Dauvmire Posted April 25, 2016 Posted April 25, 2016 I'm not having any luck with this new version, likely due to something I've screwed up. I can't even get past the loading screen, as the game crashes everytime I attempt to load a save. This also happened with the previous version and I just gave up, content with the "1.07B Alpha" which worked almost flawlessly. I have tried a clean save, updated PapyrysUtil, SKSE, XPMSE and FNIS with no luck. Â It's gotta be a conflict of some kind, right? Or something to do with load order maybe? Â The new version looks great and I can't wait to try it out.
CEO 0S Posted April 25, 2016 Author Posted April 25, 2016 I'm not having any luck with this new version, likely due to something I've screwed up. I can't even get past the loading screen, as the game crashes everytime I attempt to load a save. This also happened with the previous version and I just gave up, content with the "1.07B Alpha" which worked almost flawlessly. I have tried a clean save, updated PapyrysUtil, SKSE, XPMSE and FNIS with no luck.  It's gotta be a conflict of some kind, right? Or something to do with load order maybe?  The new version looks great and I can't wait to try it out.  Hi Dauvmire, Try this first to see if it's the issue, load screen sounds like a FNIS thing:  In this folder:  Data\meshes\actors\character\behaviors\  You'll see a bunch of behavior files. You'll want to make sure the old 0Sex one's are completely gone, I started grouping my animations differently in 1.08 so it has new behavior files but I think if the old ones are left around it will crash your game.  It's a bit tricky because they are similar in name so most likely uninstalling 1.08C then looking to see if anything: FNIS_0Sex or FNIS_0SA is in there, if it is delete it, reinstall OSex run FNIS and it will most likely work.  Here's the current packs you should have (But watch out because they are almost exactly the same as the old names I used to use just a few changes) Anything else in there that is from me besides these should be taken out:  FNIS_0Sex_0MF_D_Behavior   (Doggy Style) FNIS_0Sex_0MF_K_Behavior   (Kneeling) FNIS_0Sex_0MF_M_Behavior   (Missionary) FNIS_0Sex_0MF_S_Behavior   (Standing) FNIS_0Sex_0MF_U_Behavior   (Laying on the ground stuff) FNIS_0Sex_BB_A_Behavior    (Bad boys of Skyrim) FNIS_0Sex_EMF_A_Behavior   (Clothing / Stripping)  Let me know if this isn't the case and I'll see what else can be done, we can definitely get it working. It's more polished then 1.07B so definitely worth it even if you don't count the UI.  Also there are just enough animations available for Skyrim at the moment to break the game I believe so if you have everything possible / pose packs / sex lab / zaz / dance stuff it's possible to hit a certain number of animations where Skyrim breaks. Doubt this is the case but just to be sure it's possible the couple added animations tipped it over a breaking point. Â
Dauvmire Posted April 25, 2016 Posted April 25, 2016 Thanks for the help. Deleting "FNIS_0SA_System_Behavior" gets me past the loading screen, but now I'm experiencing some erratic animation glitches. Pressing "0" on the numpad often causes the two actors to merge together, or "embrace" from a considerable distance and animations will begin and then quickly end before completion. What did I do wrong? Â The UI looks great, btw, from what little I saw.
Kinky Posted April 25, 2016 Posted April 25, 2016 Thanks for the help. Deleting "FNIS_0SA_System_Behavior" gets me past the loading screen, but now I'm experiencing some erratic animation glitches. Pressing "0" on the numpad often causes the two actors to merge together, or "embrace" from a considerable distance and animations will begin and then quickly end before completion. What did I do wrong? Â The UI looks great, btw, from what little I saw. What actors did you target for sex?
CFU Posted April 25, 2016 Posted April 25, 2016 I like the new roulette system! Though Skyrim freezes when I choose the suggestive option. Others seem to work just fine.
CEO 0S Posted April 25, 2016 Author Posted April 25, 2016 Thanks for the help. Deleting "FNIS_0SA_System_Behavior" gets me past the loading screen, but now I'm experiencing some erratic animation glitches. Pressing "0" on the numpad often causes the two actors to merge together, or "embrace" from a considerable distance and animations will begin and then quickly end before completion. What did I do wrong? Â The UI looks great, btw, from what little I saw. Â Â Hi Dauvmire, Â Sorry I left that one out you do need that one to get the animations started. "0SA_System" try putting it back in from the zip run FNIS again and see. Maybe shifting some things around wound up fixing the issue. Let me know what happens please either way.
