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Thanks for the answers - they cover almost everything. One thing missing (unless  I misunderstood you, which is entirely possible) is how to query for available scenes (aka sex acts) by type. For example, a quest requests that two NPCs get involved in (for example) mutual masturbation. The quest code would need to check whether any such acts are available, and if so, trigger one from a list. Or, for example, aggressive sex acts of any kind, or anal sex acts only - and so on. All the quest-type mods I write, require this sort of thing, since the type of sex act is often integral to the story line. Likewise, my dialog sex mod leads to specific sex acts by type, which the player selects by talking to an NPC.

 

As I said.. somewhere above, this is just gathering information, not saying, "I need this tomorrow!" :) I am in no hurry. I was asking to get a feel for where things stand now.

 

Oh... on-screen font size is an issue for me. I simply cannot read much of the text.

Thanks ffabris!

Kinky is concerned about the font size too so we are working on a solution that boosts up at least some of the smaller text to start and we can take it from there. Not a major thing to implement, just have a lot on my plate with this project so I'll be getting to it soon.

 

In regards to your top point. OSex/OSA has a tag system which "Roulette" uses and it will be able to do what you want. I'm held back at the moment because there's some niche situations that are complex to make a solution for but I'll get them. The current system uses $Go and $Warp but you'll be able to use $Tag also to define a scene and it will randomize from all scenes with that tag. The gist of OSex papyrus will always be plotting out a scene from a list of steps but hopefully $Tag will allow you to generate some randomness to it. In terms of detecting in advance it would get a little harder. I can supply a way to check if plugins are installed but in the near future you'd have to know which animations are in which plugins. 

 

In the more distant future I'm optimistic in completing the AI so you can give the actors looser parameters and they would kind of do thei r own thing within the bounds you set but that's a little further off.

 

For aggresive, I have a small relatively tame non-consensual start scene coming that will be used for testing this. You'll be able to trigger starting with this scene simply by plotting it in your MyPlan but for randomization and future stuff: OSA records the hostility state of actors to each other (For example if they are fighting) and will unlock mroe aggresive scenes accordingly (If the developer wants to set it up this way) The papyrus developer will also be able to manually set this flag. For example out of a dialogue where the actors aren't technically Hostile (As far as papyrus is concerned) you can set their hostility flags or flag them to use aggressive animations. Since OSA is meant to handle any kind of animation it's a pretty niche thing but it's basically a flag that OSA developers can put on nav options to lock them out unless the flags are met.

 

CEO what language program do you use? Also in the future, will you add like an ending to some of the positions?

 

For actual programs:

 

animations: 3DSMax 2016 and 2012. (With havok tools on the 2012) Start with Pornphile's Rig for aniimating.

textures, gifs; Adobe Photoshop (With nvidia dll plugin)

UI Graphics: Adobe Illustrator

For UI part of the mod: Adobe Flash using ActionScrip2, (Papyrus of course for the connections)

 

Skyrim Tools made by modders:

Hkcmd to convert the animations, nifskope for the few nifs in the mod and FNIS 

 

Audacity for audio editing

 

Some Creation Kit

 

Prefer sublime 2 for editing xml and compiling papyrus

 

Microsoft Visual Studio 2012 express for just a little .dll stuff (Not really needed)

 

So I'm under the impression that "Wizard Sex", "Bad Boys of Skyrim", etc. are inaccessible to us currently? I'd be curious to bug-test them.

 

I have a beta a few pages back on the OSex thread where you can test the 1.09 release, the animations (especially in plugins) are WIP so I'm aware of any incomplete/holes in the animations etc.

 

What the hell? This mod is mindblowing. Congratulations to everyone making it happen.

 

Thanks you very much!

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Guest ffabris

In regards to your top point. OSex/OSA has a tag system which "Roulette" uses and it will be able to do what you want. I'm held back at the moment because there's some niche situations that are complex to make a solution for but I'll get them. The current system uses $Go and $Warp but you'll be able to use $Tag also to define a scene and it will randomize from all scenes with that tag. The gist of OSex papyrus will always be plotting out a scene from a list of steps but hopefully $Tag will allow you to generate some randomness to it. In terms of detecting in advance it would get a little harder. I can supply a way to check if plugins are installed but in the near future you'd have to know which animations are in which plugins. 

