Suke Posted August 9, 2016 Posted August 9, 2016 Could we have a stop put on off-topic subject in this thread please!!! Or just give us a thumbs down button! Yeah seriously, people have this compulsive disorder to go off topic and rant about Beth in almost everythread no matter what. Its really annoying.
Strec Posted August 10, 2016 Posted August 10, 2016 <Waiting to see the first Hermaphorodite animation that allows the 2 to fuck each other vaginally simultaneously> If it can make the classical sex anims to come sooner I agree to wait some years to see that
Halstrom Posted August 10, 2016 Posted August 10, 2016 <Waiting to see the first Hermaphorodite animation that allows the 2 to fuck each other vaginally simultaneously> If it can make the classical sex anims to come sooner I agree to wait some years to see that Yeah crawl before we run, straight missionary on a bed reliably first then get fancy
Miarc007 Posted August 13, 2016 Posted August 13, 2016 Found this today: http://www.nexusmods.com/skyrim/mods/76744/? it mentioned using an action script instead of Papyrus; could something simlular be done in fallout 4 for the framework? hell if you can make the UI as half as good as this framework I'd be very impressed. I think the only thing thats being waited on is the script extender; what features still need to be implemented?
Guest Posted August 13, 2016 Posted August 13, 2016 Found this today: http://www.nexusmods.com/skyrim/mods/76744/? it mentioned using an action script instead of Papyrus; could something simlular be done in fallout 4 for the framework? hell if you can make the UI as half as good as this framework I'd be very impressed. I think the only thing thats being waited on is the script extender; what features still need to be implemented? No, SexTec will not go in this direction.
Mickster Posted August 13, 2016 Posted August 13, 2016 How feasible would it be to build a similar interface system for sextec as an addon/plugin. Is there a huge shift it how OSA does things compared to Sexlab when it comes to triggering sex acts or is it similar to making calls to an existing API that handles the actor positioning and animating like sextec does?
Frel Posted August 14, 2016 Posted August 14, 2016 How feasible would it be to build a similar interface system for sextec as an addon/plugin. Is there a huge shift it how OSA does things compared to Sexlab when it comes to triggering sex acts or is it similar to making calls to an existing API that handles the actor positioning and animating like sextec does? From my understanding there are 2 major differences: 1) the idea behind OSA/OSex is more for the player to have control on the animation: while in sexlab the animation advance on its own, OSex wait for user input to pick which phase of the animation tree should be picked (for example switch from missionary to doggy), so the animation is more interactive when sexlab is more like a "movie" both have their advantages and flaws: - designing an animation for OSA may be more complex as it needs to fit in the tree is possible choices, - transitions may be smoother in OSA but I guess it is also thanks to the extra work from animators - expecting user input is something that can be seen by user either a benefit or a flaw 2) OSA is not using the script extender but a scripting language on top of the UI (yet another scripting language for modder to learn): - this scripting on the UI may make it also harder to integrate in the game (past user requested animation) but as a result I guess that quest triggered animations may be trickier to do: event from papyrus need then to transfer this to the UI which then trigger one of their own script, - author of OSA claim that the big advantage though is that this scripting language is not in the same memory space as default scripting so it allow it to do heavy stuff without the memory limit of the engine (also it probably is running on its own threads so less impact on the game behavior on heavy load, but this is just my guess) All in all sexlab/sextec and OSA are 2 very different beasts which cater to different needs. The former is more to have sex scene seamlessly integrated in the game (as a result of events from the game and/or mod) and offer limited input to the player, the latter is more toward "build your own animation sequence" and expect the player to be more involved in the process while not necessarily being good at having this emerging from the game itself.
