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Posted

Guys lets all be nice again. Internet is a place where people respond to each other based on text that without emotions and sound tone can often be misinterpreted. Emotions, sounds and visual is what makes this mod so realistic looking and great.

 

People asking about scaling have to realize that changing scales of actors or schlongs in this framework means issues. Making small schlong => air stroking instead od schlong stroking, actor scaling means romantic eye contact => eyes looking at chest or over and behind the actor. CEO obviously doesnt want to ruin all the hard work he spent on all those details so just get used to that standard.

 

If some author in the future makes animation expansion then you can request of them scale, sounds, and expressions you would like. For now lets all focus on helping creating this amazing framework that this mod is slowly but surely becoming.

 

I can completely agree on the actor scaling issue that is fine. Not being able to scale scholngs on the other hand is a big issue. 

If my actors schlong suddenly quadruples in size every time I start 0sex its kind of massively immersion breaking. Secondly seeing my character and followers getting impaled by what amounts to a horse dick doesn't really turn me on. For reference my female characters have realistic body proportions as well. Disabling schlong scaling does add some alignment issues, sure. However it also fixes some such as the schlong poking through bellies on several scenes.

 

However I'm pretty sure Ceo said he would add an xml option to disable schlong scaling which would be all that is needed and great. I don't expect the default size to be changed as that is obviously the creators choice. 

However if there is no way to disable the schlong scaling I won't use the mod which would suck for me as the animations, expressions and the rest of the systems are frankly the single best collection of features I have seen in the 4+ years of Skyrim modding. It is literally amazing what CEO has accomplished in 0sex. If you gave a completed version of 0sex to someone preinstalled with Skyrim I do not think they would be able to tell it is a mod. It integrates that well.

 

I also don't expect the ability to move the alignment of actors as each animation is hand crafted as a set which is fine. I don't have any alignment issues but then I play with mostly Nords.

Posted

 

OK it started like this. I suggested scaling feature. CEO said he doesn't want to scale bodies because of potential of child molesters. Fair enough concern, which I tried to address. I offered a constructive suggestion to prevent that and still allows scaling and alignment; by pointing out there's a similar alignment system which has been implemented by another well-known framework. That function probably can be borrowed (rather than reinvented from scratch). That's trolling? How many times did I encourage and complimented the past 0Sex features, including the excellent button art?

If you all look back in this thread, I've always been constructive in my suggestions, acknowledged when great work was done, and kept the critiques focused on the functionality and work itself. Not one personal comment was made. But guess what, now I will make a personal comment about CE0 after all: Great framework with a good potential for expandability. Shame about the programmer though.

 

CEO wasn't annoyed by your request.  He's seen the request before.  He was annoyed by your unwillingness to take no for an answer.  You tried asking one way.  That didn't work, so you tried a different way.  And in this post right here, you are again asking in another way by saying it's a shame about the programmer.

 

CEO has a very good reason for not fulfilling your request.  OS contains the best, most fluid animations available.  CEO has always made that his key focus.  Changing the dick size means he would have to remake all those animations or those animations would no longer look as good as they do now.  He doesn't want to remake all those animations, but he also doesn't want to provide an option so you can make the animations look bad, because that would defeat the entire purpose of OS.  Believe me, if he thought he could offer a dick-sizing option and still have animations that looked as good as they do now, he would have done it a long time ago.

 

It isn't the fact that some people want smaller dicks.  The answer would be the same for anyone who wanted a bigger dick.  It's the fact that he would have to remake his animations, or succumb to reducing animation detail.  He simply isn't willing to accept either of those options.

Posted

 

 

 

I can completely agree on the actor scaling issue that is fine. Not being able to scale scholngs on the other hand is a big issue. 

If my actors schlong suddenly quadruples in size every time I start 0sex its kind of massively immersion breaking. Secondly seeing my character and followers getting impaled by what amounts to a horse dick doesn't really turn me on. For reference my female characters have realistic body proportions as well. Disabling schlong scaling does add some alignment issues, sure. However it also fixes some such as the schlong poking through bellies on several scenes.

 

However I'm pretty sure Ceo said he would add an xml option to disable schlong scaling which would be all that is needed and great. I don't expect the default size to be changed as that is obviously the creators choice. 