 

In the more distant future I'm optimistic in completing the AI so you can give the actors looser parameters and they would kind of do thei r own thing within the bounds you set but that's a little further off.

The aim here really is to be able to find out, run-time, whether specific types of animation are available prior to trying to trigger them. Triggering specific ones isn't that important. If, say, a mod requires an oral sex scene at some point, the code should be able to query whether the user has any oral sex anims; if so, trigger one (any) - if not, handle it gracefully with a message or whatever, then move on - or abort in a clean manner.

 

In other words, what I really don't want to do is hard code anim names and types into the mod and select from them, since new anims will be released over time, and the mod would have to be updated to keep up.

 

For aggresive, I have a small relatively tame non-consensual start scene coming that will be used for testing this.

I used aggressive as an example only. :) The concept is the same as above: if a story line requires aggressive sex (eg a rape scene), there should be a way to see if any anims are available and, if so, trigger one. A dialog sex mod would need to query for a range of sex act "types" in advance (on game load), so as to be able to enable/disable dialog topics.

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The aim here really is to be able to find out, run-time, whether specific types of animation are available prior to trying to trigger them. Triggering specific ones isn't that important. If, say, a mod requires an oral sex scene at some point, the code should be able to query whether the user has any oral sex anims; if so, trigger one (any) - if not, handle it gracefully with a message or whatever, then move on - or abort in a clean manner.

 

In other words, what I really don't want to do is hard code anim names and types into the mod and select from them, since new anims will be released over time, and the mod would have to be updated to keep up.

 

 

I see what you're looking for thank you. Admittedly I am in a slight hole where the complexity of the transitions and autonav make this harder to pull of.

 

To further talk about this:

 

For example if you Planned $Tag,Blowjob this would randomize from all installed blow jobs so if you had this as your only plan step and started a scene on 1.09 OSex then the actors would begin in a standing scene and navigate to one of the current blowjobs. 

 

If in 1.1 I added 10 new blowjobs then that command would still update to include the newer blowjobs since they would all be on the Blowjob $Tag in this case.

 

-----------

 

It sounds like you'd like a way to at the dialogue level decide what's installed, so you could have an NPC offer a blowjob if any blowjobs are installed or if not have them do something else or forget about it with a message saying non are installed.

 

Currently OSA modules use a tag.xml which handles all tags, basically a big list of all scenes made by the developer group by tag categories. I could potentially make a way to scan this document in advance and know what to do. A little tricky because the thread would not be paused when communicating to the UI, ie: I could have it request the UI to check the document for a certain scene but would not be able to relay the information back (if it was installed or not) in that same thread, there would have to be an mod-event in your papyrus that caught the response.

 

I understand what you want though and will think about it more and see what I can come up with. In the end there might not be a way beyond checking for plugins / modules and just knowing roughly what's in them or what they are about but I'm optimistic I can do something better then that for what you need.

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Guest ffabris

Currently OSA modules use a tag.xml which handles all tags, basically a big list of all scenes made by the developer group by tag categories. I could potentially make a way to scan this document in advance and know what to do. A little tricky because the thread would not be paused when communicating to the UI, ie: I could have it request the UI to check the document for a certain scene but would not be able to relay the information back (if it was installed or not) in that same thread, there would have to be an mod-event in your papyrus that caught the response.

 

I understand what you want though and will think about it more and see what I can come up with. In the end there might not be a way beyond checking for plugins / modules and just knowing roughly what's in them or what they are about but I'm optimistic I can do something better then that for what you need.

Hum, maybe some pseudocode will help clarify further.

bool property bHaveOral = false Conditional Auto Hidden
bool property bHaveVaginal = false Conditional Auto Hidden

Event OnGameLoad()
  if(osex.HaveTag("oral"))
    bHaveOral = true
  endif
  if(osex.HaveTag("vaginal"))
    bHaveVaginal = true
  endif
  ; ... and so on
EndEvent

A mod would then have a dialog tree, with, for example:

Topic: I really need a blowjob now!
Info:  Sounds great!
Condition: IsPlayableCharacter - true
Condition: IsCHild - false
Condition: bHaveOral - true

Getting the info from a mod event would work, but being able to instead query the framework is better, IMHO. If possible. OSA/OSex would need to parse the XML on start, and store all tags somewhere for the duration, so that they can be queried.

