Fl4sHNoX Posted July 14, 2016 Posted July 14, 2016 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. 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. Sorry if that may have looked like a "noob" question, but I needed to have my doubts confirmed. I already use iHUD but some features like: change the compas look, changing the crossair, changing the sneak crosshair, their positions and everything related to it or even tiny simple features that may seem insignificant such as the possibility of removing the key icon when you look at something you can interact with, are missing. So, thanks for the quick reply and please forgive me if I may have sounded dumb and/or insistent about this.
fishhat82 Posted July 14, 2016 Posted July 14, 2016 Just thought I would ask here one thing I have noticed is that when I run OSA (amazing by the way) and initiate OSex I happen to lose about 15fps. This isn't just tied to OSA but this used to happen with sex-lab framework as well. Any ideas as to what may be causing it. If I for example never use sexlab or OSA's OSEX there is no drop. While I am at it I read through this entire thread and when you said you were going to set up a combat animation system my heart fluttered. It would be cool to be able to spar with followers, and increase skills that way.
CEO 0S Posted July 14, 2016 Author Posted July 14, 2016 Just thought I would ask here one thing I have noticed is that when I run OSA (amazing by the way) and initiate OSex I happen to lose about 15fps. This isn't just tied to OSA but this used to happen with sex-lab framework as well. Any ideas as to what may be causing it. If I for example never use sexlab or OSA's OSEX there is no drop. While I am at it I read through this entire thread and when you said you were going to set up a combat animation system my heart fluttered. It would be cool to be able to spar with followers, and increase skills that way. OSA is primarily in actionscript which puts 0 pressure on papyrus but it still has to communicate things to papyrus which take processing, mainly the facial expressions are expensive. Beyond that though Skyrim is not really animation friendly, takes a bit of papyrus systems to make the animation happen and look ok, so there is some overhead to it, possibly Havok gets additional strain as well. I don't think any of the above is enough to cause a 15 fps drop everytime however so I'm not really sure what could be the cause here. The only similarity between the two is that both are running a little bit of script to pair up single animations and make them look paired, and both are playing animation files. I'll think about it and see if anything comes to mind.
fishhat82 Posted July 14, 2016 Posted July 14, 2016 Just thought I would ask here one thing I have noticed is that when I run OSA (amazing by the way) and initiate OSex I happen to lose about 15fps. This isn't just tied to OSA but this used to happen with sex-lab framework as well. Any ideas as to what may be causing it. If I for example never use sexlab or OSA's OSEX there is no drop. While I am at it I read through this entire thread and when you said you were going to set up a combat animation system my heart fluttered. It would be cool to be able to spar with followers, and increase skills that way. OSA is primarily in actionscript which puts 0 pressure on papyrus but it still has to communicate things to papyrus which take processing, mainly the facial expressions are expensive. Beyond that though Skyrim is not really animation friendly, takes a bit of papyrus systems to make the animation happen and look ok, so there is some overhead to it, possibly Havok gets additional strain as well. I don't think any of the above is enough to cause a 15 fps drop everytime however so I'm not really sure what could be the cause here. The only similarity between the two is that both are running a little bit of script to pair up single animations and make them look paired, and both are playing animation files. I'll think about it and see if anything comes to mind. I just actually tried turning off my ENB and I loaded the save game which was after I started OSA that had the 15 fps drop. Started off with a strong 60 fps and then it steadily dropped and I traveled to high Hrothgar and it comes down to 15fps. I think I'll try starting a new game, maybe that should fix it. Fingers crossed. Edit: So I was going through a purge and got rid of two components in my mods list HDT and good old SOS. Problem solved fps maintains a constant 60 so I'll have a guess hdt might have been the culprit for me. Never used SOS before in my life, and hdt bodies were enabled when I used SLab last. More investigating is in order for me . Regardless keep up the good work got to finally try the animations only problem i had were misalignment, again on my part like everything else <sigh>.