However if there is no way to disable the schlong scaling I won't use the mod which would suck for me as the animations, expressions and the rest of the systems are frankly the single best collection of features I have seen in the 4+ years of Skyrim modding. It is literally amazing what CEO has accomplished in 0sex. If you gave a completed version of 0sex to someone preinstalled with Skyrim I do not think they would be able to tell it is a mod. It integrates that well.

 

I also don't expect the ability to move the alignment of actors as each animation is hand crafted as a set which is fine. I don't have any alignment issues but then I play with mostly Nords.

 

 

Its a matter of personal taste and you can never please everyone. For example you say schlong poking through belly is issue but with hdt enabled bellies (where it doesnt poke through but moves belly instead) it can also be great addon for people who like some fantasy sex.

 

If its way to much poking through then you should report that animation so it can be fixed.

As you probably noticed schlong is resized during certain animations to better fit them.

As for customizing default schlong size you can do it by editing some xml files but if you do it then expect missalignment. Most of the mod can be customized if you are willing to edit some xml's.

 

 

Posted

 

 

 

 

I can completely agree on the actor scaling issue that is fine. Not being able to scale scholngs on the other hand is a big issue. 

If my actors schlong suddenly quadruples in size every time I start 0sex its kind of massively immersion breaking. Secondly seeing my character and followers getting impaled by what amounts to a horse dick doesn't really turn me on. For reference my female characters have realistic body proportions as well. Disabling schlong scaling does add some alignment issues, sure. However it also fixes some such as the schlong poking through bellies on several scenes.

 

However I'm pretty sure Ceo said he would add an xml option to disable schlong scaling which would be all that is needed and great. I don't expect the default size to be changed as that is obviously the creators choice. 

However if there is no way to disable the schlong scaling I won't use the mod which would suck for me as the animations, expressions and the rest of the systems are frankly the single best collection of features I have seen in the 4+ years of Skyrim modding. It is literally amazing what CEO has accomplished in 0sex. If you gave a completed version of 0sex to someone preinstalled with Skyrim I do not think they would be able to tell it is a mod. It integrates that well.

 

I also don't expect the ability to move the alignment of actors as each animation is hand crafted as a set which is fine. I don't have any alignment issues but then I play with mostly Nords.

 

 

Its a matter of personal taste and you can never please everyone. For example you say schlong poking through belly is issue but with hdt enabled bellies (where it doesnt poke through but moves belly instead) it can also be great addon for people who like some fantasy sex.

 

If its way to much poking through then you should report that animation so it can be fixed.

As you probably noticed schlong is resized during certain animations to better fit them.

As for customizing default schlong size you can do it by editing some xml files but if you do it then expect missalignment. Most of the mod can be customized if you are willing to edit some xml's.

 

 

 

Which xml is that in? I'm more than happy to have minor misalignment's as long as I can turn off the schlong scaling.

Wait I think I found it is it "<modify cmd="ocock" actor="0" shaft="1.75" scrotum="1.5"/>" ?

Posted

 

 

 

 

I spend a lot of time animating for precision if you want to just shove actors roughly in place you can do it elsewhere. The precision of aligning mfg, and animation is the heart of OSA I believe the controled choreography is what makes OSex special and it might be what makes it tasteful and it would lose this with jury-rigging actors until a cock is in a mouth. Part of me doesn't want to put in further user adjusting at all, to prevent child molestors etc. Clipping can be solved by shrinking the cock in problematic scenes like I do in blowjobs.

 

That being said I find it funny how in Skyrim you mostly see ridiculous proportioned hyper-sexified women but you put a foot long cock in and it's GG. I'm OK if this comes at the expense of cocksize-immersion like if you want to RP that your actor has a tiny cock, it's the kind of thing that in a precision setup requires new animations per cock size, if the precision doesn't matter then moving around is fine and there's better engines for that.

 

There's lots of precision stuff going on, hand placement, mouth placement, eye direction, mouth reaction. These details are pointless and a waste of time if the scenes are designed around user aligning of the actors.

 

Hey man - it's your choice to do anything in your framework or not - I know it's your framework.

 

I realise the alignment in 0Sex is very good already, provided it's a 1.0 scale. All I'm pointing out is that one does not have to redo every animation there is - simply let the user align it on occasion. Most users who are happy with 1.0 scale don't have to do anything. Those who need to adjust - can do so.

