CEO 0S Posted July 12, 2016 Author Posted July 12, 2016 Hey. My keyboard doesn't have numpad and neither numlock... so i can't really open it. Is there a away to make the OSA keys configurable? Like an .ini or a mcm menu? Generally recommend finding the lock key that turns the keys into a num pad just to configure but in this case it seems like it's not possible. If you hold F8 down for 10 seconds OSA will do this: - rebind DPAD to WASD - rebind Q to OK - rebind E to NO - rebind Left Shift to Open Menu This is meant as an emergency fix for niche keyboards to just be able access the menu and reset up their keys. It will be a little weird rebinding since you'll be moving your character as you navigate the menu.
DaXmAn Posted July 12, 2016 Posted July 12, 2016 It should be the same as before - Numpad period by default. If you started NPC on NPC scene then you will have to inspect and observe them in order to end the scene. Unfortunately for some reason previously binded key is not working, I didn't try to bind other than numpad period through And im talking about PC on NPC scene. I will try to bind different key later today... maybe something/another mod/script is blocking it? I have plenty mods installed. Ok so I tried to bind a key which is not in use by any other mod or game but I can't end the scene :/ Can I debug this somehow? Edit: I also tried with new game and the effect is the same. I can start scene with binded key, but I cannot end it.
Blade_Runner Posted July 12, 2016 Posted July 12, 2016 Uninstalled the culprit, followed the instructions to the letter, ran fnis, here's what happens so far: the menu appears, but the icons do not get highlighted when i navigate, and when i open the "library" menu there's nothing there (installed the demo modules and 0sex), it just says "undefined" and gives the "back" option. There's any common reason for this? Again, any help is appreciated. Sorry for the bother, i'm just excited to try the mod. The HUD looks great, btw.
CEO 0S Posted July 12, 2016 Author Posted July 12, 2016 Uninstalled the culprit, followed the instructions to the letter, ran fnis, here's what happens so far: the menu appears, but the icons do not get highlighted when i navigate, and when i open the "library" menu there's nothing there (installed the demo modules and 0sex), it just says "undefined" and gives the "back" option. There's any common reason for this? Again, any help is appreciated. Sorry for the bother, i'm just excited to try the mod. The HUD looks great, btw. is the warning box still showing up?
Blade_Runner Posted July 12, 2016 Posted July 12, 2016 Nope, the mod initializes with no errors. I even checked all the .bsa files to see if there was a hud_config file lying somewhere.
Z0mBieP00Nani Posted July 12, 2016 Posted July 12, 2016 Once things are better understood with fallout 4 and this framework for Skyrim has matured a bit would you consider focusing some attention on Fallout 4, or is that game not even on the radar? Maybe, it's unclear if FO will get to that point. OSA is in a sense an actionscript game that uses Skyrim as a visual output in this case, it could pretty easily adapt to anything that actionscript can talk to which FallOut 4 potentially does have the capacity for. My own module/ animations might have to be started over or substantially redone which is very daunting, but the framework itself could go over easily if something with SkyUI's abilities shows up there. On the personal commitment side my Skyrim looks a hell of a lot better then my FO4 does right now and I do prefer the fantasy genre, more then just Skyrim but just having the assets in place to make any kind of fantasy story. FO4's npcs are really shallow or non-existant compared to Skyrim so Persona system, unique identities doesn't seem to have as much purpose there. This project has made me a little bitter also, I believe it's a significant upgrade or at least opens up potential that hasn't been seen before, and a fuck lot of work but it general on the internet it encounters what I consider pretty shallow visonless complaints in it's global perception. The fan's of the project are a niche group of and already small group: those interested in either adult interaction in video games or special animation engines. The project has gotten a really good response and a lot of support from many people, but in the grand scheme that's a very small number of the community in total so despite all the work it's not very well received. Spitefully maybe I'm not inclined to pursue these features so much elsewhere, the masses interested in animation and adult interactions in video games can have what they want/deserve. If I could take back the time I would but it's been a lot of work, and many other people involved besides myself at this point so I'm going to make this as bad ass as I can for Skyrim at least. If the tools come around I most likely will give it a go however. At the least I'd bring over the framework and do some smaller easier to manage projects but I don't think I'll take on general sex as a theme unless my animations already done can survive. If the tools come to be that animations can go over as well it would pretty exciting because it potentially means that all OSA modules could theoretically work in both games but that's a long shot if it will become possible. I see the potential in this framework, and I think more people would see it as well, however I also think that primarily due to it's late arrival, and the release of Fallout 4, allot of attention has been shifted away from Skyrim modding in general, so unfortunately mods like this have gone relatively "unnoticed". However I'm hopeful that with the release of Skyrim Remastered it may rekindle some of the interest in modding Skyrim again, and this framework will start to see more use. All of that aside, you're always going to encounter a few ungrateful bastards no matter what you do in life, you just can't let it get to you. Bitterness is bad for the drive of any endeavor. So far, from what I've read in a few threads in the Fallout 4 section, Skyrim and fallout 4 are not that different from each other, so I'm hopeful that this framework does come to Fallout 4 with relative ease, as it opens up interactive possibilities that didn't exist for Skyrim when that was the latest game to mod. I wouldn't worry too much about the shallowness of the NPCs in Fallout 4 by the way, I'm pretty confident that there will be mods that will come out later on to fix that.