Guest Posted August 14, 2016 Posted August 14, 2016 How feasible would it be to build a similar interface system for sextec as an addon/plugin. Is there a huge shift it how OSA does things compared to Sexlab when it comes to triggering sex acts or is it similar to making calls to an existing API that handles the actor positioning and animating like sextec does? From my understanding there are 2 major differences: 1) the idea behind OSA/OSex is more for the player to have control on the animation: while in sexlab the animation advance on its own, OSex wait for user input to pick which phase of the animation tree should be picked (for example switch from missionary to doggy), so the animation is more interactive when sexlab is more like a "movie" both have their advantages and flaws: - designing an animation for OSA may be more complex as it needs to fit in the tree is possible choices, - transitions may be smoother in OSA but I guess it is also thanks to the extra work from animators - expecting user input is something that can be seen by user either a benefit or a flaw 2) OSA is not using the script extender but a scripting language on top of the UI (yet another scripting language for modder to learn): - this scripting on the UI may make it also harder to integrate in the game (past user requested animation) but as a result I guess that quest triggered animations may be trickier to do: event from papyrus need then to transfer this to the UI which then trigger one of their own script, - author of OSA claim that the big advantage though is that this scripting language is not in the same memory space as default scripting so it allow it to do heavy stuff without the memory limit of the engine (also it probably is running on its own threads so less impact on the game behavior on heavy load, but this is just my guess) All in all sexlab/sextec and OSA are 2 very different beasts which cater to different needs. The former is more to have sex scene seamlessly integrated in the game (as a result of events from the game and/or mod) and offer limited input to the player, the latter is more toward "build your own animation sequence" and expect the player to be more involved in the process while not necessarily being good at having this emerging from the game itself. Your analysis is accurate. Just a note about "memory space". SL uses the Papyrus VM memory space. That is part of the Win32 executable of the game (tesv.exe) 0Sex uses the memory space from the Flash player integrated in TESV.exe, that is a pretty old Adobe Flash engine, and is 32 bits, and uses a preallocated memory space given by TESV.exe. So at the end the memory limits are exactly the same. And, be sure SexTec will NOT follow 0Sex approach. It will use a SexLab enhanced approach. Plugins for F4SE are being developed to give SexTec the full support it needs to have flawless animations (and probably also a dynamic way to add animations on the fly at load time, without requiring an esp to have the AnimEvents defined.) If you really want a 0Sex approach, then ask the 0Sex author (that from today is a Contributor here) to do it. Not Ashal, not me, we will do it.
Frel Posted August 14, 2016 Posted August 14, 2016 How feasible would it be to build a similar interface system for sextec as an addon/plugin. Is there a huge shift it how OSA does things compared to Sexlab when it comes to triggering sex acts or is it similar to making calls to an existing API that handles the actor positioning and animating like sextec does? From my understanding there are 2 major differences: 1) the idea behind OSA/OSex is more for the player to have control on the animation: while in sexlab the animation advance on its own, OSex wait for user input to pick which phase of the animation tree should be picked (for example switch from missionary to doggy), so the animation is more interactive when sexlab is more like a "movie" both have their advantages and flaws: - designing an animation for OSA may be more complex as it needs to fit in the tree is possible choices, - transitions may be smoother in OSA but I guess it is also thanks to the extra work from animators - expecting user input is something that can be seen by user either a benefit or a flaw 2) OSA is not using the script extender but a scripting language on top of the UI (yet another scripting language for modder to learn): - this scripting on the UI may make it also harder to integrate in the game (past user requested animation) but as a result I guess that quest triggered animations may be trickier to do: event from papyrus need then to transfer this to the UI which then trigger one of their own script, - author of OSA claim that the big advantage though is that this scripting language is not in the same memory space as default scripting so it allow it to do heavy stuff without the memory limit of the engine (also it probably is running on its own threads so less impact on the game behavior on heavy load, but this is just my guess) All in all sexlab/sextec and OSA are 2 very different beasts which cater to different needs. The former is more to have sex scene seamlessly integrated in the game (as a result of events from the game and/or mod) and offer limited input to the player, the latter is more toward "build your own animation sequence" and expect the player to be more involved in the process while not necessarily being good at having this emerging from the game itself. Your analysis is accurate. Just a note about "memory space". SL uses the Papyrus VM memory space. That is part of the Win32 executable of the game (tesv.exe) 0Sex uses the memory space from the Flash player integrated in TESV.exe, that is a pretty old Adobe Flash engine, and is 32 bits, and uses a preallocated memory space given by TESV.exe. So at the end the memory limits are exactly the same. And, be sure SexTec will NOT follow 0Sex approach. It will use a SexLab enhanced approach. Plugins for F4SE are being developed to give SexTec the full support it needs to have flawless animations (and probably also a dynamic way to add animations on the fly at load time, without requiring an esp to have the AnimEvents defined.) If you really want a 0Sex approach, then ask the 0Sex author (that from today is a Contributor here) to do it. Not Ashal, not me, we will do it. Good to have confirmation For what it's worth I think that for me the sexlab/sextec is a better fit. Both are very impressive work but OSA/0Sex seems to me more akin to "animator wet dream" than something very good to be part of the game, it feels more like a game on top of the game (and very close to what most adult games are doing where the story does not matter as much as being in control) When on the other hand sexlab seems more like what Bioware/CD Project red is doing without the constraint of age rating. Where the act itself is not the basis of interaction but more what you did before (or more accurately what the modder decided you need to do to trigger it), the act is more the "reward" (or the punishment depending on the situation but if you go for punish, maybe it is kind of a reward for you too: weirdo )
Z0mBieP00Nani Posted August 14, 2016 Posted August 14, 2016 Why not make both modes an option? You could decided how you want SexTec to run via a menu screen. One option could cause SexTec to run like SexLab "like a movie", and the other could cause SexTec to behave more like OSEX/OSA. Personally I wouldn't mind a little more interaction, I would like to have the choice of having animations play out in a unique sequence instead of watching the same animation sequences play over and over again. If something like that is even possible.