 

If you're concerned re problem with child molesters, simply do what SLab does: Can't activate 0Sex against actor type Child. And chickens too, hehe - bestiality is also illegal after all. :P

Morality wise, 0sex doesn't stop incest either (nothing preventing fathers doing it to their adult daughters, or Lannister-style brother/sister love) - even though that's also illegal in every nation that plays Skyrim. :P

My custom female follower is 0.95 Nord woman scale - which is still about 5'6", still slightly above average for an adult woman in the US.

 

You have seen and tried SLab animation adjustment feature? It's just basically:

1. 1 button to choose which actor to adjust in a scene

2. 4 buttons (including modifier) to simply adjust the XYZ axis angle of the chosen actor in the animation

3. 2 buttons (including modifier) to adjust the SOS schlong up/down angle.

4. The scripts to adjust these actor alignments accordingly (which can be borrowed from Ashal from SLab, he's probably OK with that if he's asked nicely)

5. Saving that data for that animation in a profile/XML file (which is already a problem that's been solved in the 0Sex framework)

===========

Re the cock thing. A 1.0 SOS schlong is actually the average US cock (about 5.5 inches - and no, I base this on a well-publicised study by a US urologist on that). 1.0 SOS is far from being tiny (tiny would be 0.7 scale).

A 1.7 scale SOS schlong is then about 9 inches - something that 0.01% of male population has. Something in the range of 1.0 to 1.3 scale would be more realistic and representative of the population. In terms of immersion and realism and romance, it's all well and good until the unrealistically big schlong comes out and turkey slaps the girl in the face, hehe. :P

 

Since I only see complain about it, big boobs XXL & ass is fine but large cocks is wrong? 'kay.

 

I totally agree with CE0, just stop with this nonsense. 0sex is not about cocksize nor is about reality. You can ask for immersion but immersion from a fantasy game is totally different than real life.

 

Just stop. You even trying to compare Sexlab with 0sex as if CE0 was totally ignorant about it. Things like "simply do that" "simply do this" is wrong. It's not easy when things are already done, and if it's "simple" as you said, then do it yourself. CE0 already said it will be possible to disable scaling anyway, you don't need to argue more.

Posted

 

Since I only see complain about it, big boobs XXL & ass is fine but large cocks is wrong? 'kay.

 

 

I totally agree with CE0, just stop with this nonsense. 0sex is not about cocksize nor is about reality. You can ask for immersion but immersion from a fantasy game is totally different than real life.

 

Just stop. You even trying to compare Sexlab with 0sex as if CE0 was totally ignorant about it. Things like "simply do that" "simply do this" is wrong. It's not easy when things are already done, and if it's "simple" as you said, then do it yourself. CE0 already said it will be possible to disable scaling anyway, you don't need to argue more.

 

 

Why do you assume he has big boobs and ass? I am disabling schlong scaling in my game and I don't have big boobs and ass? Really shouldn't assume stuff about people with no reason for it. 

 

Also immersion from a fantasy game is totally different than real life is complete nonsense. What counts as immersive is down to the individual. It being fantasy or a realistic game is irrelevant. 

 

I will agree that he shouldn't be comparing this to Sexlab and taking features from it, as it is most certainly not easy to add in features, plus 0sex doesn't need realignment features as they are all hand done beforehand. 

 

However this is a mod feedback thread for the mod. He is allowed to give Feedback. If CEO chooses to ignore his feedback due to the user misreading or misunderstanding something that is obviously fine. However there is nothing wrong with him posting feedback.

Posted

 

 

 

Which xml is that in? I'm more than happy to have minor misalignment's as long as I can turn off the schlong scaling.

Wait I think I found it is it "<modify cmd="ocock" actor="0" shaft="1.75" scrotum="1.5"/>" ?

 

 

Could be but im not sure and cant really recommend anything since i havent tested it and dont want to tell you to edit something that could potentialy break the mod. So far i was only playing with esg and keybindings and i found something similar to what you mentioned. I think Ceo said in one of the previous updates on what exactly to edit.

 

Posted

 

 

 

 

OSex isn't therapy to fix your self esteem about your cock, why the F would I make male anatomy in a fantasy game based on the sub average cock size and why the F would I implement systems that make 90% of my work obsolete and just a copy of Sex Lab with 1/10th of the animation?

 

If you're so impressed with jamming two bodies up until they kind of look right go use whatever the F does that and stop trolling my thread. I could care less about incest so don't lecture me about morality, or about my project, if anyone else could do it they would have.

 

 

I don't really see the need of being agressive. What he said was true, except for few pornstars or congolese people, most men have smaller cocks than what 0sex gives.