Erstam Posted April 25, 2016 Posted April 25, 2016 Â I would need some help from someone with CK knowledge: Â This will have to help me because since the start of this project I haven't found a way to remove animals for proper targets. As far as I can see they are considered an actor just like any character with no designation that they are an animal. Â I could use flags like isplayablerace but that would block out custom npcs who are a custom race but not playable. There's no way to be sure custom npcs would have the correct keywords in place to pass a check like this also. Â Would creatureFaction be a surefire way to rule this out? I would need some kind of work around in case people didn't want to make animations with creatures. Â Â All humanoid, non-creature actors should have the keyword "ActorTypeNPC" if they are properly set up in the CK. If you're doing this on the Papyrus side, just use HasKeywordString("ActorTypeNPC") on the actor. And to rule out children: !theActor.IsChild(). Â
LucasHM Posted April 25, 2016 Posted April 25, 2016 Just installed 0Sex1.08D3, and I have been trying to update FNIS Behavior trough FNIS application, and I get this message, no matter how many times I've tried.  Reading 0Sex_BB_A ERROR(9): Index was outside the bounds of the array. Just installed 0Sex1.08D3, and I have been trying to update FNIS Behavior trough FNIS application, and I get this message, no matter how many times I've tried.  Reading 0Sex_BB_A ERROR(9): Index was outside the bounds of the array. Â
Ariharu Posted April 25, 2016 Posted April 25, 2016  Just installed 0Sex1.08D3, and I have been trying to update FNIS Behavior trough FNIS application, and I get this message, no matter how many times I've tried.  Reading 0Sex_BB_A ERROR(9): Index was outside the bounds of the array. Just installed 0Sex1.08D3, and I have been trying to update FNIS Behavior trough FNIS application, and I get this message, no matter how many times I've tried.  Reading 0Sex_BB_A ERROR(9): Index was outside the bounds of the array.  FNIS.png   Did you have any of previous versions before? If yes - you need to uninstall it properly: delete each related file, then run FNIS, then install new version and run FNIS again. This should help. And make sure your FNIS is up to date, actually.
pipdude Posted April 25, 2016 Posted April 25, 2016   Just installed 0Sex1.08D3, and I have been trying to update FNIS Behavior trough FNIS application, and I get this message, no matter how many times I've tried.  Reading 0Sex_BB_A ERROR(9): Index was outside the bounds of the array. Just installed 0Sex1.08D3, and I have been trying to update FNIS Behavior trough FNIS application, and I get this message, no matter how many times I've tried.  Reading 0Sex_BB_A ERROR(9): Index was outside the bounds of the array.  FNIS.png   Did you have any of previous versions before? If yes - you need to uninstall it properly: delete each related file, then run FNIS, then install new version and run FNIS again. This should help. And make sure your FNIS is up to date, actually.   You got it working?
migal130 Posted April 25, 2016 Posted April 25, 2016 CEO, Â I've been trying to catch up on what I missed here the last few days and I think I saw something that surprised me. Â You're trying to handle vocalization and accompanying phonemes outside Skyrim's own engine?
Ariharu Posted April 25, 2016 Posted April 25, 2016    Just installed 0Sex1.08D3, and I have been trying to update FNIS Behavior trough FNIS application, and I get this message, no matter how many times I've tried.  Reading 0Sex_BB_A ERROR(9): Index was outside the bounds of the array. Just installed 0Sex1.08D3, and I have been trying to update FNIS Behavior trough FNIS application, and I get this message, no matter how many times I've tried.  Reading 0Sex_BB_A ERROR(9): Index was outside the bounds of the array.  FNIS.png   Did you have any of previous versions before? If yes - you need to uninstall it properly: delete each related file, then run FNIS, then install new version and run FNIS again. This should help. And make sure your FNIS is up to date, actually.   You got it working?  Nope, i has same problem with other mod earlier. I'm on my job now, so i can't check anything, but i have some thoughts about it. I have another Windows installed on diffirent SSD. Gonna try there exactly same mod build i have now, and if not working - uninstall the game comletely and try with fresh client. Not sure when i'll have time for all this. Tomorrow may be.
