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OSex+ The Greatest Virtual Sex Ever


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Posted

 

 

Ook, just to make things comletely clear and not to waste more time on possibility that i am stupid as hell, can you please tell me the exact order of installation.

But, from my perspective, it's easy enought for my grandma to do it with her eyes blindfolded.

 

 

It should be the same as the installation steps described on the nexus release. Then walk your character close to another character and press "0" on the num pad while the cross-hairs are on them.

 

 

 

Then i done everything right as i thought.

So problem is somewhere deeper. Need to try another game repack, who knows. Or may be it's even hardware issue? o_O

Btw, I just installed 1.07c - works perfectly fine.

Posted

Installed the 1.08d3, pressed num 0 but nothing happened......

already ran FNIS and checked that it's installed correctly.

the 1.063 version worked fine (i have deleted it before running the 108 one just in case you ask).

Please help : ((((

Posted

Installed the 1.08d3, pressed num 0 but nothing happened......

already ran FNIS and checked that it's installed correctly.

the 1.063 version worked fine (i have deleted it before running the 108 one just in case you ask).

Please help : ((((

 

Dude, read few previous pages and you will realise that people here trying to solve same problem.

Source of it is still unknown. Also it would be really nice if you can somehow help us to solve it cuz the case is rather rare.

I have this issue too, so we need to find out what we have in same.

Posted

And the icons are lined up ok?

Yep. They're all on the lower left side and on top of each other. I can take a screenshot if you like.

Posted

As an armature 3D artist, I applaud you.  Animation is incredibly difficult when you're dealing with non-interactive sequences.  I've tried this MOD, and while you're not wrong to say its complex (and sure, mildly frustrating (at first)) your work is incredible and for anyone who wants an experience like this in their game, its well-worth the effort to learn what's going on with they keys.

 

I am very new (like.. less than a week) to lover's lab (and I've only installed sexlab as of the day before yesterday).  My motivation to come to this site and explore what's offered stemmed from my discovery Beeing Female, and realized.. my dragonborn wants a kid.  So, now I'm here.  That being said, I find myself a bit dismayed, since what I've researched has led me to believe that there's no current integration for 0SEX into SL or Beeing Female.  Also, I sincerely apologize if I've missed an answer to my question (I've read way too much over the past few days rebuilding Skyrim and am at the point of brain-mush).

 

What is the expectation of 0SEX being capable of effecting pregnancy MODs?  Are we relying upon the authors of pregnancy MODs to patch into 0SEX?

 

Again, awesome, I couldn't be more impressed, and I enjoyed this MOD a great deal more than I expected. 

Posted

 

Meh..guys, i have an uncommon problem with the new demo, actually it was present in the previous one too..so everything works fine, even the cowgirl pose, buuuut i don't see the icons, that supposed to be in the left lower corner of the screen, actually i see some parts of them and the rest of them are out of the screen borders (lol)..can't figure out how to fix it..

 

[upon more thought, this is probably because you are using a different screen resolution than CE0 and he hasn't added positioning per screen size yet.]

 

A mod conflict is also possible.

 

 

Pipdude,

Thanks for bringing this up and helping work this out. I might need some help figuring out further steps too do to make it work on other screen sizes. My current script involves getting the Stage.height and Stage.width of the screen to use in placing the nav menu stuff on the bottom left corner (building up and to the right)  and scene menu on the bottom right (building up and to the left.) Is there more things I should be doing to make sure this doesn't fall off screens? 

 

I've been playing around with 1.08 for a bit, and I must say this is one of the most professional-looking adult Skyrim mods I've seen, incredible work! The only potential bug I've noticed is that the "Actra" spell effect is retained by my player character after I have exited an animation. Is this intentional behavior, and if not, has anyone else experienced it, or is it unique to my rather cluttered Skyrim installation?

 

Hi Thecountle, thanks for the nice comment.