 

But you've also made your point, in Skyrim hands are big and genitals need to be a bit bigger for handjob to work. It's perfectly understandable.

Posted

 

 

 

 

Which xml is that in? I'm more than happy to have minor misalignment's as long as I can turn off the schlong scaling.

Wait I think I found it is it "<modify cmd="ocock" actor="0" shaft="1.75" scrotum="1.5"/>" ?

 

 

Could be but im not sure and cant really recommend anything since i havent tested it and dont want to tell you to edit something that could potentialy break the mod. So far i was only playing with esg and keybindings and i found something similar to what you mentioned. I think Ceo said in one of the previous updates on what exactly to edit.

 

 

 

Well that setting controls the scaling by the looks of things. I can't disable it as far as I am aware, but I have reduced the scaling to 1.1 which looks better for me in my game. So thats my problem with the mod sorted so all good.

Posted

Freud would've had a field day with the recent posts.

 

I'm with CEO and the sizing doesn't bother me at all (maybe as a straight female?) and I asked about the body CEO uses because I am happy to adjust my load order so this mod works at its best. My Breton is a little short, but she still managed to look into the man's eyes quite happily.

Posted

However this is a mod feedback thread for the mod. He is allowed to give Feedback. If CEO chooses to ignore his feedback due to the user misreading or misunderstanding something that is obviously fine. However there is nothing wrong with him posting feedback.

Don't waste your time replying to idiots, Deathmaw, you'll never get anywhere but frustrated.

 

Well that setting controls the scaling by the looks of things. I can't disable it as far as I am aware, but I have reduced the scaling to 1.1 which looks better for me in my game. So thats my problem with the mod sorted so all good.

I'll try that in my game and see if if fixes my issue as well. Thanks for finding it. :)

 

[Edit]: What file(s) did you modify?

Posted

I'm also having this issue where I press numpad 0 and the two characters stand stock still clipped inside each other. No numpad keys will do anything from this point on, and the only thing I can do is quit the game.

 

I've read through all the bugfixing since page 111 and I've got Papyrus util, mfg, fnis, etc etc etc. 1.07C worked, but my 1.08D3 is still broke.

 

Posted

I'm also having this issue where I press numpad 0 and the two characters stand stock still clipped inside each other. No numpad keys will do anything from this point on, and the only thing I can do is quit the game.

 

I've read through all the bugfixing since page 111 and I've got Papyrus util, mfg, fnis, etc etc etc. 1.07C worked, but my 1.08D3 is still broke.

Did you uninstall 1.07c and make a clean save without it loaded? You may need to do that and completely remove everything 0Sex related, re-install the demo, then re-run FNIS.

Posted

I'm also having this issue where I press numpad 0 and the two characters stand stock still clipped inside each other. No numpad keys will do anything from this point on, and the only thing I can do is quit the game.

 

I've read through all the bugfixing since page 111 and I've got Papyrus util, mfg, fnis, etc etc etc. 1.07C worked, but my 1.08D3 is still broke.

 

I am guessing it is because you are interacting with a generic (no named) npc like a guard. I think it has to be a named npc/follower atm with this test version. See if interacting with a named npc works.

 

I had that same issue initially :).

Posted
CEO,
 
On the mod NPC stands inside you and doesn't animate issue, I believe I fixed it.
 
The problem is {Actor}.GetLeveledActorBase().GetFormID() returns a signed integer, which Papyrus will treat as zero in contexts where an unsigned integer is needed.  This leads to any NPC mod with a load order above 7F being resolved to Skyrim.esm (as it is 00) erroneously.
 
A possible fix (see edit):
 
Add to _0SGlobal.psc
import PapyrusUtil

; Get Level Actor Base Get Form ID unsigned (GLABGFIu)
int Function GLABGFIu (Actor acta) global
    return PapyrusUtil.SignInt(false, acta.GetLeveledActorBase().GetFormID())
EndFunction
Replace in _OSA_OSA.psc
; oiPush[2+i] = zActs[i].GetLeveledActorBase().GetFormID()
oiPush[2+i] = GLABGFIu(zActs[i])

Replace in _OSA_ActraCom.psc

; FormID = Actra.GetLeveledActorBase().GetFormID()
FormID = GLABGFIu(Actra)

Replace in _OSA_ActraT1.psc

; FormID = Actra.GetLeveledActorBase().GetFormID() as string
FormID = GLABGFIu(Actra) as string

I haven't tested it too extensively but that has worked for me.

