle_l ix="9"/> <subtle_2 ix="10"/> <subtle_3 ix="11"/>  <medium_1 ix="12"/> <medium_2 ix="13"/> <medium_3 ix="14"/>  <loud_1 ix="15"/> <loud_2 ix="16"/> <loud_3 ix="17"/>  <frenzy_1 ix="18"/> <frenzy_2 ix="19"/> <frenzy_3 ix="20"/>  <flavor_1 ix="21"/> <flavor_2 ix="22"/> <flavor_3 ix="23"/>  <gag_l ix="24"/> <gag_m ix="25"/> <gag_h ix="26"/>  </fmap>    Example of an expression xml file 1. R1 is an output of a score from 0-4. In this case it's intensity, so at low speeds it uses the first r1 and moves towards the final r1 as speed increases. 2. t is the expression type you want to use, a is the power of that expression type, pan is a min max range around that power amount. (a=80 v=20 will output between 60 and 100.) Each n is a potential expression at that rank, per is percent saying how often that <n> will occur compared to the other <n>s     <expression> <r1 per="60" fn="multipoint"> <n t="14" a="80" pan="20" per="50"/> <n  t="0" a="90" pan="20" per="100"/> </r1>  <r1 per="60" fn="multipoint"> <n t="14" a="60" pan="40" per="50"/> <n t="3" a="60" pan="40" per="100"/> </r1>  <r1 per="60" fn="multipoint"> <n t="14" a="60" pan="40" per="50"/> <n t="3" a="60" pan="40" per="100"/> </r1>  <r1 per="60" fn="multipoint"> <n t="14" a="80" pan="20" per="30"/> <n t="4" a="80" pan="20" per="50"/> <n t="1" a="80" pan="20" per="70"/> <n t="0" a="60" pan="20" per="90"/> <n t="3" a="60" pan="20" per="100"/> </r1>  <r1 per="60" fn="multipoint"> <n t="14" a="90" pan="10" per="30"/> <n t="4" a="90" pan="10" per="50"/> <n t="1" a="90" pan="10" per="70"/> <n t="0" a="90" pan="20" per="90"/> <n t="3" a="80" pan="20" per="100"/> </r1> </expression>     I'll put up a full scene xml also to see, this is pretty much finalized. As a note this has nothing to do with Sexdentity and would only have to be created by an animator that wanted to make OSA scenes. This is about as full as they get because it's a scene with speeds, identity, AINavigation so pretty much everything. The only thing it should have expanded is the eye directions since it only has <primary>. Most scenes don't need this much stuff.    Don't mind the long intimidating lines like these: 0MF|Sy6!Sy6|Sx|StOvBa2SxPm that's just the scene ID style I use and could just as easily be a lot more friendly. Due to the amount of animations in OSex I have to use complicated abbreviations etc. to keep it organized.   <scene id="0MF|Sy6!Sy6|Sx|StOvBa2SxPm" actors="2" style="OScene"> <info name="Standing O, Arched Back | Sex, Pumps" animator="Ceo"/>  ;ID of the scene and some title, credits stuff  <region om="A" maj="S" min="S" stage="" step="" story=""/>  ;Region is for AI Nav to find the scene  <anim id="0Sx0MF_Sx-StOvBa2SxPm_S1" t="L" l="2"/>  ;anim is the animation ID, type and length  <speed a="0" min="0" max="4" name="thrusts"> <menu ub="OT_SyPlus01_BKWH" uo="OT_SyPlus01_BEWH" ux="" ut="Thrust faster." db="OT_SyMinus01_BKWH" do="OT_SyMinus01_BEWH" dx="" dt="Thrust slower."/> <sp mtx="Idle" tar="1" type=""> <anim id="0Sx0MF_Sx-StOvBa2SxPm_S0" t="L" l="2"/></sp> <sp mtx=".5 thrusts per second"> <anim id="0Sx0MF_Sx-StOvBa2SxPm_S1" t="L" l="2"/></sp> <sp mtx="1 thrust per second"> <anim id="0Sx0MF_Sx-StOvBa2SxPm_S2" t="L" l="2"/></sp> <sp mtx="2 thrusts per second"> <anim id="0Sx0MF_Sx-StOvBa2SxPm_S3" t="L" l="2"/></sp> <sp mtx="3 thrusts per second"> <anim id="0Sx0MF_Sx-StOvBa2SxPm_S4" t="L" l="2"/></sp> </speed>  ;speed pack which has an anim block for each speed, and some text and buttons for the speed + - menu.  <nav style="NP1"> <actor a="0" t="A1" t="S" b="s_osx_d"> <xmenu cmd="speed"/> <page pt="G1" t="1" b="m_tri_op"> <bt t="A" b="a_ci_bw" h="h_gid_ic" i="a_osx_stbkstra01a_f"> <n dest="0MF|Sy6!Sy6|Sx|StOvBa2SxPm+01SoBkSxHT" desc="Straighten $P1 back and thrust harder."/></bt> </page> <page pt="G1" t="1" b="m_mgen_ic"> <bt t="A2V" b="a_r2v_bw" h="hr2v_ten_ic" i="ar2v_osx_penpusfr01x_f"> <n dest="0MF|Sy6!Sy6|Sx|StOvBa2SxPm+01Po" desc="Pull yourself out."/></bt> </page> </actor> </nav>  ;Nav menu to set up the buttons and say the destination they send you to.  <eyes a="0"> <primary u="30" d="100" l="0" r="20"/> </eyes> <eyes a="1"> <primary u="0" d="30" l="0" r="100"/> </eyes>  ;Eye direction data for each actor  <identity s="sex" n="default"/> <identity s="sex" n="default"/>  ;Identity tag words for the scene.  <autonav> <hub b="0MF|Sy6!Sy6|Sx|StOvBa2SxPm+01Po"/> <loc StOvBo2SxHT="0MF|Sy6!Sy6|Sx|StOvBa2SxPm+01SoBkSxHT"/> </autonav>  ;autonavigation directions that ties in with region  </scene>   Next demo will be soon and it will be just shy of everything 1.07 had. Post scene -esg redress and some menus are still left to do.