Guest Posted August 14, 2016 Posted August 14, 2016 Why not make both modes an option? You could decided how you want SexTec to run via a menu screen. One option could cause SexTec to run like SexLab "like a movie", and the other could cause SexTec to behave more like OSEX/OSA. Personally I wouldn't mind a little more interaction, I would like to have the choice of having animations play out in a unique sequence instead of watching the same animation sequences play over and over again. If something like that is even possible. Again, not me not Ashal are interested in this approach. SexTec will have an approach close to SexLab. To be a little bit rude/explicit: People using SexLab prefer to use only a single hand to control what is going on...
Userofskyrim Posted August 14, 2016 Posted August 14, 2016 Why not make both modes an option? You could decided how you want SexTec to run via a menu screen. One option could cause SexTec to run like SexLab "like a movie", and the other could cause SexTec to behave more like OSEX/OSA. Personally I wouldn't mind a little more interaction, I would like to have the choice of having animations play out in a unique sequence instead of watching the same animation sequences play over and over again. If something like that is even possible. Again, not me not Ashal are interested in this approach. SexTec will have an approach close to SexLab. To be a little bit rude/explicit: People using SexLab prefer to use only a single hand to control what is going on... The Mod Get Striped from Bahow, kind of made it possible to control the Animations with one hand. He made it so it denpends on the dialog choices how the Animation will continue. The Ability to still have some control and the context fiting custom animations made Get Striped my favorite mod.
TheGoldenRod Posted August 14, 2016 Posted August 14, 2016 I don't get this. The Creation Kit has been out for months now. What could possibly be holding up sex mods?
Anchev Posted August 14, 2016 Posted August 14, 2016 I don't get this. The Creation Kit has been out for months now. What could possibly be holding up sex mods? Time?
Devorax Posted August 14, 2016 Posted August 14, 2016 I feel like sex mods will reinvigorate the rather disappointed Fallout fanbase Can't wait to slap the ham to my ingame waifu
DexesTTP Posted August 14, 2016 Posted August 14, 2016 I don't get this. The Creation Kit has been out for months now. What could possibly be holding up sex mods? We are missing people to create it. It's no joke, most people that work on animations or frameworks actually have very little time to contribute right now, so progress is really slow ! Of course, if you helped even a little bit the release would be that much sooner. Just sayin'.
Vuulgar Posted August 14, 2016 Posted August 14, 2016 I don't get this. The Creation Kit has been out for months now. What could possibly be holding up sex mods? You are literally bitching because people in the world are not making free software in their own time fast enough...you obviously dont have a clue or job or both. Good grief some people are unappreciative spoiled turds. You should leave golden out of your name to make it more accurate.
MaverickHunter94 Posted August 14, 2016 Posted August 14, 2016 I'd love to help with the SexTec development. However, I am untrained in this level of modding and need to know what tools/programs I would need and I would also need to know what is most needed to help speed up progress. I'll do whatever I can. If anyone also knows of any good tutorial websites for the requisite programs, please pass that information along.