CEO 0S Posted April 25, 2016 Author Posted April 25, 2016  Thanks Pipdude for the parser awesome!  Yes I think the key section is the part of nioverride I have no idea what to do with it seems to want a mod name to be input into it might be something else though. The wall I see with flash controlling mfg is that you're still at the whim of Skyrim making movements once per frame and don't really know when it's going to be done. In just communicating with it it's possible as efficient as it can get for what it's doing but they areas it gets weird in would be if two parts of the mod want to both adjust sometimes or if papyrus gets bottle necked and doesn't get around to finishing something before the next order shows up. It could handle them one at a time but I think some of the effect is having multiple adjustments taking place at once. The flash approach would maybe make it not have to kick off the blending everytime with getting the current value of the MFG / PH which would take a lot of strain I imagine. I'll think about it and see what could be done. I think they are handled differently, they appear to be just a stored value, if i recall when I looked at the C+ so it might not be expensive and the many motions might be the biggest culprit which I don't see a way around.  Good idea on the erection. I could put it on a Event OnObjectUnequipped(Form Item, ObjectReference ShitIdontNeed) in Actra. and call it once at the start. Only issue is it would do many times on full strip upwards of 30  might not really matter though and maybe I could stop that with a bool.     Hi Lucas, the top 4 fnis entries are old and most likely messing you up. Check the behavior file in the zip and make sure those are the only 0S one's installed, there's some risidual oSex stuff from prior versions left in that folder.  CEO,  I've been trying to catch up on what I missed here the last few days and I think I saw something that surprised me.  You're trying to handle vocalization and accompanying phonemes outside Skyrim's own engine?  Hi Migal, yea I've always done it like that so the phonemes and modifiers can blended by the script instead of snapping into place. Expressions I use Skyrim for. When sound packs are added to the mod each entry has a line where you input vowels which is the shape of the mouth that sound would visually make the most sense with ex: lshape="a0o0u0". Looks a little weird there but it's basically saying a o u lip shape the 0 is the power of the mouth shape from 0-2 so all 3 of those vowels at 0 power.  That ties into the lip shape class actors get which your post was referring too I think.  The movement is basically just this function:    Function blendPh(actor zAct, int zGoal, int zCur, int zMode, int zSpeed) global    If zCur > zGoal   While zCur > zGoal   zCur -= zSpeed   MfgConsoleFunc.SetPhoneme(zAct, zMode, papyrusUtil.ClampInt(zCur, 0, 100))   EndWhile ElseIf zCur < zGoal   While zCur < zGoal   zCur += zSpeed   MfgConsoleFunc.SetPhoneme(zAct, zMode, papyrusUtil.ClampInt(zCur, 0, 100))   EndWhile EndIf   EndFunction  zCur starts as a getPhoneme, zGoal is what the script wants it to be, speed is how much between each visual tick which I leave at 3.
LucasHM Posted April 25, 2016 Posted April 25, 2016   Thanks Pipdude for the parser awesome!  Yes I think the key section is the part of nioverride I have no idea what to do with it seems to want a mod name to be input into it might be something else though. The wall I see with flash controlling mfg is that you're still at the whim of Skyrim making movements once per frame and don't really know when it's going to be done. In just communicating with it it's possible as efficient as it can get for what it's doing but they areas it gets weird in would be if two parts of the mod want to both adjust sometimes or if papyrus gets bottle necked and doesn't get around to finishing something before the next order shows up. It could handle them one at a time but I think some of the effect is having multiple adjustments taking place at once. The flash approach would maybe make it not have to kick off the blending everytime with getting the current value of the MFG / PH which would take a lot of strain I imagine. I'll think about it and see what could be done. I think they are handled differently, they appear to be just a stored value, if i recall when I looked at the C+ so it might not be expensive and the many motions might be the biggest culprit which I don't see a way around.  Good idea on the erection. I could put it on a Event OnObjectUnequipped(Form Item, ObjectReference ShitIdontNeed) in Actra. and call it once at the start. Only issue is it would do many times on full strip upwards of 30  might not really matter though and maybe I could stop that with a bool.     