Whizkid Posted July 12, 2016 Posted July 12, 2016 Once things are better understood with fallout 4 and this framework for Skyrim has matured a bit would you consider focusing some attention on Fallout 4, or is that game not even on the radar? Maybe, it's unclear if FO will get to that point. OSA is in a sense an actionscript game that uses Skyrim as a visual output in this case, it could pretty easily adapt to anything that actionscript can talk to which FallOut 4 potentially does have the capacity for. My own module/ animations might have to be started over or substantially redone which is very daunting, but the framework itself could go over easily if something with SkyUI's abilities shows up there. On the personal commitment side my Skyrim looks a hell of a lot better then my FO4 does right now and I do prefer the fantasy genre, more then just Skyrim but just having the assets in place to make any kind of fantasy story. FO4's npcs are really shallow or non-existant compared to Skyrim so Persona system, unique identities doesn't seem to have as much purpose there. This project has made me a little bitter also, I believe it's a significant upgrade or at least opens up potential that hasn't been seen before, and a fuck lot of work but it general on the internet it encounters what I consider pretty shallow visonless complaints in it's global perception. The fan's of the project are a niche group of and already small group: those interested in either adult interaction in video games or special animation engines. The project has gotten a really good response and a lot of support from many people, but in the grand scheme that's a very small number of the community in total so despite all the work it's not very well received. Spitefully maybe I'm not inclined to pursue these features so much elsewhere, the masses interested in animation and adult interactions in video games can have what they want/deserve. If I could take back the time I would but it's been a lot of work, and many other people involved besides myself at this point so I'm going to make this as bad ass as I can for Skyrim at least. If the tools come around I most likely will give it a go however. At the least I'd bring over the framework and do some smaller easier to manage projects but I don't think I'll take on general sex as a theme unless my animations already done can survive. If the tools come to be that animations can go over as well it would pretty exciting because it potentially means that all OSA modules could theoretically work in both games but that's a long shot if it will become possible. I see the potential in this framework, and I think more people would see it as well, however I also think that primarily due to it's late arrival, and the release of Fallout 4, allot of attention has been shifted away from Skyrim modding in general, so unfortunately mods like this have gone relatively "unnoticed". However I'm hopeful that with the release of Skyrim Remastered it may rekindle some of the interest in modding Skyrim again, and this framework will start to see more use. All of that aside, you're always going to encounter a few ungrateful bastards no matter what you do in life, you just can't let it get to you. Bitterness is bad for the drive of any endeavor. So far, from what I've read in a few threads in the Fallout 4 section, Skyrim and fallout 4 are not that different from each other, so I'm hopeful that this framework does come to Fallout 4 with relative ease, as it opens up interactive possibilities that didn't exist for Skyrim when that was the latest game to mod. I wouldn't worry too much about the shallowness of the NPCs in Fallout 4 by the way, I'm pretty confident that there will be mods that will come out later on to fix that. my 2 cents, this and the up and coming skyrim remaster will breath new life into skyrim, reason is crystal clear since the next release is years away..
haadvaar Posted July 12, 2016 Posted July 12, 2016 Hey. My keyboard doesn't have numpad and neither numlock... so i can't really open it. Is there a away to make the OSA keys configurable? Like an .ini or a mcm menu? Generally recommend finding the lock key that turns the keys into a num pad just to configure but in this case it seems like it's not possible. If you hold F8 down for 10 seconds OSA will do this: - rebind DPAD to WASD - rebind Q to OK - rebind E to NO - rebind Left Shift to Open Menu This is meant as an emergency fix for niche keyboards to just be able access the menu and reset up their keys. It will be a little weird rebinding since you'll be moving your character as you navigate the menu. Thank you very much.