 

I'll explain what's happening with the spells here in case anyone else is wondering:

 

The UI can't store data through a load / reopen of Skyrim. When this happens all it's data is wiped and has to be rebuilt. One of the hardest things about this is having an actor able to take commands from the UI, in OS this is done by the actor introducing themselves to the UI with an actor ID number so the UI can request data and give commands to that specific actor:

 

-Actra (small script that stays until you reload/reopen skyrim then is dispelled until you have a scene with that npc again) This keeps it always in sync with the UI when it resets. When you reload/reopen Skyrim there will always be no actra spells on any actor.

 

-Actraga and Actro are heavier / more powerful versions of Actra that have connections for all the fx the scenes need. (These are dispelled at the end of a scene but also would be dispelled on load just in case they somehow persisted). Actro is one per scene which handles coordinating stuff between all actors, and Actraga is one per actor handling stuff that actors do individually.

 

 Actra will be applied to every actor you have had an OSA scene with in one play session of Skyrim. but it will be dispelled from all actors whenever the game is loaded / reopened

Posted

 

 

Hi Lizard,

Thanks! It's very possible and easy to do I'll look to get it in asap, it's been requested quite a bit. I'm just still in a rebuilding mode trying to make an official launch so I've had high priorities for a while. Almost done though.

Posted

Oke. Now I had time to test the new version.. But I have the same problem like the two versions before... 1.07 works fine and 1.08 don't... Have tried it at two different systems with Debian 8.3 (wine) and Windows7 Prof 64 bit. With german settings and US incl. keyboard change (hardware)... My existing game and a complete new installation with and without SkyUI away, newest SKSE, FNIS etc... Nothing.
 

screenshotfrom2016-04jqlw4.png


 
The console shows me, the mod is running, but the keybinding do not work. Num0 seems to be a problem on some systems. With 1.07 I have to change Num0 to a different key and it works fine... All the other keys working without a new keybinding. Only Num0 makes problems.
 
Greetings
Ly

Posted

Hi Dauvmire,

First off your Skyrim looks amazing, nice!

Sorry if you mentioned this but at a glance it seems like you don't have sexlab so potentially you don't the papyrusUtil scripts. If this is the case download it off nexus and I'm fairly certain it will fix the problem. Let me know if not and I'll keep looking into it.

 

There's a second problem going on in terms of alignment and also if you use OSex on a template NPC like generic guard it doesn't work. I've fixed but haven't posted an update yet so in 1.08C currently that will happen.

 

If the fix does work to at least keep OSex stable and performing smooth, alignment still will not be perfect sometimes, and the Tpose on generics I mentioned above, I think these are separate things from the issue of the crash you are talking about.

 

 

Thanks for the compliment. Unfortunately I already have the papyrusUtil scripts. I double checked and re-installed to make sure mine were up to date, but the problems remain.

 

I spent several hours of free time adjusting load order, removing potentially conflicting mods and scouring my Data folder for any "leftovers" from previous versions. I can't tell you what I did exactly, but Osex is kind of working now. Whenever I target someone, the initial (and subsequent) alignment is always slightly off, as seen here. post-947789-0-63214000-1461839589_thumb.jpg

 

However, if I exit Osex and then immediately target the same NPC, alignment is now flawless. Is this normal? Sounds and animations also work great, but the expressions are no longer functioning. No closed eyes, open mouth, nothing.

 

And a select few custom followers will not work at all. Toccata, for example, immediately merges with my character and I am forced to exit to main menu. Curiously, when I then load my save the HUD has disappeared. Only a complete restart of Skyrim returns things to normal. But it sounds like you may be addressing this already.

 

But in spite of these issues, I finally got a better look at the new UI and I am amazed once again at your talent and ambition. Love the art and the simplicity of the system. I even discovered a few new animations due to the UI's ease of use. Very well thought out and executed.

 

Serana's mother, however, does not approve. :P

post-947789-0-36718700-1461839628_thumb.jpg

 

Posted

Hi CEO!

Thank you for all your hard work and creation of this masterpiece. I am very excited for the final realease of 1.08 version.