 

The above example is a very simplified version of what one of my mods currently does, btw - though it does assume that at least one of each "basic" sex act is available, since SexLab is a hard requirement, and that comes with most of the "basic" sex acts included. However, it does check for "non-standard" sex acts and uses variable to track what is available and what isn't. In order for me to adapt that to OSex, I'd need similar functionality. SLEN is another mod that probably does something similar.

 

Thanks for the replies, btw. :)

 

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What an amazing, aesthetically exquisite and invigorating mod. Nearly everything about it feels very well-crafted and professional, and the UI is brilliant. Frankly thought it was just style and no substance but boy was I wrong -- this is a robust skeleton that just needs some more skin! Looking forward to what the future of your work and team have in store. If I'm feeling particularly useful I will lend my newb hand too, whenever the day so arises.

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Hi Jerok,

 

I finished a draft of the animation split you were looking for. It wound up being more ambitious then I thought it would but I believe it's more powerful then we talked about also now. It was too complex for me to update the old scene type "OScene" to work with what you were looking for and having it expand to have other powerful options as well. I created a new type of scene shell called "OS2" which you access by just removing style="OScene" from the top line.

 

As for future compatability I'm not sure what this means, the scene shell script is really confusing at this point so it's hard for me to say but on scene's that you want an animation split using OS2 should do the trick.

 

New format looks like this:

 

<animation>
<animrole type="union" ix="0"/>
<animrole type="union" ix="0"/>
<union>
<animplan>
<unim t="L" l="2.0">
<anim id="0Sx0MF_Ho-St9AdoreV0_0"/>
<anim id="0Sx0MF_Ho-St9AdoreV0_1"/>
</unim>
</animplan>
</union>
</animation>
 
There's 2 types "union" or "solo"  union is for if actors need to have their animations tied together to sync and solo is for just playing whatever.
 
<animplan> is like a wrapper that holds options. I set it up like this so in the future alternate animations can be used based on persona flags or arousal levels etc. Like switch boards can be put in the <animplan> with percentages and flag checks to be dynamic.
 
 
type="union" references an index (ix) of <union> bellow so in an extreme example you could do this, with 4 actors and 2 unions:
 
 
<animation>
<animrole type="union" ix="0"/>
<animrole type="union" ix="1"/>
<animrole type="union" ix="0"/>
<animrole type="union" ix="1"/>
<union>
<animplan>
<unim t="L" l="2.0">
<anim id="0Sx0MF_Ho-St9AdoreV0_0"/>
<anim id="0Sx0MF_Ho-St9AdoreV0_1"/>
</unim>
</animplan>
</union>
<union>
<animplan>
<unim t="L" l="2.0">
<anim id="0Sx0MF_Ho-St9OtherAdoreV0_0"/>
<anim id="0Sx0MF_Ho-St9OtherAdoreV0_1"/>
</unim>
</animplan>
</union>
</animation>
 
Actors 0 and 2 would be synchronized and so would 1 and 3.
 
--------------------------
 
To explain why: I've got a scene with  these roles: 0 (Male Doing Doggystyle),  1 (Female Receiving Doggystyle), 2 (Female Watching)
 
The 0 and 1 need to be synchronized with speeds but the 2 has a few orientations they can move into while watching. 2's animation is also 6 seconds but the doggystyling pair is using 2 second lengths.  <union> ties the 2 doggystylers together at speeds and let's the watching one do their own thing. So if actor "2" can watch from 6 different positions I don't need to replicate 10 animations per scene now for the doggystylers. 

 

<unim> is just a way to wrap all the outcome animations together, so it goes around the <anim> when using a <union>

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

 

You can also just

 

<animrole type="solo"/>

<animplan>
<anim id="0Sx0MF_Ho-St9OtherAdoreV0_0" l="2.0"/>
</animplan>

 

<animrole type="solo"/>

<animplan>
<anim id="0Sx0MF_Ho-St9SomeOtherAnmation_0" l="2.0"/>
</animplan>

 

To set them all solo without any union happening or do any combo of union + solo. This would make actor 0 play "0Sx0MF_Ho-St9OtherAdoreV0_0" and actor 1 play "0Sx0MF_Ho-St9SomeOtherAnmation_0".

 

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

 

In the case of os2 you don't use omit the _0 or _1 _2 at the end and type the full animation name

 

 

 

 

 

Thank you very much for the nice comments!