CFU Posted July 12, 2016 Posted July 12, 2016 Okay, so, finally finding the time to try things out, I found a few bugs. Firstly, the menus worked fine once I got the hang of them. However, I did run into this problem where if I selected OSex via menu, both characters would be teleported some distance under the map, performing the animations a few feet apart. Stopping it let my character fall further into the abyss before returning him to his original position. I found no sign of the other character. This might be just my game, but it now hangs when I try to exit the cell by freezing when the loading screen should start. (I was in Winterhold palace) Loading up a previous save works fine, though OSA didn't seem to respond for that one.
Orochi Lettie Posted July 12, 2016 Posted July 12, 2016 So the defualt start key has changed again? it said go to libarary but when i choose that it just says undefined, with no other options and yes i did install osex AFTER OSA, something i am missing here?
CEO 0S Posted July 12, 2016 Author Posted July 12, 2016 So the defualt start key has changed again? it said go to libarary but when i choose that it just says undefined, with no other options and yes i did install osex AFTER OSA, something i am missing here? Nope, the mod initializes with no errors. I even checked all the .bsa files to see if there was a hud_config file lying somewhere. Default start key is gone because OSA can't assume that OSex is installed since it's a module, it's up to the player to decide what key to use if they want to bind OSex to a key. When functioning right you would go to the library > click OSex > click bind to key > hit the key but something else is happening here. I haven't seen this error before relating to "undefined" showing up, and selectors not appearing as you guys are mentioning. I'll look into it and see what I can find but I'm not sure at the moment. Potentially could be a clean save thing but I doubt it. I'll see what I can find / maybe some other reports will help figure this out. I'm pretty sure all cases of humenu.gfx will cause my warning box to pop up so we can rule that out however I'm not entirely sure because the effects that are happening seem kind of related to that kind of issue. Okay, so, finally finding the time to try things out, I found a few bugs. Firstly, the menus worked fine once I got the hang of them. However, I did run into this problem where if I selected OSex via menu, both characters would be teleported some distance under the map, performing the animations a few feet apart. Stopping it let my character fall further into the abyss before returning him to his original position. I found no sign of the other character. This might be just my game, but it now hangs when I try to exit the cell by freezing when the loading screen should start. (I was in Winterhold palace) Loading up a previous save works fine, though OSA didn't seem to respond for that one. CFU, Thanks targeting tests reveal that it's not reliable if the actors are no longer in the same cell as you. I'm going to make the targeting list clear out when you change cells. I'll look into a solution to move the actors to you in the future. There is a chance on starting scene that you get thrown through the floor, this is a skyrim thing when adjusting the player's scale it has a chance to do this, looking into a fix. I think it's all related to one thing, reloading a very recent save can cause the menu to not refresh and I think it got clogged up by trying to use an actor in another cell. I'll get it fixed up.
sutekii Posted July 12, 2016 Posted July 12, 2016 This looks great CEO. I'll give it a go tonight. Your eye for aesthetics is probably the best part of this whole thing - the UI really is beautiful. It'll be good to see your Patreon page gain some momentum. Your mods may be perceived as 'small' right now, but everything big has to build from the bottom up. The sheer quality of what you're producing can't be repressed. If (when?) a more 'general' mod is released to wider community, you'll achieve some sort of mythical status - a clothing/weapon selection mod, using the kind of UI shown on the first page, would bring the house down. I look forward to the day.
Orochi Lettie Posted July 12, 2016 Posted July 12, 2016 So the defualt start key has changed again? it said go to libarary but when i choose that it just says undefined, with no other options and yes i did install osex AFTER OSA, something i am missing here? Nope, the mod initializes with no errors. I even checked all the .bsa files to see if there was a hud_config file lying somewhere. Default start key is gone because OSA can't assume that OSex is installed since it's a module, it's up to the player to decide what key to use if they want to bind OSex to a key. When functioning right you would go to the library > click OSex > click bind to key > hit the key but something else is happening here. I haven't seen this error before relating to "undefined" showing up, and selectors not appearing as you guys are mentioning. I'll look into it and see what I can find but I'm not sure at the moment. Potentially could be a clean save thing but I doubt it. I'll see what I can find / maybe some other reports will help figure this out. I'm pretty sure all cases of humenu.gfx will cause my warning box to pop up so we can rule that out however I'm not entirely sure because the effects that are happening seem kind of related to that kind of issue. Ok i actually fixed the problem it was a mistake on my part, because i installed osex 1st before OSA and left the files intact., but i ended up fully uninstalling, and reinstalling etc, you get the picture a clean save issue more or less.