Hi Lucas, the top 4 fnis entries are old and most likely messing you up. Check the behavior file in the zip and make sure those are the only 0S one's installed, there's some risidual oSex stuff from prior versions left in that folder.  CEO,  I've been trying to catch up on what I missed here the last few days and I think I saw something that surprised me.  You're trying to handle vocalization and accompanying phonemes outside Skyrim's own engine?  Hi Migal, yea I've always done it like that so the phonemes and modifiers can blended by the script instead of snapping into place. Expressions I use Skyrim for. When sound packs are added to the mod each entry has a line where you input vowels which is the shape of the mouth that sound would visually make the most sense with ex: lshape="a0o0u0". Looks a little weird there but it's basically saying a o u lip shape the 0 is the power of the mouth shape from 0-2 so all 3 of those vowels at 0 power.  That ties into the lip shape class actors get which your post was referring too I think.  The movement is basically just this function:    Function blendPh(actor zAct, int zGoal, int zCur, int zMode, int zSpeed) global    If zCur > zGoal   While zCur > zGoal   zCur -= zSpeed   MfgConsoleFunc.SetPhoneme(zAct, zMode, papyrusUtil.ClampInt(zCur, 0, 100))   EndWhile ElseIf zCur < zGoal   While zCur < zGoal   zCur += zSpeed   MfgConsoleFunc.SetPhoneme(zAct, zMode, papyrusUtil.ClampInt(zCur, 0, 100))   EndWhile EndIf   EndFunction  zCur starts as a getPhoneme, zGoal is what the script wants it to be, speed is how much between each visual tick which I leave at 3.  Thank you solved it, by deleting the 1.07 alphaC behavior files.
pipdude Posted April 25, 2016 Posted April 25, 2016   Yes I think the key section is the part of nioverride I have no idea what to do with it seems to want a mod name to be input into it might be something else though.  I believe that is just a string to differentiate your transforms from transforms that other mods might make. It is beneficial to put an esp there because it cleans up those transform entries if that esp gets removed. But, it's not entirely necessary. Most of the time, I've seen other modders using just random strings instead of their mod esp name.   The wall I see with flash controlling mfg is that you're still at the whim of Skyrim making movements once per frame and don't really know when it's going to be done. In just communicating with it it's possible as efficient as it can get for what it's doing but they areas it gets weird in would be if two parts of the mod want to both adjust sometimes or if papyrus gets bottle necked and doesn't get around to finishing something before the next order shows up. It could handle them one at a time but I think some of the effect is having multiple adjustments taking place at once. The flash approach would maybe make it not have to kick off the blending everytime with getting the current value of the MFG / PH which would take a lot of strain I imagine. I'll think about it and see what could be done. I think they are handled differently, they appear to be just a stored value, if i recall when I looked at the C+ so it might not be expensive and the many motions might be the biggest culprit which I don't see a way around.  I don't think that the difference between Flash timing and the game frame would be perceptible. And having it in Papyrus doesn't address the issue of multiple places requesting competing changes. It just adds having to run a bunch of "get" commands when you could track all of that yourself in flash.  I don't believe that bottlenecking would cause a problem because I don't think it "pauses" Flash in those cases. So, provided that all timing mechanisms are handled in Flash, stuttering moments from the game should catch up and still be lined up based on what the Flash is throwing out.  In Flash, you can make a system with a single point of requesting. So, if two places in a mod make an MFG request, that system (a class) would be aware of duplicates and do something logical with them (join them into one multi-node request to Papyrus, cancel one out, stagger them, whatever ends up making sense based on testing to prevent stuttering).   Good idea on the erection. I could put it on a Event OnObjectUnequipped(Form Item, ObjectReference ShitIdontNeed) in Actra. and call it once at the start. Only issue is it would do many times on full strip upwards of 30  might not really matter though and maybe I could stop that with a bool.   You could probably narrow it down to a few slots and only run it after those are unequipped.
