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OSA | Skyrim Ascendancy Engine


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Posted

Downloaded/installed and I am amazed! CEO, you are a programming genius! This level of interaction and animation on a buggy Bethesda game, you have more programming skill in your little finger than the entire FO4 team. You have breathed romance into this old Skyrim, kudos to you and a big Thank you!

Posted

 

 

 

For your #3 question. I am pretty sure there is a mod that does exactly what you are looking for and puts the camera in a way that is similar to witcher 3 when you are in dialogue, with a much closer view of your dialogue target's face. I'll have to look around because I can't remember the name of it, I think it came out about a year ago.

 

 

I think you may be referring to "Face to face conversation" by towawot, that I already have installed but the thing is if it's really what you're referring to, it's not 3rd person and by extension doesn't imitate the way The Witcher 3 handle conversations, which is what I'm really looking for :/

 

But thanks for your reply anyway ! :)

 

And if you actually find out something that isn't what I just mentioned and could be what I'm searching for I would love to know about it !

Posted

Hi Ceo and the resto of the OSA team, here to report that  both mods work great in my case, thanks to the camilla profile example i kinda figured out how to make profiles for other npc's, but my doubt is about how i create a profile for my character, i made one by modifying the camilla one but i don't know how to set it up to appear in game

Posted

Hi Ceo and the resto of the OSA team, here to report that  both mods work great in my case, thanks to the camilla profile example i kinda figured out how to make profiles for other npc's, but my doubt is about how i create a profile for my character, i made one by modifying the camilla one but i don't know how to set it up to appear in game

 

You can do this.

 

The issue I had is that the name of their folder is based on the ID of their creationkit form, the player however is always 00000007. If I just used that number then you could only have one profile installed for the player which wouldn't be ideal if you had totally different characters on different saves. To solve this I made "Player Symbol" which defines the name of their folder.

 

Go to Main Menu > Player > Set their symbol.

 

Two main options you can use are to have their folder based on gender or have it based on their name in lower case. (There's a few more for quick swaps, and testing, persona uses the same directory so the extra options are mainly for developing Personas)

 

If you select one their directory should be updated when you look at the player's info > technical tab. If not save your game close Skyrim then open it again to reflect the change.

Posted

I was running the possibilities the framework opens up (so many!) through my head, and i have a question: take for example, the perk that slows time when you make a well-timed block before the enemy launches a power attack. With your framework, it would be possible to trigger a quick-time event when that happens, so a series of commands would appear on the screen through your HUD (let's say, something simple like pressing left+attack or more elaborate like "left, left, up") triggering a killmove when done right? Because it does seem possible and it would step up combat a LOT. Just curious to know if it would be possible.

Posted

I was thinking it would be really cool if, when using the mini-game to make love, you had to use the right combination of moves to please your partner.  Bring them to climax, I guess. 

 

Just blue-skying about it.

 

I was playing Sid Meir's Pirates and that has a dance mini-game where you have to use the right Combo to impress your dance partner.

 

Posted

I was thinking it would be really cool if, when using the mini-game to make love, you had to use the right combination of moves to please your partner.  Bring them to climax, I guess. 

 

Just blue-skying about it.

 

I was playing Sid Meir's Pirates and that has a dance mini-game where you have to use the right Combo to impress your dance partner.

Hahah, yeah, that would be nice! Adding a gameplay mechanic to love scenes is really fitting, because 0Sex IS a sex game in itself, not just a "animation player", down to the HUD and interactivity. I giggled thinking about AA's Ysolda getting turned on by the butt-slapping moves.

 

OT: Sid Meyer's Pirates is one of those game that never really leaves my hard drive :D

Posted

 

I was thinking it would be really cool if, when using the mini-game to make love, you had to use the right combination of moves to please your partner.  Bring them to climax, I guess. 

 

Just blue-skying about it.

 

I was playing Sid Meir's Pirates and that has a dance mini-game where you have to use the right Combo to impress your dance partner.

Hahah, yeah, that would be nice! Adding a gameplay mechanic to love scenes is really fitting, because 0Sex IS a sex game in itself, not just a "animation player", down to the HUD and interactivity. I giggled thinking about AA's Ysolda getting turned on by the butt-slapping moves.

 

OT: Sid Meyer's Pirates is one of those game that never really leaves my hard drive :D

 

 

I'll have to explore that in future OSex Amorous Adventures releases.  Maybe there's a way to do that.

 

I'd have to give each lover their own combo so it kind of fits them, and maybe use something on the HUD like a heath bar which displays how excited the partner is.

 

I mean, it is a mini-game.  I want to win!