UnCui Posted July 12, 2016 Posted July 12, 2016 Nobody else is having CTDs issues with the mod? I'm getting envious so many people get to enjoy the mod....:\ Edit: Also, the Animation which transits from the "Spoon Affection + Pulled out" to the "Spoon Affection, Penetration" scene, is missing I guess...both the actors goes into the T Pose for a few seconds, then goes back to normal, (you never see the penetration being made) , anyone else experienced this?
DaXmAn Posted July 12, 2016 Posted July 12, 2016 Ok guys, having separate Skyrim copy (vanilla) I made hardlink in Steam folder to use these files. I installed manually: SKSE, SKY UI 5.1, FNIS 6.2, XP32 Maximum Skeleton Extended 3.67 OSA and OSEX ofcourse. I run fnis for users of course after I installed all mods. Everything else is vanilla. Mod loads fine. I can bind a key to OSEX module, I can start the scene, but I can't end it by clicking the same key, or any other key... Basically I have to quit the game, there is no other way I am aware of to end the scene Any ideas?
CEO 0S Posted July 12, 2016 Author Posted July 12, 2016 Nobody else is having CTDs issues with the mod? I'm getting envious so many people get to enjoy the mod....:\ Edit: Also, the Animation which transits from the "Spoon Affection + Pulled out" to the "Spoon Affection, Penetration" scene, is missing I guess...both the actors goes into the T Pose for a few seconds, then goes back to normal, (you never see the penetration being made) , anyone else experienced this? My team and I have done a lot of testing on the CTD's reported. Still investigating it but I've decide it's something outside of what OSA can do / is responsible for, however if there's anything I can do to alleviate it further I will and will continue to look into it. The common one that some users experience is a Skyrim memory thing, and the presence of a lot of animations puts more strain on to this, OSex adds a ton of animations and similar things like Halo's posers will create the same effect Mainly depending on what your computer is doing, how busy it is, how busy the zone you are loading into the chance of crash increases. We've traced it to this issue happening but it's beyond my understanding, and the scope of the project to fix it: ExceptionAddress: 76e5c41f (KERNELBASE!RaiseException+0x00000058) ExceptionCode: 406d1388 (Visual C++ exception) Some users don't get it at all but some do, the issue is most likely in the skyrim.exe. The presence of OSex's behavior files puts more strain on things since it's a lot of animations so depending on a lot of variables the game can crash on load. It's more likely something that Fores or Meh can fix then me. I think some people on my team are in contact with meh to see if it's something that can be fixed. The crash will result either in a load screen crash or in temporarily loading into game but female npcs will be t-posed and then a few seconds later the game crashes. That's the common one we've identified but it might be something else since this is a test and something might have come up. If it is the one I mentioned you can try from a clean save and see if the results still occur if not it generally means the save got clogged up or the zone is to intense. Some users reported success disabling xpmse.esp and fnis.esp and I'm not implying that those mods are doing anything wrong, I'm more so saying that at this point in Skyrim there's a memory bug and also a lot of heavy hitters on the field that are pushing Skyrim to the limit, so you might have to do what works on your system. Certain windows versions, certain graphics cards, mod load etc. all seem to play a role in this one. ---- Spoon's not done yet, that animation is coming. I run fnis for users of course after I installed all mods. Everything else is vanilla. Mod loads fine. I can bind a key to OSEX module, I can start the scene, but I can't end it by clicking the same key, or any other key... Basically I have to quit the game, there is no other way I am aware of to end the scene Any ideas? Num . (period) ends the scene by default you can change this in the menu it's the "End" key.
Kinky Posted July 12, 2016 Posted July 12, 2016 I run fnis for users of course after I installed all mods. Everything else is vanilla. Mod loads fine. I can bind a key to OSEX module, I can start the scene, but I can't end it by clicking the same key, or any other key... Basically I have to quit the game, there is no other way I am aware of to end the scene Any ideas? Num . (period) ends the scene by default you can change this in the menu it's the "End" key. He said he already tried that and tried to rebind and still nothing. Its strange. Maybe its related to key binding issue i had earlier. Ill test it more on my part.