migal130 Posted April 25, 2016 Posted April 25, 2016  Hi Migal, yea I've always done it like that so the phonemes and modifiers can blended by the script instead of snapping into place. Expressions I use Skyrim for. When sound packs are added to the mod each entry has a line where you input vowels which is the shape of the mouth that sound would visually make the most sense with ex: lshape="a0o0u0". Looks a little weird there but it's basically saying a o u lip shape the 0 is the power of the mouth shape from 0-2 so all 3 of those vowels at 0 power.  That ties into the lip shape class actors get which your post was referring too I think.  The movement is basically just this function:    Function blendPh(actor zAct, int zGoal, int zCur, int zMode, int zSpeed) global    If zCur > zGoal   While zCur > zGoal   zCur -= zSpeed   MfgConsoleFunc.SetPhoneme(zAct, zMode, papyrusUtil.ClampInt(zCur, 0, 100))   EndWhile ElseIf zCur < zGoal   While zCur < zGoal   zCur += zSpeed   MfgConsoleFunc.SetPhoneme(zAct, zMode, papyrusUtil.ClampInt(zCur, 0, 100))   EndWhile EndIf   EndFunction  zCur starts as a getPhoneme, zGoal is what the script wants it to be, speed is how much between each visual tick which I leave at 3.   Holy moly that must have been a lot of work.  I was asking because I know how to use the CK to control vocalizations with phonemes and it works perfectly and automatically every time.  This would of course also allow vocalizations to include phrases such as "C'mon!"  I'm just wondering if it would help with any bottleneck in your papyrus<flash pipeline.
PKTsss Posted April 25, 2016 Posted April 25, 2016 Strange, I installed the 1.08 demo 3, run fnis, but no mcm menu is shown. Everything works fine though, and when I force update mcmby using console command, it register osa too, but I couldn't find its menu.
pipdude Posted April 25, 2016 Posted April 25, 2016 Strange, I installed the 1.08 demo 3, run fnis, but no mcm menu is shown. Everything works fine though, and when I force update mcmby using console command, it register osa too, but I couldn't find its menu. Â The mod no longer includes an MCM menu.
LucasHM Posted April 25, 2016 Posted April 25, 2016 Thank you so much for sharing another update, this crew is really amazing! What an impressive work, I have to say. Â Just need a little help, if possible because pressing "0" on custom followers is not working anymore, actors stand over each other, no animations or controls are enabled. Â Any tips would be very helpful thank you all once again!
Kinky Posted April 25, 2016 Posted April 25, 2016 I did the changes you told me to do for expressions but didnt see much change in game. What i found out though is that its not during spank but during idle while she is waiting for spank when she opens her mouth bit to much (lower lip) but she also closes them soon after so there are no issues. Â Â It seems that on my first test it was stuck on this expression and spank only made her open mouth even more and that didnt look right. But later i couldnt reporduce it so it was probably something random and everything is fine just the way it is by default. Â
Gulfwulf Posted April 25, 2016 Posted April 25, 2016 Is it still possible to disable SOS scaling without MCM? Can't stand my male npcs having horse sized cocks. I'm glad I'm not the only one with this, er, "problem". Â
HerefortheBoobs1 Posted April 25, 2016 Posted April 25, 2016 This might be a dumb question but where do I get the current demo/work in progress 1.08 version of this mod since they aren't on the frontpage (or am I just too blind to find them ? ^^)
Kinky Posted April 25, 2016 Posted April 25, 2016 This might be a dumb question but where do I get the current demo/work in progress 1.08 version of this mod since they aren't on the frontpage (or am I just too blind to find them ? ^^)  Going few pages back never hurt anyone Its on easy to remember page 111 click me   CEO, I was also playing with sounds the way you told me to this post but it didnt seem to change anything during spanking. It was still only breathing. Then i checked emo folder and there was this sharp.xml so that makes me wonder do i have to make changes in this one as well? Is one overriding another?  Pic shows intimate/emo/sharp.xml (unedited) and intimate/mien/emo_sharp.xml (edited like you mentioned, copy pasted voice block really, ill have to fix that "medum" )  Â
HerefortheBoobs1 Posted April 25, 2016 Posted April 25, 2016  Going few pages back never hurt anyone Its on easy to remember page 111 click me  Thank you very much ! Usually I check a few pages back (and I did 1 or 2 ^^) but I honestly was under the assumption that the files were posted somewhere else and not in this thread, that's why I asked
Gulfwulf Posted April 26, 2016 Posted April 26, 2016 Thank you very much ! Usually I check a few pages back (and I did 1 or 2 ^^) but I honestly was under the assumption that the files were posted somewhere else and not in this thread, that's why I asked CEO has been posting his demos in here. I'm sure he'll upload the full version to the main download page, but keep an eye on this thread for the demos.
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