 

EDIT: 05/01/2016, the above allows animating to begin but is not a real fix as it does not correctly identify the mod name for load order above 7F.

Posted

 

 

Thanks this is really good, the explanation and the examples also it makes sense to me, I wouldn't have been able to figure out the first part on my own.

 

Maybe you have some further insight for me, you're solution seems more responsible and technically accurate. I started using the getLeveledActorBase because of some warnings on creationkit.com but the issue I found is that as a string it returns a negative number. I use the form ID as a serial number for the actor in the UI so I'm assuming either the negative number or an inconsistency where it was sometimes negative and sometimes positive was causing the actors to not be recognized.

 

The solution I did was to stop using GetLeveledActorBase and instead GetActorBase for all actors. I mostly believe this would be fine except for some functions like getHostile but I'm not entirely sure about it.

 

I'll switch the solution over to yours unless you have thoughts on the pros and cons of the fix I did change things.

 

Thank you very much for this!

Posted

 

 

From the creationkit wiki, I assume you are talking about:  

 

 

GetActorBase()

 

  • If you call this on a leveled Actor, it will return the base object shown in the editor - in other words, the leveled base object. You will not get the base object for the actor in the world. In order to obtain that base object, use GetLeveledActorBase instead.

 

GetLeveledActorBase()

 

  • Returns the ActorBase that was created for the leveled actor from the leveled list. If called on a non-leveled actor, it will just return the actor's base object.
  • Creating an actor in script from a temporary ActorBase will cause a CTD when the temporary ActorBase is garbage collected. To make a copy of an actor, use GetActorBase() instead.

 

So from that I would guess (untested) the following:  

 

  1. GetLeveledActorBase() functions identically to GetActorBase() if not dealing with leveled list created actors, which is probably the case for most situations of your scripts.
  2. GetLeveledActor() should be used if you want to create an esp/esm linked database, since it will always point to a valid record provided the esp/esm isn't modified.
  3. GetLeveledActorBase() would be necessary only when dealing with dynamically generated NPCs from leveled lists, such as bandits.
  4. Usage of GetLeveledActorBase() to make a copy of an NPC could cause a CTD, so if making a copy of an actor GetActorBase() would be preferred.

I am not that up to date on Papyrus, but I would say if you are using the function for a temporary purpose such as finding height, sending events, etc.  GetLeveledActorBase() would be the better option, however if you are setting up something less transient such as a persistent quest reference or a JSON database, GetActorBase() would be safer.

 

I'd look for another opinion on it myself.

Posted

 

 

Your opinion is very thorough and I think by as good as it's going to get on this subject, so thank you.

 

At a glance something that could come up is: OS generates a persona once per actor per session. If it sees the persona is already loaded it doesn't do anything (By checking the form ID). It seems like this MIGHT result in all guards/bandits of the same template being considered the same ID hence having identical persona's and maybe even mistakenly getting mod events from each other.

 

I protect mod events per actor by making the register OS+FormID+_Animate for example so only one actor gets their intended events but in this case all template actors might receive the same command.

 

Do you think GetLeveledActorBase will generate a unique FormID per template Actor, for example the case of 3 guards of the same template, it appears getActorBase would return the same number for all but getleveledactorbase maybe will return a unique number for each one.

Posted

That UI is amazing, not only it is a lot more functional than the keybinding chaos but it looks great.

I get a lot of dead ends thought which I suppose are simply unfinished features.

Can we edit armors slots yet with this version? Doesn't seem so.

 

You're my favorite porn engineer, keep doing god's work.

Posted

 

You're my favorite porn engineer, keep doing god's work.

 

There's a title you don't see every day.

 

 

CEO,

 

GetLeveledActorBase returns the ID of the temporary ActorBase that gets created when an instance of a leveled actor is born.  I think that means a unique ActorBase exists for each leveled actor for the duration of their existence.  GetLeveledActorBase should be safe for distinguishing between two guards, for example.  But, I'm not sure why you couldn't accomplish the same thing with just GetFormID() on the targeted actor.  That's going to be unique for sure.

Posted

 

 

I went and tested the guards in Whiterun, here are the results.