 

 

 

Thank you for the examples that makes sense to me what you want, I'll see what I can do. It's a little complicated, since it's OSA's nature to be able to load as many unknown modules as are made /available so it's hard to figure out a way for it to responsibly preload information about whatever might be installed but I'm sure I can figure something out I'll see what I can do.

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...

Phew, took me reading that a few times to get the gist of it and fully understand the example. So the first pair (0+2) would execute the first <union> and the second pair (1+3) would execute the second union based on their ix number?

Ambitious as always, I see where you might be going with that for your own module, looking forward to it as always! And it should work perfect for me.

 

Small random question, I've been poking my head around trying to find a way to insert first person animations ingame but I always find "it cannot be done, first person animations can only be replaced, not added". Yet I've seen a practical example of added FPV animations to simulate camera work, I'm hoping you or someone around here might have a lead on this that I could follow.

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Thanks. :)

 

Thanks to you also ffabris for taking an interest and giving me ideas of things to do to make OSA stronger much appreciate the time you took to explain the things you were looking for clearly! I believe the things I'd love to add to OSA are just a part of what the system could really do, in the end it could most likely do lots of things that I'll never have time to ever add so it's very helpful when people that vaibly want it to do things tell me what they would like to help me focus my time.

 

 

 

...

Phew, took me reading that a few times to get the gist of it and fully understand the example. So the first pair (0+2) would execute the first <union> and the second pair (1+3) would execute the second union based on their ix number?

Ambitious as always, I see where you might be going with that for your own module, looking forward to it as always! And it should work perfect for me.

 

Small random question, I've been poking my head around trying to find a way to insert first person animations ingame but I always find "it cannot be done, first person animations can only be replaced, not added". Yet I've seen a practical example of added FPV animations to simulate camera work, I'm hoping you or someone around here might have a lead on this that I could follow.

 

 

Hi Jerok, Yes, sorry I know it's a lot to figure out at a glance. Yea that's how ix works similar to how I do with visitors. <union> is more of a thing that osex will need in specific cases. For the most part I think type="solo" will do what you want much easier then having to set up a union. <union> would only be needed if an actor is expected to get out of animation or time sync with others that are expected to be totally in sync. Union's only really needed in the case of variations of speed, where two actors would have to randomize the same variation # to appear in sync or be moving at the same speeds as it changes.

 

I haven't seen much for FPV animations myself and was under the belief that they could only be replaced. I do know that FNIS fairly recently added documentation for setting up camera animation and that the camera "bone" is able to be animated perhaps it's done this way instead?

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I seriously can't get animations to work. Even after running FNIS. 

 

To figure this out. By not work do you mean the actors stack inside of each other when you start a scene? The menu would be there you most likely could hear sound and expressions would happen and clicking the menu would do things but they actors just always stay inside of each other chillen.

 

Yup, the actors merge and nothing happens. I even disabled all other mods to see if anything was interfering. 

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CEO-0S,

I'd like to know if you know of any mods that actually uses slot 56 for bras. ;-;

 

No, I use a different setup so it works on mine but most users will not be able to rock it. I'll be making a quality of life feature for OSA at some point soon that let's you designate undergarments (bra, panties) to be auto equipped when outer articles (pants, shirt) are removed to make the same effect without having to mess with slots or visibility. There will be an auto mode where it equips from a list of stuff that you set based on what is installed or you'll be able to define it in their persona.

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CEO-0S,

I'd like to know if you know of any mods that actually uses slot 56 for bras. ;-;

 

No, I use a different setup so it works on mine but most users will not be able to rock it. I'll be making a quality of life feature for OSA at some point soon that let's you designate undergarments (bra, panties) to be auto equipped when outer articles (pants, shirt) are removed to make the same effect without having to mess with slots or visibility. There will be an auto mode where it equips from a list of stuff that you set based on what is installed or you'll be able to define it in their persona.

 

Hello kinky, I am super new to this thing so, Don't know how to post, to use sexlab and OSA, but straight to the point

This will sound like nub question but, the actors stay in T inside each other when I change animation not always sometimes it happens and I need to wait some time to the animation play, is this because the anim is loading or something like that? after some time they start normaly, I scavenged your Tumblr and tried to download your mods and shit, the animations got perfect but the game CTD, and i got back to a "simple instalation" I know that you are kinky but don't be so to me, Don't make war, make love...