CEO 0S Posted July 12, 2016 Author Posted July 12, 2016 He said he already tried that and tried to rebind and still nothing. Its strange. Maybe its related to key binding issue i had earlier. Ill test it more on my part. Early on when i first launched some users reported that num . wasn't correctly assigned on their keyboard and it was coming up as some other random key. It's possible this is the case, and it's one of those keyboards. Maybe DaX just try rebinding END to something else besides num period.
Darkening Demise Posted July 12, 2016 Posted July 12, 2016 OK so after screwing around I found the issues and got things working...somewhat. But I cannot still see any UI for OSA/OSEX. So if I press enter I do not have a menu appearing, if I press num 0 nothing happens. Yet if I hit num 3, the free cam activates. So Its somewhat functional but idk what's going on with the lack of functionality. Do I just get the test versions of both OSA and OSEX or do I need older files from OSEX and overwrite them with the test files to get the menu to appear? See when you are done with everything you will have perfect OSA instalation Now when you are no longer spamming the forums in rage and yelling how OSA broke your game let me give you a hand at solving some issues that you got yourself into. First of all check that OSA.esm. Its master file so it should be somewhere at the top and not last thing in your load order. Run Loot to sort your load order better. Make sure you dont have some mod that is using same hotkeys that OSA is using (Numpad 7 8 9 4 5 6 , Enter + -) Free cam from num3 is, i think, sexlab function. Next check my post just above yours about - how to setup things. Now that I placed the OSA file below the DLC in the load order I went back in game. The UI is now missing again for SL mods, and the base stuff like looking at something you would see the act key E with what you're looking at but its gone along with health stamina and magic bars. The num pad keys don't work either still. Enter did nothing, 0 did nothing. All I did at first was delete the old Osex files, then got the OSA and new OSex files, ran FNIS, no issues, looked at LOOT, no issues, and played the game. The game didn't suffer this missing UI till I placed the OSA/OSex files into the data folder.
DaXmAn Posted July 12, 2016 Posted July 12, 2016 He said he already tried that and tried to rebind and still nothing. Its strange. Maybe its related to key binding issue i had earlier. Ill test it more on my part. Early on when i first launched some users reported that num . wasn't correctly assigned on their keyboard and it was coming up as some other random key. It's possible this is the case, and it's one of those keyboards. Maybe DaX just try rebinding END to something else besides num period. Kinky, CEO, I tried with various differnt keys ("end", "z"), and the problem remains As I said I managed to eliminate all mods, by installing only required mods on a fresh vanilla copy of Skyrim.
Kinky Posted July 12, 2016 Posted July 12, 2016 Kinky, CEO, I tried with various differnt keys ("end", "z"), and the problem remains As I said I managed to eliminate all mods, by installing only required mods on a fresh vanilla copy of Skyrim. It is strange. Its working just fine in my vanilla setup. 2 Questions and a half : 1. Did you try to save the game after rebinding keys and try to load that save and see if it works? 2. Is it happening only with ending key, are other keys working fine? Also please update all the requirements to latest version.
Supertin Posted July 12, 2016 Posted July 12, 2016 For example a list of all the different shortcuts in the .xmls, unless it already exists and I didn't see it. I can guess what some of them do or mean and I'm sure it saves alot of time once you know them all. But it's difficult to figure out when a lot of them are just single letters >.< Supertin, Since it sounds like you are rolling already I'll do a quick crash course here it will help me get all the text sorted out for the guide anyways: Very sorry for how fast I'm typing this, incomplete, I'm just typing out loosely in hopes that it helps in the meantime while I get proper documentation together. I covered ever entry shown in the DemoModule here: 3 Main .xml document types are used in an OSA module: - module.xml - pandect.xml - scene(s).xml 1 .ini type is used for translation module.xml is global settings for your entire group of scenes + things that should happen at start pandect.xml is an extension to module.xml but it's only loaded when needed. Pandect winds up being a lot larger because it contains a lot of flavor text etc. I didn't want that all preloaded at the front and delaying combat scenes etc. so I split them up. module.xml is crucial module information needed at the start of a scene pandect is information that's only needed if the user is doing stuff in menu's and looking around. MODULE.XML -------------------- <module id="OSADemo1" name="OSA Demo 1" creator="Ceo" v="1.00" actors="2"> id= Identifier