 

Find a guard already spawned:

  • GAB returns actual editor ID
  • GLAB returns some other number

Spawn two guards using the same GAB # (also concurs with MfgConsole which gets the number via injected method):

 

player.placeatme d3159 2

  • GAB returns actual editor ID (same for all 3, d3159)
  • GLAB returns separate numbers for all 3
  • GLAB changes on save->load or restart.

Spawning two copies of my own follower:

 

player.placeatme de000800 2

  • Both GAB and GLAB are equal (570423296)
  • Both copies of the NPC have the same GAB and GLAB number (also 570423296)
  • Neither GAB nor GLAB changed during save->load or restart.

Problem with that is 570423296 as DWORD int to hex is 0x21FFF800 which is wrong (though the animation still starts), when the real DWORD should be -570423296 which is 0xDE000800E

 

EDIT: I am not sure how to use an unsigned int in Papyrus, as PapyrusUtil's SignInt isn't going to work if you store the result back in a Papyrus defined signed int... grumble 32-bit...

 

 

Excepting that, it seems like GetActorBase() is the more reliable function of the two for your purposes.

 

Unless you are intending to make a cross-session (ie, external through StorageUtil or similar) database, what is wrong with just using the RefID to identify actors?

 

Here is the script I am using to test in the mean time:

 

_0SGlobal.psc

import PapyrusUtil

; Get Level Actor Base Get Form ID Unsigned (GLABGFIu)
int Function GLABGFIu (Actor acta) global
    return PapyrusUtil.SignInt(false, acta.GetLeveledActorBase().GetFormID())
EndFunction

int Function GABGFIu (Actor acta) global
    return PapyrusUtil.SignInt(false, acta.GetActorBase().GetFormID())
EndFunction

_0SA_ActraT1.psc

; at top
import MiscUtil

; during Oneffectstart
; FormID = Actra.GetLeveledActorBase().GetFormID() as string
FormID = GLABGFIu(Actra) as string

; added diagnostic checks
string xFormID = GABGFIU(Actra) as string
int xfid = GABGFIu(Actra)
int lfid = GLABGFIu(Actra)
MiscUtil.PrintConsole("GAB FormID = "+xFormID)
MiscUtil.PrintConsole("GLAB FormID = "+FormID)
MiscUtil.PrintConsole("FormID to Mod = "+IDSerial_Name(IntToHex(xfid)))
MiscUtil.PrintConsole("FormID to Mod = "+IDSerial_Name(IntToHex(lfid)))
Posted

Can we edit armors slots yet with this version? Doesn't seem so.

 

 

Yes we can but only by manualy editing xml file. Check esg.xml file inside \meshes\0SA\_0S\Config\ .

 

Posted

 

 

Thanks perfect I'm going to try it both ways. Let's see what pure getFormID returns on actorbases and actors. Thank you very much both of you I think this will make a cleaner fix then my solution and be better for the future, and unforseen bugs.

 

 

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

 

Completely unrelated since I'm in a bad mood: some mantra I see here on all loverslab forums: "OSA/OSex isn't a framework"

 

How the F isn't OSA/0Sex a framework? What other animation system can animators plugin in any scene they wanted with transitions or not, decide from an excessive amount of options how the scene will go down, with UI interaction, full transition and button control, with any mfg, spell, sound, buff, and other cinematic effects they want, without requiring mastery of any esp/esm, for any kind of content, with API generated for any custom scene. It's an animation framework not a e-porn single clip roulette. 

 

There's nothing else that CAN do that, in fact things that are called a framework can't even take a new single animation without a patching process that's awkward and 99% limiting. OSA is a framework and anyone that preaches otherwise can SMD. Yea it's in development but the potential is there since 1.07 and all variations including now have that potential. That's the whole point of it. Of course having not able to complete a stable draft impacts greatly the ability for me to make a solid platform that people can design on but that's not the point, it's a framework "in development".

 

If you're animator and make scene wtf can you do with it? Wait for it to be implemented and have no artistic input at all except being able to toss up a single clip that, people can window shop around for, and stuff into a packed random roulette?

 

Hugging, embracing, custom scenes for exact events in your mod, you want to make a custom fatality, with decapitation, S*** out of luck without a ton of Papryus CK overhead. With OSA all of that is as easy exporting animation and typing into XML. Preaching otherwise that it doesn't have the capacity to do that only limits and discourages people from getting involved and trying for themselves, hence we wind up with OSex being the only available scene or anything else I alone make. It's not fair to the scope of the project, to slander it like that, to discourage people of it's potential, and to the time I and others have spent to make it possible.