Now for "pressed num0 but nothing happend" problem. I had same issue since 1.08 first demo. Turns out modified interface folder in Skyrim\Data was the source of problem. That means every interface mod could be a potential conflict with 0sex, at least in my case it was cursormenu and hudmenu files. Try to remove them and see what happens.

 

P.S. Sorry for my english.

Posted

 

Hi Dauvmire,

First off your Skyrim looks amazing, nice!

Sorry if you mentioned this but at a glance it seems like you don't have sexlab so potentially you don't the papyrusUtil scripts. If this is the case download it off nexus and I'm fairly certain it will fix the problem. Let me know if not and I'll keep looking into it.

 

There's a second problem going on in terms of alignment and also if you use OSex on a template NPC like generic guard it doesn't work. I've fixed but haven't posted an update yet so in 1.08C currently that will happen.

 

If the fix does work to at least keep OSex stable and performing smooth, alignment still will not be perfect sometimes, and the Tpose on generics I mentioned above, I think these are separate things from the issue of the crash you are talking about.

 

 

Thanks for the compliment. Unfortunately I already have the papyrusUtil scripts. I double checked and re-installed to make sure mine were up to date, but the problems remain.

 

I spent several hours of free time adjusting load order, removing potentially conflicting mods and scouring my Data folder for any "leftovers" from previous versions. I can't tell you what I did exactly, but Osex is kind of working now. Whenever I target someone, the initial (and subsequent) alignment is always slightly off, as seen here. attachicon.gif20160426014652_1.jpg

 

However, if I exit Osex and then immediately target the same NPC, alignment is now flawless. Is this normal? Sounds and animations also work great, but the expressions are no longer functioning. No closed eyes, open mouth, nothing.

 

And a select few custom followers will not work at all. Toccata, for example, immediately merges with my character and I am forced to exit to main menu. Curiously, when I then load my save the HUD has disappeared. Only a complete restart of Skyrim returns things to normal. But it sounds like you may be addressing this already.

 

But in spite of these issues, I finally got a better look at the new UI and I am amazed once again at your talent and ambition. Love the art and the simplicity of the system. I even discovered a few new animations due to the UI's ease of use. Very well thought out and executed.

 

Serana's mother, however, does not approve. :P

attachicon.gif20160428042926_1.jpg

 

 

 

I can confirm 2 things too:

 

0sex 1.08d only works with a built-in Skyrim character (eg tested with Angi, finally works). 1.08 will T-pose if tried with a custom NPC female follower (not custom race, she's just plain old NordRace). This happens in this 1.08; version even though previous 1.08, 1.07 all worked with the same custom NPC.

 

Also confirm the misalignment problem the first time you 0sex someone; you need to exit and reenter again, and the alignment is fine the second time.

 

Posted

Dauvmire, I don't know if that helps you, or anyone here having problems, really... but I had problems with facial animations not working even though I had the latest Papyrus Util installed... When I activated SexLab and deactivated PU it worked. Don't know why or how. Maybe if you try using the built in PU from SexLab and deactivate the PU you can dl standalone... I'm just guessing here, but it may be worth a try?

 

Oh... forgot to mention... Edit: No problems with cutom followers here... All works fine. No custom race, plain old nord, I think^^

Posted

So people who cant start 0sex are:

1. Those with conflicting user interface mods

2. Those on linux using wine

3. Ariharu using game repack.

Posted

I couldn't start it aswell. But i fixed it plain and simple.

 

1. Delete everything 0s related in game directory (mostly i was checking the new rar file what to delete)

 

2. Extract rar file of new version.

 

3. Run FINS & play

 

Works with any save btw.

Posted

 

Pipdude,

Thanks for bringing this up and helping work this out. I might need some help figuring out further steps too do to make it work on other screen sizes. My current script involves getting the Stage.height and Stage.width of the screen to use in placing the nav menu stuff on the bottom left corner (building up and to the right)  and scene menu on the bottom right (building up and to the left.) Is there more things I should be doing to make sure this doesn't fall off screens? 