for the actionscript to find it name= Display name for people to read creatorr= you actors = Number of actors in your scene ------------------- <init cmd="sortactors" bygender="1"/> <inits> are run at start this one sorts actors by gender. I left some stuff over in this by accident you don't need gen0 gen1 here it now looks at their <role> for that. OSex for example prefers females and males in certain animations so I use this but it's optional. You can use these also: <init cmd="flags" id="loc" val="1"/> -This one sets the start location flag of the scene to a different actor (val="1" so actor1 in this case). By default actor 0 is the start location, (The player in the case of hot keys) In my combat animations I animate the player approaching the enemy however so I want the scene to start on the target instead of the player. I use the above <init> in that case. <init cmd="preload" id="persona" a="0"/> - Persona data isn't loaded until it's needed however in the case of fast passed scenes it doesn't have enough time. Drive by spank for example is just a few seconds, it doesn't have enough time to load the persona on demand, preload tells it to load that actors persona data right at the start. ----------------------------- <modify cmd="bodyScale" actor="0" bodyscale0="1.03" bodyscale1="1.03"/> <modify cmd="bodyScale" actor="1" bodyscale0="1.0" bodyscale1="1.0" /> <modify> are run at the start, these change the bodyscale of the actor so i can ensure it's the same for all users (perfect alignment) actor= the actor to apply the scale too bodyscale0= if the actor is male bodyscale1= if the actor is female. (In almost all cases if you see me having pairs of entries with 0 and 1 following the name then it's per gender) ---------------------------------------- <role name="Tough Guy" gen="0" npc="npc"> <gfx signet="sgo_dom_ic" color="19c4bd" itarg="omu_male"/> </role> <role name="Acrobat Lady" gen="1" npc="npc"> <gfx signet="sgo_sub_op" color="e86570" itarg="omu_female"/> </role> each actor gets a <role> section they are in order of their actor number. The first <role> is for actor 0 and the second is for actor1 etc. name = Flavor text displayed by the targeting menu for that role, gen= prefered gender if <init> autosort is used, npc= (npc or creature) <gfx> is for that roles visual and color menu stuff, signet= is the icon that appears on the nav menu for them, color= color used whenever allowed for them, itarg= icon to use on the targeting menu for this role ------------------------------------------------ <autoscene id="0D|ST6!KN6|Ap|HeroicPose"/> autoscene id= the OSA api let's developers pick what scene to begin from but if they don't fill it in then it gets automatically assigned. Autoscene is a list of scenes for OSA to pick from if a start scene isn't defined. You can stack them up like this if you want more then one: <autoscene id="0D|ST6!KN6|Ap|HeroicPose"/> <autoscene id="0D|ST6!KN6|Ap|HeroicPose"/> <autoscene id="0D|ST6!KN6|Ap|HeroicPose"/> </module> PANDECT.XML <pandect id="OSADemo1" creator="Ceo" subtitle="OSA Demonstration | Level 1" slogan="Basic Scenes"> id = same as module.xml id, creator= you subtile= Flavor text displayed on the module info menu" slogan="flavor text2 displayed on the module info menu <fonts majcolor="e86570" jumbo="1"/> -color and size of the module name on the info menu, jumbo can be 0 1 or 2 (progressively larger) <sceneglobal majcolor="e86570"/> -In some cases a color will be used when displaying titles of scenes in your module, this is the color <keybind targeting="crosshair" directional="omni"/> - This defines how the module gets keybound. There's only 2 possibilities at the moment. The above which uses the player's crosshair target and works from any direction. Or this one: <keybind targeting="crosshair" directional="angle" directionalmin="120" directionalmax="240"/> - Also uses the crosshairs but only allows the scene to start from a certain angle. This one for example only triggers when behind the actor 120d - 240d. </pandect> SCENE(S).XML (LOOPS) Scenes. There's 2 general types of scenes in OSA: Transitions and Loops Loops: ----------- <scene id="0D|ST6!KN6|Ap|HeroicPose" actors="2" style="OScene"> - Id for the engine to find the scene, actors = number of actors involved, style= What actionscript is used to process the scene. For the most part OScene is the go to type. I have two more which I'll get into later, OSceneTog (Which is a switchboard based on xml replicating if checks, for example if actor1 = female play this scene otherwise play that scene) OPosition (Complicated kind of scene style that requires a lot of transitions to work, I use it in ESG redressing, for example it will look see if the next scene needs the actor sitting, if it does it will play the sitting animation and then play the next scene.) --------- <info name="Heroic Pose" animator="Ceo"/> -Flavor text name of the animation, and the animators name -------- <anim id="0Sx0D_Ap-HeroicPose" t="L" l="2"/> -animation id, OSA will add a _0 _1 