aljustineg Posted April 5, 2016 Posted April 5, 2016 is there going to be a up and down actor position alignment like in sexlab when you click the : key on your next version?
CEO 0S Posted April 5, 2016 Author Posted April 5, 2016 is there going to be a up and down actor position alignment like in sexlab when you click the : key on your next version? Â Not in the next but maybe before official release of 1.08.
Nite_Star Posted April 5, 2016 Posted April 5, 2016 OK I'm lost here, I got the version from Nexus is this the latest as been away for a while.
CEO 0S Posted April 5, 2016 Author Posted April 5, 2016 OK I'm lost here, I got the version from Nexus is this the latest as been away for a while. Â Yea everything since then is testing drafts but I haven't been able to make a finalized one I'm happy with yet. We're on the last stages of the next draft for nexus however so it will most likely be very soon. Â The 1.07s have more animations and stronger identity expressions/sounds and framework capacity but they all have performance issues. Â The 1.08s are better all around but don't have all the features in yet of 1.06 and 1.07. I'm working on finishing this now.
Nite_Star Posted April 5, 2016 Posted April 5, 2016 Â OK I'm lost here, I got the version from Nexus is this the latest as been away for a while. Â Yea everything since then is testing drafts but I haven't been able to make a finalized one I'm happy with yet. We're on the last stages of the next draft for nexus however so it will most likely be very soon. Â The 1.07s have more animations and stronger identity expressions/sounds and framework capacity but they all have performance issues. Â The 1.08s are better all around but don't have all the features in yet of 1.06 and 1.07. I'm working on finishing this now. Â Â Aah OK sweet, thanks for reply.
Kinky Posted April 5, 2016 Posted April 5, 2016 Ceo is 1.08 still using json files? I ask coz i found some in my MO overwrite folder (_engine) and im not sure if they are from latest or 1.07 version.
CEO 0S Posted April 5, 2016 Author Posted April 5, 2016 Ceo is 1.08 still using json files? I ask coz i found some in my MO overwrite folder (_engine) and im not sure if they are from latest or 1.07 version. Â No more JSON in 1.08, _engine is left over from 1.07 definitely. The OSA folder should just have "_0S" and "mod" in it now.
Zloypryanik Posted April 5, 2016 Posted April 5, 2016 so do we have now a dyndolod compability or we still don't? *insert trollface here*
Gulfwulf Posted April 5, 2016 Posted April 5, 2016 so do we have now a dyndolod compability or we still don't? *insert trollface here* I haven't run into issues with the 1.08 demo.
Kinky Posted April 5, 2016 Posted April 5, 2016 so do we have now a dyndolod compability or we still don't? *insert trollface here* Â There never was incompatibility with 0sex and Dyndolod (Although for some people this is difficult to understand for some reason). Only issue is both mods use different version of papyrus utility so if you install newest papyrus utility separately from both mods and overwrite both mods they work perfectly fine. Â Also 0sex 1.08 does not include papyrus utility anymore and doesnt use it. Â
Zloypryanik Posted April 5, 2016 Posted April 5, 2016 Â so do we have now a dyndolod compability or we still don't? *insert trollface here* Â There never was incompatibility with 0sex and Dyndolod (Although for some people this is difficult to understand for some reason). Only issue is both mods use different version of papyrus utility so if you install newest papyrus utility separately from both mods and overwrite both mods they work perfectly fine. Â Also 0sex 1.08 does not include papyrus utility anymore and doesnt use it. Â Â Man, i'm just trolling the guy who was demanding the dyndolod compability:)
pipdude Posted April 6, 2016 Posted April 6, 2016 I think that one of the combat moves in this mod should now be called "The Dyndolod".
Rangerspock Posted April 6, 2016 Posted April 6, 2016 I think that one of the combat moves in this mod should now be called "The Dyndolod". I second that motion.... lol
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