Posted

Hi Ceo, it is a wonderful mod, you have created, but i have a problem...i had your last version 1.082, which worked perfectly, until i updated to your new test version of OSA1.084c. I have tried everything i can think of, even did a new clean install of skyrim from the bottom and now i have only installed a few mods like SOS, SkyUI, XPMSE, Alternate start. The problem is the same, when i enter a new or a old game, nothing happens when i press num-enter or any other key for that matter. Have i missed some hard requirements, that i am not aware off. Sorry to be such a bother, but i am a my wits end as to a solution. 

Posted

 

 

 

 

It possible for me to make, I have the foundation in place for something like this to happen. OSA works more in stages then a percentage of a bar, SexDentity has the ability now (but no way to nudge it at the moment) to load in alternate personality xml based on arousal. It does it in stages 0 - 4, the Persona file can swap in different sounds, different sound patterns, different expressions as it raises. Some might remember this feature from 1.07, it's basically all there now I'm just finishing putting it back in.

 

I like this idea a lot you were talking about, Migal has been convincing me to load off some of the work from OSA and let papyrus developers do / respond to things more. The stages in arousal are meant to look at persona data  to be processed on their own, and also have a player button in the menus to manually raise and lower it but that's more for just a player triggered scene.

 

Reading this makes me want to have that optionally disabled by the API, and have the papyrus developer able to say what should raise or lower the gauge. I'll see what I can do.

 

b55da289022a3a31b57e23fa8c20f2c9.jpg

 

in a sense I don't need to really make the integration happen within OSex. I can make gauges that papyrus developers can adjust, they'd have to register for events to know when key things happen but can respond and adjust the gauges on their own. I'd have to wip up some gauges and make a system of OSA sending out mod events when key things happen.

 

Please make OSA compatable with "SOS schlong for females - UNP 0.9". The auto alignment doesn't work with the futa.

 

tumblr_nwmx7wp9gC1ubnr1mo7_r3_500.jpg

Hi Ceo, it is a wonderful mod, you have created, but i have a problem...i had your last version 1.082, which worked perfectly, until i updated to your new test version of OSA1.084c. I have tried everything i can think of, even did a new clean install of skyrim from the bottom and now i have only installed a few mods like SOS, SkyUI, XPMSE, Alternate start. The problem is the same, when i enter a new or a old game, nothing happens when i press num-enter or any other key for that matter. Have i missed some hard requirements, that i am not aware off. Sorry to be such a bother, but i am a my wits end as to a solution. 

 

If you press num + enter the menu doesn't open up? If that doesn't work then the only thing I can think of is the ESM isn't activated or you have a weird keyboard that doesn't recognize the num+enter key. 

 

If the keyboard winds up not using a standard num+enter:

If you hold down F8 for 10 second sit will emergency rebind the OSA dpad to WASD   OK to Q    CANCEL to E  and OPEN MENU to Left shift.

Posted

 

 

I was thinking it would be really cool if, when using the mini-game to make love, you had to use the right combination of moves to please your partner.  Bring them to climax, I guess. 

 

Just blue-skying about it.

 

I was playing Sid Meir's Pirates and that has a dance mini-game where you have to use the right Combo to impress your dance partner.

Hahah, yeah, that would be nice! Adding a gameplay mechanic to love scenes is really fitting, because 0Sex IS a sex game in itself, not just a "animation player", down to the HUD and interactivity. I giggled thinking about AA's Ysolda getting turned on by the butt-slapping moves.

 

OT: Sid Meyer's Pirates is one of those game that never really leaves my hard drive :D

 

 

I'll have to explore that in future OSex Amorous Adventures releases.  Maybe there's a way to do that.

 

I'd have to give each lover their own combo so it kind of fits them, and maybe use something on the HUD like a heath bar which displays how excited the partner is.

 

I mean, it is a mini-game.  I want to win!

 

 

Expanding on that idea. You could implement rejections.

For example if Osex starts and you catch with event that certain animation is selected that AA character wouldnt agree with you could force the end of sex and make character play a dialogue.

More specific:

 

During early questline Lydia accepts only to kiss. In this case if player tries to undress have blowjob or penetration scenes scene ends and Lydia says sorry i changed my mind.

After a while (few game hours) you can use generic "ok ok you talked me into it" line to try again.

 

Posted

 

 

 

Migal started a list for me of things he'd like to know from OSA, but it would be helpful to figure out all the key things that a developer might want to be notified of. I'd like to figure out a way to have it not get too intense, in the quantity of events it has to send but still able to cover whatever a developer might want to know, in a clean way. Thinking a singular mod event where the String has all the info, so you could make adjustments by registering for just one event and typing out a papyrus plan with if checks within it.

 

Migal's list:

 

Start

End

SpeedChange

SceneChange

Actor FormID (This could just be aquired at the start though and saved)

 

-PersonaChange, stats going up a threshold

You might see in Info > Character > React  that I have reaction classes for different things. I can tie all of these into events also that are reported.