 

 

I haven't worked on that feature. But, it looks like the base SkyUI widget classes have that functionality set up already. I think it might be a scaleform class they use that includes a grid showing how you can snap objects to different sides of the screen, etc.

 

Hi CEO!

Thank you for all your hard work and creation of this masterpiece. I am very excited for the final realease of 1.08 version.

Now for "pressed num0 but nothing happend" problem. I had same issue since 1.08 first demo. Turns out modified interface folder in Skyrim\Data was the source of problem. That means every interface mod could be a potential conflict with 0sex, at least in my case it was cursormenu and hudmenu files. Try to remove them and see what happens.

 

P.S. Sorry for my english.

 

This seems like a good lead.

Posted

 

Hi Kinky,

Thanks for testing all these things for me! I'm fixing the issues but will post a few notes on some things:

 

For sound: I've got the final voice pack in which is reaction sounds not really sex related. Would apply to the spank reactions you are looking for I think.

 

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

 

For undressing: The buttons you see on the menu depend on your ESG. If you have the esg set up and the actor is wearing an item in that slot it will show the button for it. Currently for anything you are wearing that isn't in an ESG it will be put in "Undefined" category. That will be removed and basically you'll only see applicable ESG clothing types here. There will be a slots menu that just shows every item in every slot also to take care of stuff that doesn't fall into an esg.

 

 

In this example: undefined: Nahkriin (dragon priest mask) unequips master robes and cloak and doesnt redress them

 

If you open up Data\meshes\0SA\_0S\Config\esg.xml

 

You'll see two blocks male and female. You'd want to add the mask , robes, and cloak to ESG slot. Cape is currently set up to 57 in the default but it seems like you have a different cloak slot so you'd want to change s="you cloak slot #" after you do this the Cape icon will appear in the menu for that actor instead of having the cape be put into undefined. It's gender specific so you have to do it for both or at least the one you are trying to make it work on.

 

<esg id="cape" s="57"/> <-- change 57 to the slot of your cape

 

 

With the mask people usually use a few slots for helmet and then circlet, and other stuff you can put it all under helmet.

 

<esg id="helmet" s="30"/>

<esg id="helmet" s="Put the slot the mask is using here"/> <--- Add another <esg> with the id "helmet" and make the slot the mask slot. This way if the character has anything on their head, it will bring up the ESG option in the menu and play appropriate animations for it undressing it.

 

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

 

The main purpose of ESG is to tell OSA what each type of equipment actually is. This allows appropriate animations for pieces of armor. In the past mods generally just wing this and assume everyone uses some standardized slots but really there's no unity across the slots mod authors use, and in some cases like my OSBody it's a whole different layout. To explain: I believe with 100% certainty that 45 is the official panty slot but half the authors put sunglasses into 45. I felt having a way for the user to declare what exact piece of clothing each slot represents was needed to make the undressing system powerful. In my own system I have one equipment mod that I copy gear people made that I like into and adjust the keywords, and slot usage for unity but I doubt most would be interested in doing this. 

 

ESG is kind of a Utopia solution to band-aid Skyrim's vaguness. In reality it's not something everyone can push to the full potential. To fully use it would require some TESVedit or CK to change slots of items until your game had a slot unity and then repack those mods with the prefered slots, that or either careful selecting mod authors equipment that aligned in slot usage. The goal would be to have all capes in one slot number, all panties in another, etc. TESV is not so bad to do and in a lot of cases it would be best to just strive to unify slots most likely most aren't going to do this however. This means usually it will work fine but without a little extra effort it will still hit some of the walls that are native to skyrim equipment's unassigned / unagreed on equipment slots, it has the power to completely control the chaos of Skyrim equipment's extra slots, but it will take user effort to achieve that.

 

Ideally equipment would come with Keywords that identified exactly what type of clothing it was and even how it was undressed/unzipped/unsnapped which animations could play off and in time I hope to add the ability for the mod to recognize keywords, so for example a bodice could play a behind the back unzip where armor would play unsapping / unstrapping. Pretty niche novelty stuff though and most likely something that almost no one will develop around or adjust armor for unless a user does it manually. 