DexesTTP Posted August 15, 2016 Posted August 15, 2016 I'd love to help with the SexTec development. However, I am untrained in this level of modding and need to know what tools/programs I would need and I would also need to know what is most needed to help speed up progress. I'll do whatever I can. If anyone also knows of any good tutorial websites for the requisite programs, please pass that information along. Actually, I'm not exactly sure what would be needed for ST development exactly. CPU might be able to provide an answer. However, there is things that would definitely be useful to have for ST. The first thing the most needed for ST, or any SexLab mod really, are animations. You'd need to pick up on 3DsMax for that, and you can base yourself on ShadeAnimator's tutorial about how to create animations for FO4 (see the general section). However, this would require you to learn how to animate stuff, and this can be a tricky task as it is really creative and takes a lot of skill to master. Another thing a bit needed too is to provide an analysis about how to launch animations using Papyrus. I'm pretty sure the basis of animation launching is already known, but AFAIK noone yet has done a full analysis of the different ways to invoke an animation from a Papyrus script, nor redacted some clear tutorial/examples of doing so. For that, you should only need to pick up the Creation Kit, and read up on Skyrim's Creation Kit for basic tutorials. In the same optic, extra data and exact tutorials/walkthrough/examples/eli5 and such about how to use the Creation Kit behavior stuff would be welcome. There is already a few bits and pieces here and there, but not anything specific by kind of animation/wanted interaction yet. For this, you'd only need to pick up the CK and start digging around adding "duplicated" animations to the game About the framework code in itself, I don't know how or if there is stuff to do. As I said above, CPU or Ashal might be the most qualified to ask for parts to code, but from experience I know that most code is better done by a small close team of people, at least on one feature, than from a bunch of small contributors. So, I'd recommend trying to explain how to do things (anything CK really, from "creating an event handler" to "adding a new dialog option") with small tutorials or examples, so that when they get to that point they can just extract the "concept" from what you provide. Basically, if you guys can create something that makes developing ST in Papyrus as easy developing a carousel in JQuery using StackOverflow, I guess the framework would happen much quicker. As always, if you decide to try to contribute, pick just ONE of these points (the one you like the most). Each is fairly "simple" - or at least limited in scope - for you not to get too lost, but each is equally important to the end result. Also, don't be afraid if you fail at first, and don't pressure yourself to succeed. If you don't manage to create something, or if you get demotivated, take a break or just stop. Noone will hold it against you Modding should be a hobby and something you like - plz enjoy gaem.
Guest Posted August 15, 2016 Posted August 15, 2016 I'd love to help with the SexTec development. However, I am untrained in this level of modding and need to know what tools/programs I would need and I would also need to know what is most needed to help speed up progress. I'll do whatever I can. If anyone also knows of any good tutorial websites for the requisite programs, please pass that information along. Another thing a bit needed too is to provide an analysis about how to launch animations using Papyrus. I'm pretty sure the basis of animation launching is already known, but AFAIK noone yet has done a full analysis of the different ways... In the same optic, extra data and exact tutorials/walkthrough/examples/eli5 and such about how to use the Creation Kit behavior stuff would be welcome. There is already a few bits and pieces here and there, but not anything specific by kind of animation/wanted interaction yet. For this, you'd only need to pick up the CK and start digging around adding "duplicated" animations to the game About the framework code in itself, I don't know how or if there is stuff to do. As I said above, CPU or Ashal might be the most qualified to ask for parts to code, but from experience I know that most code is better done by a small close team of people, at least on one feature, than from a bunch of small contributors. So, I'd recommend trying to explain how to do things (anything CK really, from "creating an event handler" to "adding a new dialog option") with small tutorials or examples, so that when they get to that point they can just extract the "concept" from what you provide. How to run an animation is already known. A full analysis was already done. And I posted a few pages ago a tutorial with the basics. The problem we are trying to solve is to dynamically add animations without requiring an esp file. It will be done through a F4SE plugin. About the code, it will be mainly Papyrus, but for sure we will develop some C++ F4SE plugins to simplify the papyrus code. Today there is not too much help needed, if not having as much as possible animators that know how to create an animation. Rigs and skeletons are important too. And I am aware only of @ShadeAnimator and @ZaZ and @MaikCG working on them. Today we have one only for "humans" (applies also to Gen 2 and 3, and a few other races, but not all of them. Deathclaw, for example, have a skeleton that looks like the one werewolves had in Skyrim.) P.S. I forgot to mention "nude models", yep we have female bodies, and a few male bodies (but for males there is no standard, and penises are problematic because cannot be today animated.) And we have about zero other nude bodies. (Why my curie NPC has no dick???? Because nobody created one.) I think @Leito86 started something, but I am not aware of progresses.
Thasic Posted August 15, 2016 Posted August 15, 2016 It took a good long time for sexlab to come along and then it was just a framework with few mods for it. In time, fo4 will be over run with high quality mods, both adult and tame. I will just play skyrim until they come along.
theplaster Posted August 15, 2016 Posted August 15, 2016 I don't get this. The Creation Kit has been out for months now. What could possibly be holding up sex mods? Gotta also remember the more they push out updates for the game, the more f4se would have to be updated and quite probably the mods essential to adding the sex animations. I assume updates could have an impact on the production process as well, slowing things down or requiring changes depending on the updates content.