Posted

 

 

I'll have to explore that in future OSex Amorous Adventures releases.  Maybe there's a way to do that.

 

I'd have to give each lover their own combo so it kind of fits them, and maybe use something on the HUD like a heath bar which displays how excited the partner is.

 

I mean, it is a mini-game.  I want to win!

 

 

For the sake of simplifying your work load, you can always make three or so generic "profiles" and assign them to the bulk of lovers as it fits them best (like "submissive", "dominant", and "romantic"), so they would enjoy positions that fit that profile - and expand it into a few more specific profiles just for certain characters, so for example Aela would particularly enjoy doing doggystyle, Serana suc... performing oral sex, the aforementioned spanking for Ysolda (and maybe Lydia?) so those specific actions would raise their arousal/satisfaction considerably more - and so on.  :D

 

 

 

 

 

Expanding on that idea. You could implement rejections.

For example if Osex starts and you catch with event that certain animation is selected that AA character wouldnt agree with you could force the end of sex and make character play a dialogue.

More specific:

 

During early questline Lydia accepts only to kiss. In this case if player tries to undress have blowjob or penetration scenes scene ends and Lydia says sorry i changed my mind.

After a while (few game hours) you can use generic "ok ok you talked me into it" line to try again.

 

 

 

Yeah, that makes a lot of sense, and actually gives a even more interesting twist to the "sex minigame" aspect. Good point, kinky. I suppose that if there was a way to block certain interactions from playing in certain scenes (so undressing and penetration wouldn't even be avaliable on that scene, for example) would work too, but it's definitely more interesting to have the lover deny it (and i suspect, simpler to code). It could cause some sort of penality for the next session, and you would have to work harder to get them excited again. Just "blue-skying", as Fox Fingers says, but it's definitely a good idea.

 

 

 

 

It possible for me to make, I have the foundation in place for something like this to happen. OSA works more in stages then a percentage of a bar, SexDentity has the ability now (but no way to nudge it at the moment) to load in alternate personality xml based on arousal. It does it in stages 0 - 4, the Persona file can swap in different sounds, different sound patterns, different expressions as it raises. Some might remember this feature from 1.07, it's basically all there now I'm just finishing putting it back in.

 

I like this idea a lot you were talking about, Migal has been convincing me to load off some of the work from OSA and let papyrus developers do / respond to things more. The stages in arousal are meant to look at persona data  to be processed on their own, and also have a player button in the menus to manually raise and lower it but that's more for just a player triggered scene.

 

Reading this makes me want to have that optionally disabled by the API, and have the papyrus developer able to say what should raise or lower the gauge. I'll see what I can do.

 

b55da289022a3a31b57e23fa8c20f2c9.jpg

 

in a sense I don't need to really make the integration happen within OSex. I can make gauges that papyrus developers can adjust, they'd have to register for events to know when key things happen but can respond and adjust the gauges on their own. I'd have to wip up some gauges and make a system of OSA sending out mod events when key things happen.

 

 

 

Awesome, CEO! Hahah, that heart bar is EXACTLY what comes to mind when i think of it. XD

 

 

 

Posted

Hi Ceo, your suggestion worked perfectly, it was for certain my old crappy keyboard....thank you for the speedy assistance. I love your mod, it is a fantastic jewel, which makes skyrim worth playing again..

Posted

 

 

 

 

Migal started a list for me of things he'd like to know from OSA, but it would be helpful to figure out all the key things that a developer might want to be notified of. I'd like to figure out a way to have it not get too intense, in the quantity of events it has to send but still able to cover whatever a developer might want to know, in a clean way. Thinking a singular mod event where the String has all the info, so you could make adjustments by registering for just one event and typing out a papyrus plan with if checks within it.

 

Migal's list:

 

Start

End

SpeedChange

SceneChange

Actor FormID (This could just be aquired at the start though and saved)

 

-PersonaChange, stats going up a threshold

You might see in Info > Character > React  that I have reaction classes for different things. I can tie all of these into events also that are reported.

 

 

Yes Kinky brings up a really good point for my Mod, particularly. 

 

If the NPC is only at the point in their romantic quest where they'll accept a kiss, I would want to stop the player from going further.  So I'd need to catch the animation events.

 

Great catch, Kinky!

 

In my current version, in what should be Kissing scenes, the player can steal second, third and home base.

 

It would be a nice to have - more immersive.

 

Oh, and seeing the heart bar now I really want to turn it into a mini-game where the player has to show their lover's moves to succeed.

 

Posted

 

 

 

Migal's list:

 

Start

End

SpeedChange

SceneChange

Actor FormID (This could just be aquired at the start though and saved)

 

-PersonaChange, stats going up a threshold

You might see in Info > Character > React  that I have reaction classes for different things. I can tie all of these into events also that are reported.

 

 

I would suggest few more.