Blade_Runner Posted July 14, 2016 Posted July 14, 2016 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. 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. Sorry if that may have looked like a "noob" question, but I needed to have my doubts confirmed. I already use iHUD but some features like: change the compas look, changing the crossair, changing the sneak crosshair, their positions and everything related to it or even tiny simple features that may seem insignificant such as the possibility of removing the key icon when you look at something you can interact with, are missing. So, thanks for the quick reply and please forgive me if I may have sounded dumb and/or insistent about this. I switched from Less Intrusive Hud II to Minimal Hud compatibility's version, that does not include a hudmenu.swf. There are fewer options, but it works just fine and there are rescale options. About the heart bar and denial/rejection events, sounds incredible and just to know it's possible goes well beyond anything i ever dared to hope for Skyrim. You are a wizard, CEO! On another question (forgive me if it has been asked countless times, as i suppose it has), is there any way to reset the mod? My modules stopped responding suddenly, and 0sa does not start a scene either by bound hotkey or by setting it manually.
MARTIN671 Posted July 14, 2016 Posted July 14, 2016 good modification! When you plan to release major version?
migal130 Posted July 14, 2016 Posted July 14, 2016 - 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. I spent a bunch of time thinking about this yesterday morning. I believe that what CEO calls "Scene Change," I called "Scene ID." Meaning, we as modders need the Scene ID passed back to us every time the current animation event changes to a new one. This would answer so many modding needs it kills a bunch of birds with one stone. If we know the scene currently playing, we know when penetration starts and ends, when climax is reached, when an aggressive move is made (such as those in BG and BB), when the initiator tries to take it too far for the current relationship level, we know everything we need to know except whether or not the speed controls have been used. Every possible factor needed for immersive mini-game storytelling can be derived from knowing which animations are currently being played and whether animation speed is being manipulated. An API event that included this information would allow modders to enhance and customize OSex, instead of just relying on OSex for animations.
CEO 0S Posted July 14, 2016 Author Posted July 14, 2016 - 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. I spent a bunch of time thinking about this yesterday morning. I believe that what CEO calls "Scene Change," I called "Scene ID." Meaning, we as modders need the Scene ID passed back to us every time the current animation event changes to a new one. This would answer so many modding needs it kills a bunch of birds with one stone. If we know the scene currently playing, we known when penetration starts and ends, when climax is reached, when an aggressive move is made (such as those in BG and BB), when the initiator tries to take it too far for the current relationship level, we know everything we need to know except whether or not the speed controls have been used. Every possible factor needed for immersive mini-game storytelling can be derived from knowing which animations are currently being played and whether animation speed is being manipulated. An API event that included this information would allow modders to enhance and customize OSex, instead of just relying on OSex for animations. It would have to be an SKSE regular mod event so string and float could be passed. Most likely the best bet is the float to designate which actor and the string to specify what happened, as a csv list if needed. The one drawback I see to using the scene's actual ID is that if it was checking all scenes it would require 100+ if checks to go on everytime a scene changes. It might be best for me to add a tag line to the scene.xml that summarizes the scene and that gets broadcasted to lessen the total amount of things that would have to get checked on the papyrus end for a match.
migal130 Posted July 14, 2016 Posted July 14, 2016 The one drawback I see to using the scene's actual ID is that if it was checking all scenes it would require 100+ if checks to go on everytime a scene changes. It might be best for me to add a tag line to the scene.xml that summarizes the scene and that gets broadcasted to lessen the total amount of things that would have to get checked on the papyrus end for a match. Not really. It only requires as many IF checks as the modder needs for his mod. A more realistic number might be 5-10, and that could be reduced by previous checks on things like relationship rank and other mod-specific variables (of which there are many for a mod like AA). You don't have to do everything yourself. Let the modders do it. We'are smrt! PS: My only problem with the Scene IDs is that they are difficult to read and write. But, modders can deal with it. We've dealt with harder stuff than that.