 

This is an animation framework, and there's nothing that comes close in Skyrim, it's not just a sex framework that can roulette tags. I haven't been comparing before but until the slander stops I'm going to from here on out.

 

Slapping cum texture on an npc with a drone sound palette after randomized scenes = framework

full control in the animators hand of basically anything Skyrim can do with transitions, ui, auto-generated API /= framework

Ok got it....

 

Posted

 

Completely unrelated since I'm in a bad mood: some mantra I see here on all loverslab forums: "OSA/OSex isn't a framework"

 

How the F isn't OSA/0Sex a framework? What other animation system can animators plugin in any scene they wanted with transitions or not, decide from an excessive amount of options how the scene will go down, with UI interaction, full transition and button control, with any mfg, spell, sound, buff, and other cinematic effects they want, without requiring mastery of any esp/esm, for any kind of content, with API generated for any custom scene. It's an animation framework not a e-porn single clip roulette. 

 

There's nothing else that CAN do that, in fact things that are called a framework can't even take a new single animation without a patching process that's awkward and 99% limiting. OSA is a framework and anyone that preaches otherwise can SMD. Yea it's in development but the potential is there since 1.07 and all variations including now have that potential. That's the whole point of it. Of course having not able to complete a stable draft impacts greatly the ability for me to make a solid platform that people can design on but that's not the point, it's a framework "in development".

 

If you're animator and make scene wtf can you do with it? Wait for it to be implemented and have no artistic input at all except being able to toss up a single clip that, people can window shop around for, and stuff into a packed random roulette?

 

Hugging, embracing, custom scenes for exact events in your mod, you want to make a custom fatality, with decapitation, S*** out of luck without a ton of Papryus CK overhead. With OSA all of that is as easy exporting animation and typing into XML. Preaching otherwise that it doesn't have the capacity to do that only limits and discourages people from getting involved and trying for themselves, hence we wind up with OSex being the only available scene or anything else I alone make. It's not fair to the scope of the project, to slander it like that, to discourage people of it's potential, and to the time I and others have spent to make it possible.

 

This is an animation framework, and there's nothing that comes close in Skyrim, it's not just a sex framework that can roulette tags. I haven't been comparing before but until the slander stops I'm going to from here on out.

 

Slapping cum texture on an npc with a drone sound palette after randomized scenes = framework

full control in the animators hand of basically anything Skyrim can do with transitions, ui, auto-generated API /= framework

Ok got it....

 

Bad mood doesnt let you see other side of the story. :)

 

Ignore random people saying dumb things and focus on what is happening in this thread.

Today is special day that you dont see often. For example "having a big penis can be an issue" discussion is not something you hear any day. :D

But penis size war soon turned into something amazing.

 

People started poking arround your mod and realized how easy it is to make it suit their needs.

Random person shows up and in his 4th post ever on LL offers you solution to problem thats bothering you.

You are getting more people with proper knowledge here that are helping you.

Cell has been seen spying on this topic, although idk what he is waiting with offering some help (maybe to busy with bodyslide coding and boob creation).

This mod is demo and so many people already see its potential.

 

So there is no reason for bad mood, you are doing good no matter what some people say.

 

Posted

 

 

 

Thanks Kinky for your optimism and positivity,

 

I can stay civil when people are civil with me. My point is if people want to slander OSA I'll stand up for it after a while. I believe in OSA and I think it's something unique in Skyrim. I think it has a lot of advantages and I don't like seeing it put down with lies, if people want to get in the ring it's easy for me point out shortcomings that are true of other systems where as putting down OSA as not having potential that it does is purely lies and ignorance most likely from jealousy. I've made no remarks at all putting down other developers work and I've had no desire at all to do that but that's not returned to me. In a technical trash talking between animation frameworks, I think it would quickly become obvious they really don't want to go toe to toe with OSA because in Battle Ships "Mod Edition" OSA is the USS. Victory airship carrier consulted on by lamborghini with a double race stripes down the hull.

 

Honestly, I and a lot of people such as yourself have invested a huge amount of time into this project, it's paid off, it's something totally awesome and unique not just for Skyrim but for gaming itself. I don't want some assholes lying about it every chance they can and I'm going to stand up for it and get a little dirty until it stops. Slandering the potential of this project only hurts interest in it, and that's completely undeserved. 

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