 

- Themechange (tracking only base positions) might be lighter then Scenechange or maybe its not needed if Scenechange is good enough to do this job. In combat could be used for transitions like fighting - killmove - dieing

 

- Cumshot event - for all the pregnancy mods and also for cumshot effect (if it will be built similar to sexlab one) even though i would like people to join forces and create some real one with nice effect with impact effect, collision and gravity.

 

Posted

 

 

 

 

 

 

Nice Ideas, thanks forgot orgasm that's a big one, would be easy to hook up to pregnancy which a lot of people ask for also. I'll see what I can do about restricting scenes, shouldn't be to bad.

 

Two paths it can take really: 

-I could hide nav buttons to things that aren't allowed in that current scene.

-I could show nav buttons but unnaproved paths result in animated rejection. I can't animate rejection at every possible transition so it would have to be a semi break in seamless to generic rejection scenes but I would try to make a few so it's at least relatively close to the current position.

Quick question.  Is there/will there be controller/gamepad support for UI navigation?  

 

I believe you'll need to have your controller bound to keyboard keys for it to work but outside of that it would work, there's enough input on a controller to cover all of OSA. You might try rebinding in the menu and see, it might not display the correct keys but could work (I'm not sure don't have a controller to test)

Posted

Hi again !

 

I just thought of something, still about the incompatibility with "Less Intrusive HUD II" that we discussed a few posts earlier:

 

 

I've sent you a message about two weeks ago about a compatibility issue between your mod and the mod "Less Intrusive HUD II", does this phrase means that there could be some kind of fix for that as well ? Or is it only related to mods that doesn't modify the UI ?


That mod can never be compatible because it directly competes. It is to OSA as two house mods using the same plot of land are to each other. You simply cannot have both, because they occupy the same game space.  

 

Since it's not compatible because they "occupy the same game space", would there be any chance of having the same kind of features developed within OSA ?

 

I mean, it could actually look even more polished than "Less Intrusive HUD" if developed by you, wouldn't it ?

 

Again sorry if this sounds redondant, it's just that I think that it would be a really nice feature to have as well (that, for me, would be an absolute must if you could be able to put something together :) ).

 

Again, thanks for taking the time to read me, and thanks for your interaction with your users !

Posted

Quick question.  Is there/will there be controller/gamepad support for UI navigation?  

 

I believe you'll need to have your controller bound to keyboard keys for it to work but outside of that it would work, there's enough input on a controller to cover all of OSA. You might try rebinding in the menu and see, it might not display the correct keys but could work (I'm not sure don't have a controller to test)

 

I was also wondering if this framework could be navigated using a controller. Something like having the left and right sticks, or the D-pad allow for skimming through options during an encounter, and the same button that is used for shouts and other effects to bring up or dismiss the menus, or have it so the menus appear automatically when a certain set of conditions are met.

Posted

Hi again !

 

I just thought of something, still about the incompatibility with "Less Intrusive HUD II" that we discussed a few posts earlier:

 

 

I've sent you a message about two weeks ago about a compatibility issue between your mod and the mod "Less Intrusive HUD II", does this phrase means that there could be some kind of fix for that as well ? Or is it only related to mods that doesn't modify the UI ?

That mod can never be compatible because it directly competes. It is to OSA as two house mods using the same plot of land are to each other. You simply cannot have both, because they occupy the same game space.  

 

Since it's not compatible because they "occupy the same game space", would there be any chance of having the same kind of features developed within OSA ?

 

I mean, it could actually look even more polished than "Less Intrusive HUD" if developed by you, wouldn't it ?

 

Again sorry if this sounds redondant, it's just that I think that it would be a really nice feature to have as well (that, for me, would be an absolute must if you could be able to put something together :) ).

 

Again, thanks for taking the time to read me, and thanks for your interaction with your users !

 

I use Immersive HUD, bound to all SKYUI Widgets, and toggle keypress. If you toggle it off then it disables the UI, but you can toggle it back on to change scene or whatever. But the main thing is that there is no health/magicka/stamina bars at all and I find it kind of nice.

 

Posted

Hi again !

 

I just thought of something, still about the incompatibility with "Less Intrusive HUD II" that we discussed a few posts earlier:

Since it's not compatible because they "occupy the same game space", would there be any chance of having the same kind of features developed within OSA ?

 

I mean, it could actually look even more polished than "Less Intrusive HUD" if developed by you, wouldn't it ?

 

Again sorry if this sounds redondant, it's just that I think that it would be a really nice feature to have as well (that, for me, would be an absolute must if you could be able to put something together :) ).

 

Again, thanks for taking the time to read me, and thanks for your interaction with your users !

 

Short answer: No.

 

Long answer: This is not HUD mod, was never planed to be HUD mod, will never be HUD mod. If you want HUD mod install HUD mod that is not conflicting with OSA. For example iHUD.

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