etc. for each actor in the scene. For example with the above since this is a 2 actor scene OSA sends an event to the first actor to play 0Sx0D_Ap-HeroicPose_0 animation and the second actor to play 0Sx0D_Ap-HeroicPose_1 animation. You leave off the _0 or _1 here and let OSA handle that. t="L" for loops t="T" for transitions. the difference is that transitions need a dest="SceneToGoTo' and will go to that scene automatically when the time expires. l= length of animation in seconds, float works also ie: 2.0, 2.5, 4 ******************************************************************************************** <nav style="NP1"> <actor a="1" g="A1" t="C" b="sgo_sub_op"> <page g="G1" t="M" b="m_tri_op"> <bt t="A" b="oba_th_op" h="h_maj_op" i="bsy_du01_op"> <n dest="0D|ST6!KN6|Ap|HeroicPose+11FlipUp" desc="flipUpStandOnHands"/></bt> </page> </actor> </nav> The nav block: -style = "NP1" this is the type of navigation menu to use, I'm making a text based one and a smaller one for combat that's more heads up but for now NP1 is the only one I have. <actor> If the actor can do actions from that scene that you had an <actor> for them set a= to their actor role number for example if both actors have moves: <actor a="0"> </actor> <actor a="1"> </actor> if only the second actor has moves, you'd leave off the first <actor> <actor a="1"> </actor> --------------- <actor a="1" g="A1" t="C" b="sgo_sub_op"> g="A1" this is always A1 for now it's just in as a toggle in case other menu options come up in the future t="C" always C for now, I forgot what this does actually b=" The signet icon to display for this actor at the bottom left ------------------ <pages> You can add as many pages as you want to an actor, these are meant to organize different types of moves: <page g="G1" t="M" b="m_tri_op"> <bt t="A" b="oba_th_op" h="h_maj_op" i="bsy_du01_op"> <n dest="0D|ST6!KN6|Ap|HeroicPose+11FlipUp" desc="flipUpStandOnHands"/></bt> </page> g= hard coded toggle that should always be G1 for now, t="M" hard code toggle that should always be M for now (Future proofing stuff) b= icon to use for that page --------------- Buttons <bt t="A" b="oba_th_op" h="h_maj_op" i="bsy_du01_op"> <n dest="0D|ST6!KN6|Ap|HeroicPose+11FlipUp" desc="flipUpStandOnHands"/></bt> You can put as many buttons on a page as you want: t="A" this is the circle type, the only other option I have is A2RV which makes my tall rectangle boxes I use in OSex sometimes. b= " the base icon to use (Background) h=" the halo to use (Spinning color border around the icon when selected) i= " the icon to use that goes on the base <n> is for where the button navigates too: dest= Scene to go to desc= flavor text that's displayed, this is the name of the entry in translate.ini that you want to have show up. You'll see in the translate it has some conjugation methods for He, Her, His, Her etc. I recommend just following these in your own module and including the non-english one's also since the extra conjugation helps some languages. </scene> SCENE(S).XML (TRANSITIONS) <scene id="0D|ST6!KN6|Ap|HeroicPose+11FlipUp" actors="2" style="OScene"> <info name="Heroic Pose |+ Flip Up" animator="Ceo"/> <anim id="0Sx0D_Ap-HeroicPose+11FlipUp" t="T" l="2" dest="0D|ST6!LF6|Ho|CircusStand"> </anim> </scene> same as scene just a lot shorter since it has no nav. The only difference is you set t="T" and add dest="Scene to go to" .OSMODS One last thing is your .omod file: OSADemo1$1$OSA Demo 1$OSA Demonstration, Level 1$omu_demo1.osmod .osmods are empty files, their only purpose is to have the title put into a list and sent to the UI so the UI knows what's installed. It basically is just a declaration that your module is installed so the UI knows. Their title is a list of a few data entries each separated by a $ ID of your module $ Show in library 1 = yes 0 = no (In case you made a module only for API usage and wanted it hidden) $ Actual name of your module for humans to read $ Abbreviated subtitle / flavor text for your module $ Icon to display in the library for your module ------------------ Rant on Folder Structure: Don't let this part intimidate you, I'm just talking a bit about it to try to shed some light on things, basically the first steps of module making hints at one of the most complicated things to set up which is AutoNav so it's hard for me to explain and I kind of just have to ask people to trust me on it for now: This relates to how folder structure for scenes gets autogenerated by the script. If you look at the sceneID's I use: 0D|ST6!KN6|Ap|HeroicPose it becomes this folder: 0D / ST6KN6 / AP / The first part has to be a short designation for a plugin for your module (The default one). The next two can be whatever you want, the way I do is to make autonav possible, but autonav is advanced and hard to explain, something to get into once everything else is figured out. The | in the scene id needs to match the / in the folder structure. You'll see I use ! in mine these are related to autonav. The ST6 is for actor0 and KN6 is for actor1 Standing