 

 

 

 

 

 

Posted

I have same issue with demo version (mod seems works, but nothing happens when I press num 0). So i decided to test therory about conflict with interface mods. What I have: Better MassageBox Controls, Floating Healthbar, Navi cursor, SkyUI and some more fonts. I moved whole Interface folder from Data to somewhere. And... mod finaly worked. Maybe it helps.

Posted

I have same issue with demo version (mod seems works, but nothing happens when I press num 0). So i decided to test therory about conflict with interface mods. What I have: Better MassageBox Controls, Floating Healthbar, Navi cursor, SkyUI and some more fonts. I moved whole Interface folder from Data to somewhere. And... mod finaly worked. Maybe it helps.

 

Ninja thank you,

 

If the interface folder is a reasonable size could you put it into a zip so I could look at it? I'm happy to see solutions starting to come up for some people and think this is most likely the solution for a majority of people experiencing the issue. I'd like to see if there are any text documents that are making config changes just by being there. Since moving the interface folder alone changed it, it means the change is done elsewhere besides papyrus which would be in the script folder.

 

I'm a bit surprised because Floating HealthBar's said in the posts it wouldn't work if the directory was changed, which is how this theory started to come to be but in your set up it apparently was able to work with the directory changed. It might only be accessing some things like color customization from the directory so perhaps it was only half functional in the install.

 

 

I'm guessing it's one of 2 two things:

 

Either Better Messagebox or Navi cursor

 

OR

 

Your interface folder had some stuff lying around from something prior that was causing the change

Posted

Here my Interface folder. And yes, i've changed folder structure in Floating Bars mod in order to make it work fine.

 

Thanks I see, I think that's exactly it then.

 

If you did make a hotfix inorder for it to work. I'm 99% sure that's the problem.

It's either Improved MessageBox or NaviCursor, any idea which the fix was for?

 

Expired writes on it that basically: mods that require a change to the UI directory break all other UI mods so those should most likely be patched to work, and the default way before that fix is the way it should be. I understand though that the authors etc. aren't always going to be striving for that so it's most likely going to come down to being a one or the other kind of thing where you can either use UI mods that use the fix or those that don't but I could potentially have a toggle in the UI that shifts the directory if this problem isn't solvable for everyone, or losing some mods isn't acceptable to make it work.

 

 

Posted

 

Here my Interface folder. And yes, i've changed folder structure in Floating Bars mod in order to make it work fine.

 

Thanks I see, I think that's exactly it then.

 

So you did make a hotfix inorder for it to work. I'm 99% sure that's the problem.

 

It's either Improved MessageBox or NaviCursor, any idea which the fix was for?

 

Small UP. I played again with my Interface folder. Moved just Floating Healthbars files (hudmenu.gfx and hudmenu.swf). Your mod still works fine.

As I remember, this interface mod needs another one one to work fully. But I was too greedy for space in my load order, and just moved everything from Exported folder to Interface (like it was said in comments on Nexus mod page).

Posted

 

Small UP. I played again with my Interface folder. Moved just Floating Healthbars files. Your mod still works fine.

 

 

 

Try navi and messagebox one at a time please and see which one is the culprit? Potentially the hot fix was made to SkyUI also. Do you recall what the fix was exactly?

 

Thanks by the way for all this help.

Posted

Mod starts fine even with only Better Massegebox Controls and Navi cursor in Interface folder.

 

I think it's something to do with hudmenu.gfx in the interface folder. I believe it's a hot fix to "Less Intrusive Hud" which it seems expired claims to be the mod with compat issues that changes directories around: Just a theory I don't know to much about this stuff but it seems likely. Other people who are unable to get the UI to open up maybe check if this file is in your interface (Move it out of the folder temporarily and see if this changes things and get the UI working.)

 

Mentioned here in the posts:

 

https://www.nexusmods.com/skyrim/mods/58728/?tab=4&&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D58728%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D2164259&pUp=1

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