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CEO-0S,

I'd like to know if you know of any mods that actually uses slot 56 for bras. ;-;

 

No, I use a different setup so it works on mine but most users will not be able to rock it. I'll be making a quality of life feature for OSA at some point soon that let's you designate undergarments (bra, panties) to be auto equipped when outer articles (pants, shirt) are removed to make the same effect without having to mess with slots or visibility. There will be an auto mode where it equips from a list of stuff that you set based on what is installed or you'll be able to define it in their persona.

 

Hello kinky, I am super new to this thing so, Don't know how to post, to use sexlab and OSA, but straight to the point

This will sound like nub question but, the actors stay in T inside each other when I change animation not always sometimes it happens and I need to wait some time to the animation play, is this because the anim is loading or something like that? after some time they start normaly, I scavenged your Tumblr and tried to download your mods and shit, the animations got perfect but the game CTD, and i got back to a "simple instalation" I know that you are kinky but don't be so to me, Don't make war, make love...

 

Never mind this PROBLEM SOLVED, well on your tumbrl u said that installing on a previous OSA or Sexlab instalation would cause this, but when I got the "T problem" I has using a clean instalation, strangely I tried to create new saves and things got worse but when I loaded the mod on my save that haved sexlab and a tons of stupid mods the animations got perfect. Oh and i got a bug if u try to start animations on a balcony or spiked barricade (Don't ask me why I tried this) english is not my native language sorry for mispell and I thinked that kinky has the modder isn't him part of the team or something?

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I have a question about the Camilla of Riverwood Profile Demonstration, what exactly does it do? I tried installing it but I couldn't find any reference to it in the interface of the mod, or in conversations with Camilla in-game. 

 

Also it says this mod ties into amorous adventures, I was wondering how that works. 

 

Target Camilla and press inspect button then go to her profile from the menu that pops up.

 

Amorous adventures is plug and play. Follow quests from AA and when its sexy time OSA will start Osex scene.

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I have a question about the Camilla of Riverwood Profile Demonstration, what exactly does it do? I tried installing it but I couldn't find any reference to it in the interface of the mod, or in conversations with Camilla in-game. 

 

Also it says this mod ties into amorous adventures, I was wondering how that works. 

 

Target Camilla and press inspect button then go to her profile from the menu that pops up.

 

Amorous adventures is plug and play. Follow quests from AA and when its sexy time OSA will start Osex scene.

 

I see, I also have sexlab installed does that override osex within amorous adventures? 

 

Also what is the inspect key? 

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Hey folks just wondering if the people at OSA headquarters have seen this mod:  http://www.nexusmods.com/skyrim/mods/80201/ the guy tried to make it work with OSA but couldn't manage it, everything seems to work fine just using his version with the old OSA type hotkeys, but maybe you guys could chat and get it added to your amazing mod? I think it fits perfectly? 

 

Yeah, I saw as well. It'd be great if someone has some time for it.

If not at least know that I intended to, maybe a week or two from now, take a look at it and see if I could set something basic for it and pass it along to the author with instructions on how to add more scenes. But right now I don't have the time to help.

 

For anyone interested in learning, since my module is a much simpler and limited module compared to OSex it could be a decent resource to look at after checking out the test module for anyone that wants to learn, as looking through OSex can be a bit overwhelming. I have at least time to answer questions about it.

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Hey folks just wondering if the people at OSA headquarters have seen this mod:  http://www.nexusmods.com/skyrim/mods/80201/ the guy tried to make it work with OSA but couldn't manage it, everything seems to work fine just using his version with the old OSA type hotkeys, but maybe you guys could chat and get it added to your amazing mod? I think it fits perfectly? 

 

Yeah, I saw as well. It'd be great if someone has some time for it.

If not at least know that I intended to, maybe a week or two from now, take a look at it and see if I could set something basic for it and pass it along to the author with instructions on how to add more scenes. But right now I don't have the time to help.

 

For anyone interested in learning, since my module is a much simpler and limited module compared to OSex it could be a decent resource to look at after checking out the test module for anyone that wants to learn, as looking through OSex can be a bit overwhelming. I have at least time to answer questions about it.

 

Nice one that's pretty cool of you to do, the animations in his mod are pretty smooth and really close to the quality of OSA!

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