CEO 0S Posted July 14, 2016 Author Posted July 14, 2016 The one drawback I see to using the scene's actual ID is that if it was checking all scenes it would require 100+ if checks to go on everytime a scene changes. It might be best for me to add a tag line to the scene.xml that summarizes the scene and that gets broadcasted to lessen the total amount of things that would have to get checked on the papyrus end for a match. Not really. It only requires as many IF checks as the modder needs for his mod. A more realistic number might be 5-10, and that could be reduced by previous checks on things like relationship rank and other mod-specific variables (of which there are many for a mod like AA). You don't have to do everything yourself. Let the modders do it. We'are smrt! PS: My only problem with the Scene IDs is that they are difficult to read and write. But, modders can deal with it. We've dealt with harder stuff than that. I had to think about this a little but I understand where you're coming from now. You're thinking of it like a fully scripted scene by a developer, they would know the exact path the scene will take so could just listen for OSA to cross those thresholds and do custom responses at those points, which makes sense to me and is possible. I was thinking more in terms of usage if you let the player just free OSex and go wherever they wanted to, to identify that sex occurred you'd need add 20+ scenes to an if check, if you wanted to also poll for spanks it would take another 6 - 8 more added on and get progressively higher, and would have to be regularly updated when I add new animations. If I'm correct here the first way does sound like it would benefit a lot more by just receiving exact scene IDs since you know what's going to happen but the second would benefit from a tag based approach, Penetration Happened, Spank Happened etc... I'll let the developer register for either types of events. Both are very easy to implement. It will most likely be done by receiving the "Stage" ID of your current scene which is a number from 50 to 99. You'd get it at the start when you make the the scene with the API and would register that to password protect your mod events. I suppose I could just make it use a specific prefix also instead that the developer could define, but the developer would have to make sure two of their scene's can't occur at once. int stageID Something like: RegisterForModEvent("O+"stageID"+_OEvent") event OnOEvent() ;do stuff if event = "end" UnRegisterForModEvent(""O+"stageID"+_OEvent") endif endEvent
migal130 Posted July 14, 2016 Posted July 14, 2016 I had to think about this a little but I understand where you're coming from now. You're thinking of it like a fully scripted scene by a developer, they would know the exact path the scene will take so could just listen for OSA to cross those thresholds and do custom responses at those points, which makes sense to me and is possible. Yes! If I'm correct here the first way does sound like it would benefit a lot more by just receiving exact scene IDs since you know what's going to happen but the second would benefit from a tag based approach, Penetration Happened, Spank Happened etc... IMO, tagging would work for most modders in most circumstances, and be easier, because it avoids the cryptic Scene IDs. The only time it wouldn't work would be for something like a mod that wanted a different thing to happen during over-knee spanking than happens during standing spanking. But, there are ways for modders to get around that by checking actor heights and angles or randomizing reactions so it looked like more AI was taking place than there really is. On a separate note: The reason an actor ID is important is because it tells us vanilla voice type, which tells us vanilla personality type, among other things. This allows us to write code for NPCs that don't have persona or profile data.
Mariulin Posted July 14, 2016 Posted July 14, 2016 (Automatically translated) I am sorry that my limited knowledge of English take me to ask questions that probably has already been answered. Someone would be kind enough to tell me the link to a page that explains what a profile OSA, what is it and how do you configure it? Thank you in advance and wish you a good day.
Jabezare Posted July 14, 2016 Posted July 14, 2016 Will the profiles affect anything outside of scenes? Like, if you mess up somehow, they continue to dislike you even outside of the scene? Or will the information transfer between scenes, so that an actor who refused something before now likes you more and allows it this time? These would be super awesome.
zaig Posted July 14, 2016 Posted July 14, 2016 CEO 0S How do you uninstall the previous version ? ..... I do not use nmm, so manually this is a dilemma for me (and maybe others) because I do not wanna delete essential files from the game ... Thanks in advance and in the name of all in my position !
FoxFingers Posted July 14, 2016 Posted July 14, 2016 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. When I make my call to OSex, if I could pass in Nav buttons to hide (or allow), that would certainly work best for me. Not a priority or anything, I know there's a lot going on. Just an API nice to have. Thanks!
Cooleo Posted July 14, 2016 Posted July 14, 2016 This is a great and powerful toolbox. I can't wait till the guides for this come out. O and I love the profile idea.
Kinky Posted July 15, 2016 Posted July 15, 2016 Will the profiles affect anything outside of scenes? Like, if you mess up somehow, they continue to dislike you even outside of the scene? Or will the information transfer between scenes, so that an actor who refused something before now likes you more and allows it this time? These would be super awesome. Profiles dont do much atm beside storytelling. They may get more use in the future. CEO 0S How do you uninstall the previous version ? ..... I do not use nmm, so manually this is a dilemma for me (and maybe others) because I do not wanna delete essential files from the game ... Thanks in advance and in the name of all in my position ! You decided to install mod manualy which is the most dangerous and difficult way of modding, now you will have to figure out what files need to be removed also manualy. Find the Osex 1.06 archive that you downloaded look what is inside, find those files in your data folder and remove them. There is still a chance there will be some leftovers and a chance that you will delete something important by accident. So save yourself the trouble, reinstall skyrim and use mod organizer to mod your game or risk messing it up completely.