ParagonBadger Posted August 15, 2016 Posted August 15, 2016 So it might be a very small contribution, but there IS one thing I can offer... Dialogue.I know, it seems like an afterthought for a lot of people, but I find that bad dialogue can ruin a scene. Often when I ran Sexout or Sexlab, the biggest turn-off was reading characters' lines in my head, imagining the actor/actress' voice... and it being full of camp, anachronism, or just... seeming out of character. Why would a furtive miller's wife in Skyrim say, "Fuck me harder, baby!"...Sure, this is more for a quest or a hookup plugin than Sextec itself, but if anyone is interested in making quest mods or the like, consider me free talent available for hire.Another thing I'm willing to do is write messages. There was a mod for Sexlab, I believe, that described sex acts in detail using those text messages at the top of the screen. While fun for a while, I thought it got old quickly and had a lot of potential.It could be anything. I always thought lust trackers should notify the player when someone's status changes, but you could do it in a sensual way to titillate the player. IE: "You catch Piper looking at you from the corner of your eye. She bites her lip when you meet her gaze." Nothing fancy, but imagine dozens of lines like this. Every time it procs, it's something new.I've quite a lot of experience writing and quite a lot of experience writing smut too, so... I dunno, that's my skill- it's available if you guys need it in the future.
MaverickHunter94 Posted August 15, 2016 Posted August 15, 2016 I'd love to help with the SexTec development. However, I am untrained in this level of modding and need to know what tools/programs I would need and I would also need to know what is most needed to help speed up progress. I'll do whatever I can. If anyone also knows of any good tutorial websites for the requisite programs, please pass that information along. Another thing a bit needed too is to provide an analysis about how to launch animations using Papyrus. I'm pretty sure the basis of animation launching is already known, but AFAIK noone yet has done a full analysis of the different ways... In the same optic, extra data and exact tutorials/walkthrough/examples/eli5 and such about how to use the Creation Kit behavior stuff would be welcome. There is already a few bits and pieces here and there, but not anything specific by kind of animation/wanted interaction yet. For this, you'd only need to pick up the CK and start digging around adding "duplicated" animations to the game About the framework code in itself, I don't know how or if there is stuff to do. As I said above, CPU or Ashal might be the most qualified to ask for parts to code, but from experience I know that most code is better done by a small close team of people, at least on one feature, than from a bunch of small contributors. So, I'd recommend trying to explain how to do things (anything CK really, from "creating an event handler" to "adding a new dialog option") with small tutorials or examples, so that when they get to that point they can just extract the "concept" from what you provide. How to run an animation is already known. A full analysis was already done. And I posted a few pages ago a tutorial with the basics. The problem we are trying to solve is to dynamically add animations without requiring an esp file. It will be done through a F4SE plugin. About the code, it will be mainly Papyrus, but for sure we will develop some C++ F4SE plugins to simplify the papyrus code. Today there is not too much help needed, if not having as much as possible animators that know how to create an animation. Rigs and skeletons are important too. And I am aware only of @ShadeAnimator and @ZaZ and @MaikCG working on them. Today we have one only for "humans" (applies also to Gen 2 and 3, and a few other races, but not all of them. Deathclaw, for example, have a skeleton that looks like the one werewolves had in Skyrim.) P.S. I forgot to mention "nude models", yep we have female bodies, and a few male bodies (but for males there is no standard, and penises are problematic because cannot be today animated.) And we have about zero other nude bodies. (Why my curie NPC has no dick???? Because nobody created one.) I think @Leito86 started something, but I am not aware of progresses. And from what I've seen of the F4SE team, they're pretty quick on the updates for the plugin whenever Bethesda bricks it with runtime updates. So, from what you've said, CPU, it seems like there isn't much more help needed for the development of Sex-Tec short of developing my own animations to be used with the framework itself. Well, I have always been curious about how animations work and how to imperiously make virtual constructs do my will, so perhaps I will look into the tutorials in 3DSMax. I assume that program is available for free, or at least can be found cheaply?
TheGoldenRod Posted August 15, 2016 Posted August 15, 2016 I don't get this. The Creation Kit has been out for months now. What could possibly be holding up sex mods? You are literally bitching because people in the world are not making free software in their own time fast enough...you obviously dont have a clue or job or both. Good grief some people are unappreciative spoiled turds. You should leave golden out of your name to make it more accurate. If that's what you think my intentions were, then you clearly don't belong in these forums.
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