facing "north" and Kneeling Facing "north". This middle group allows you to put ! in to separate actors which gets ommited from the folder structure but you don't have to do any of this, the way I set it up is the limits of some OSA features but it wouldn't hurt to replicate what I do, (If positioning applies to your scene) in terms of using abbreviated position notation for each actor. I do it for a reason. AP is an additional orientation thing. I use Ho (Holding) Ap (Apart) Sx (Sex) in mine. The first one has to be the pluginID but can call the other 2 whatever you want, as long as you have three folders. The way I do it is to facilitate autonavigation to group scenes that make sense to move to between, for example in OSex moving between different sex positions within a specific positioning of actors doesn't require much movement but to have them go to not having sex and holding each other requires a more substantial series of transitions.) That way I can put all the nearby holding scenes into one autonav group etc. This is what I was looking for. I'll see if I can manage to come up with a first prototype I also came up with some other questions. Is there a way to end a scene automatically after specific animations? Is killing an actor at the end (or during?) of a scene possible? I have some questions about adding effects/sound/seperated keybindings aswell, but I'll keep them until I have the basics down :>
CEO 0S Posted July 12, 2016 Author Posted July 12, 2016 This is what I was looking for. I'll see if I can manage to come up with a first prototype I also came up with some other questions. Is there a way to end a scene automatically after specific animations? Is killing an actor at the end (or during?) of a scene possible? I have some questions about adding effects/sound/seperated keybindings aswell, but I'll keep them until I have the basics down :> Hi Supertin, Awesome can't wait. As a heads up I'm making my own combat module as we speak and making a lot of the functions as I go, some of it's there but if it's not I'll most likely be adding it very soon. I can add whatever you need as well: dest="$EndScene" will conclude the scene: when the transition time ends. I believe you can also put that in a nav button for an exit key if you want an exit key. example: <anim id="0Sp0MF_Ap-Spank01Y" t="T" l="6" dest="$EndScene"> -I'm expanding this a little bit further so you can kick one actor out of the scene early, like in a knock down move the player could be freed up first but the other actor finishes animating, not there yet but it's coming. -Killing will be possible next version, not yet but you can count on it. - For effects / Sounds, transitions use OSFX which is a list of events that go off at set times, basically my own annotations. I'll write up something on the possibilities, it needs a little love for combat related things but the next version will start getting this. - Special keybind commands is possible but I can't get it in right away, I could make the script bind for a key on demand relatively easily and most likely will do this, the only logistics is that users will not have rebind options and I've learned making this that any possible key on the keyboard a user is going to have to rebound. You use "W" a group of people will show up without a W on their keyboard. - I'm playing with a new menu for combat that's more heads up and centered but smaller, and am toying with the idea of having combat able to use the WASDQE keys as input also. The reason I don't use those in OSex is that it controls the Free Camera mode, which most people rock in OSex so I couldn't use them but in combat that's faster paced most likely isn't time to TFC. I might let combat also use those keys so the hand is in position for faster reactions. - Other things like timing and windows of opportunity will be coming also.
homofoen1 Posted July 12, 2016 Posted July 12, 2016 hi i cant seem to start the scene up, everytime i bind the keys to num 0 and start it up by pressing num 0 , it briefly shows the 0sex starting up ( menus on the left ) but it crashes immediately after showing a small window saying runtime error r6025 virtual function call. Osex and Osa is the only framework or mod that im using and it doesnt overlap any files. ( sexlab is not installed).
DaXmAn Posted July 12, 2016 Posted July 12, 2016 It is strange. Its working just fine in my vanilla setup. 2 Questions and a half : 1. Did you try to save the game after rebinding keys and try to load that save and see if it works? 2. Is it happening only with ending key, are other keys working fine? Also please update all the requirements to latest version. Upated everything to latest version. 1. I tried to save and load, and the same thing, I can start the scene PC NPC with binded key (any key, last time I tried "x"), I can change pose, sequence, etc. but when I click "x" again nothing happens. 2. only ending key, rest keys on the numpad are working as intended.
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