Kinky Posted July 15, 2016 Posted July 15, 2016 Note to anyone who tries to send PM and ask for help regarding OSA and Osex: - If you are not a developer you will probably be ignored. Anyone looking for help should post their question in this topic where everyone can see it and help each other. Everyone who asked a question here already got the answer. Sending PM is wasting development time on troubleshooting one person's issues and is not helping community. Do NOT send PM asking for help.
TDA Posted July 15, 2016 Posted July 15, 2016 What means^ OSA was unable to boot UFI (or UPI)^ I have no mods on UI ^ mods^ Update.esmApachiiHair.esmDawnguard.esmDragonborn.esmSexLab.esmSexLabAroused.esmRaceCompatibility.esmEFFCore.esmZaZAnimationPack.esmberserkraces.esmElinRace.esmElinRaceTaint.esmNonSexLabAnimationPack.espKissEmAll.espSexLab Horny Followers - Female Only.espzzEDialog.espChanga.espSC07SexLabRandomAttack.espEFFDialogue.espSexLab Attraction.esmImmersiveFP.espSexLabSquirt.espLoversComfort.espSexLab_DibellaCult.espFootIKOffSpell.espReal Flying.espHeadtracking.espelin new body.espElinRace NewNPC.espSkyUI.espCharacterMakingExtender.espEnhancedCharacterEdit.espNewMithinokuC.espOsare OnePiece.espdD - Realistic Ragdoll Force - Realistic.espAlcoholicsGuild2015.espOsare Swimsuit.esprabbitseason.espSexLab Eager NPCs.espArmored Skeleton.espRaceMenu.espshogo_laser_katana.espImmersive Citizens - AI Overhaul.espSkyrimConfigMenu.espAmazM.espHDT TestSkirts.esp
CEO 0S Posted July 15, 2016 Author Posted July 15, 2016 HudMenu.gfx might still be in the interface folder from a previous install and I'm not sure every mod on the list so it's possible some have it snuck in inside. If there box is showing up 99% of the time it means you have hudmenu.gfx hudmenu.swf somewhere but it could also mean that it can't find the translation file. This would only happen if you deleted the _english.ini translation file which is unlikely.
TDA Posted July 15, 2016 Posted July 15, 2016 HudMenu.gfx might still be in the interface folder from a previous install and I'm not sure every mod on the list so it's possible some have it snuck in inside. If there box is showing up 99% of the time it means you have hudmenu.gfx hudmenu.swf somewhere but it could also mean that it can't find the translation file. This would only happen if you deleted the _english.ini translation file which is unlikely. I have only hudmenu.swf - maybe from SkyUi or ECE, or RaceMenu? hudmenu.gfx - is not here at all. OSA is not compatible with the SkyUI? _english.ini ??? -It refers to OSA or SkyUI and I did not delete anything. It was never existed.
CEO 0S Posted July 15, 2016 Author Posted July 15, 2016 I think that's the problem, ECE / racemenu don't use it. SkyUI is a .bsa so it's files are always hidden. Delete the hudmenu.swf and see what happens. (Copy it somewhere as a back up just in case first) I'm pretty sure that will get things working. It's most likely left over from an install of something in the past.
zaig Posted July 15, 2016 Posted July 15, 2016 CEO 0S How do you uninstall the previous version ? ..... I do not use nmm, so manually this is a dilemma for me (and maybe others) because I do not wanna delete essential files from the game ... Thanks in advance and in the name of all in my position ! You decided to install mod manualy which is the most dangerous and difficult way of modding, now you will have to figure out what files need to be removed also manualy. Find the Osex 1.06 archive that you downloaded look what is inside, find those files in your data folder and remove them. There is still a chance there will be some leftovers and a chance that you will delete something important by accident. So save yourself the trouble, reinstall skyrim and use mod organizer to mod your game or risk messing it up completely. Oh ... Ok Kinky, thanks for the info, I was hoping there would have been another solution to this problem >.< Thank you for your time and answer !
greenmango12 Posted July 15, 2016 Posted July 15, 2016 Hi now I am playing OSA with plug ins, then I have question about region-code. As you mentioned in documents ,I may need to change region code in CPconvert.ini to avoid Garbled characters about clothing items. But which number or code actually I need to discribe? I am japanese, then usually esp need to save as UTF-8(with BOM I think)
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