CEO 0S Posted July 15, 2016 Author 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) Hello greenmango. I don't know much about codepages myself, this feature was made with the help of Scorpion_SK so I'm not exactly sure how to find the codepage for your region. It is UTF-8 but you'll need to find the value to use for the correct page. My guess for Japanese would be (Based on an internet search): 932 The codepage value is set here: Data\SKSE\plugins\CPConvert.ini I believe the default codepage is either just english or english/russian and I'm not sure what codepage is used for Japanese. If you find out can you tell me so I can add it to a guide. You will just change that number to be the value for the japanese codepage. As a note: The codepage is only set the first time you start a game with OSA installed and isn't checked again. If you do adjust the codepage for a save already in progress with OSA: Go to config > language > click the Refresh CodePage (icon with UTF + on it) After you do that the codepage is updated but you have to enable the font that supports more languages so also enable the "NON-ENGLISH CHARACTERS" option on the same page.
greenmango12 Posted July 15, 2016 Posted July 15, 2016 Hello greenmango. I don't know much about codepages myself, this feature was made with the help of Scorpion_SK so I'm not exactly sure how to find the codepage for your region. It is UTF-8 but you'll need to find the value to use for the correct page. My guess for Japanese would be (Based on an internet search): 932 The codepage value is set here: Data\SKSE\plugins\CPConvert.ini I believe the default codepage is either just english or english/russian and I'm not sure what codepage is used for Japanese. If you find out can you tell me so I can add it to a guide. You will just change that number to be the value for the japanese codepage. As a note: The codepage is only set the first time you start a game with OSA installed and isn't checked again. If you do adjust the codepage for a save already in progress with OSA: Go to config > language > click the Refresh CodePage (icon with UTF + on it) After you do that the codepage is updated but you have to enable the font that supports more languages so also enable the "NON-ENGLISH CHARACTERS" option on the same page. Hi tnank you reply my quesiton ^^ I really hope to learn your framewrok , then now play and test it (and hope to announce your mod for japanese user, really hope to see how this framework progress, ) I already find how to set font and reflesh codepage,, in your UI menu, then I just need to input correct code for japanese,, I may try 932 and see how it work. if it is correct, I must reply here. (I try google serch too,, but I can not get clear discribe about code page(region number?)r,,still)
CEO 0S Posted July 15, 2016 Author Posted July 15, 2016 I NEED HELP If anyone knows how to github I need some help. It was suggested here to set up a database for profile etc. for vanilla NPCs. I'd like to do that. Here's what i want: A few githubs for different things where anyone can propose changes to xml documents and they can be approved and the whole thing can be downloaded as a zip that can go right into Skyrim as a mod. Is that possible? Can someone talk me through setting this up? Here's things that need a git: - Profile project for all Vanilla NPCs - Persona project for all Vanilla NPCs. (Doesn't make much sense now since there's only my two Personas _OGuy and _Gal so there's only one possibility for actor but this will change in the future. - I want to put up _OGuy and _OGal in a way that people can make suggestions and edits to them. They can get a lot better and detailed but I don't have that much time to focus on them, if I had some others interested in it working on improving that they could get aweosme. And it might get others interested in making some other persona classes to use. For example _OGuy and _OGal both need better levels, they have a good base level for expressions and sound patterns but I haven't taken time to work on the degrees, like how their sounds and expression changes as their arousal increases. (The way it work is, let's say a scene is using Oh-Face as one of the expressions. Oh-Face would come in different degrees and it can be specified based on stats. If the degree is set at 4 but the oh-face document only has 1 degree it will just use the highest available. Most of them now just have one degree but it would benefit adding as many degrees to as many documents as possible. They generally cap at 4 though.) - The events section in my actionscript which you call from OSFX during transitions are very simple to add, but they need Papyrus Functions that they are triggering. Basically if someone wants to add a new kind of event that is callable from OSA they would have to write the papyrus function that does what they need. I'll do this on my own but I'd like there to be a way for papyrus inclined people to also be able to submit cool things to expand the OSA events that are possible. Basically the actionscript would just gain the ability to respond to xml and call that specific papyrus function.
CEO 0S Posted July 15, 2016 Author Posted July 15, 2016 Hi tnank you reply my quesiton ^^ I really hope to learn your framewrok , then now play and test it (and hope to announce your mod for japanese user, really hope to see how this framework progress, ) I already find how to set font and reflesh codepage,, in your UI menu, then I just need to input correct code for japanese,, I may try 932 and see how it work. if it is correct, I must reply here. (I try google serch too,, but I can not get clear discribe about code page(region number?)r,,still) No problem, please let me know if it works. If not I'll talk to Scorpion and see if he knows which to use. I believe 932 will work though, however it seems Japanese is divided up into a few code pages so it might need a different one. (I'm assuming it's kanji, hiragana and katakana but I don't really know much about that sorry) It's this type of codepage btw if it helps: (This is for the default one:) https://msdn.microsoft.com/en-us/library/cc195053.aspx This seems to be a full list of all of them: https://msdn.microsoft.com/en-us/library/windows/desktop/dd317756(v=vs.85).aspx
greenmango12 Posted July 15, 2016 Posted July 15, 2016 Hi, the codepage (932) not work for me to see my PC clothings name correctly from OSA inspect. I could confrim the UTF setting has changed, (I change, ini, save it, then run skyrim, restore ini setting from OSA UI save again. and re-start skyrim,, now I can see the codepage has changed to 932 in UI) I can see renamed armor name from SkyUI as japanese correctly, but when I try to inspect PC from OSA >inspect , then check PC armor name, those japanese letter of armor corrupt. I do not use special font, then I do not know what cause problem. But I can easy check which part my PC and NPC wear and re-dress, by your cool icons^^ so that do not mind,, thank you. it just quick report, and hope you take time for another important future .
Puuk Posted July 15, 2016 Posted July 15, 2016 Hi CEO & co! Thank you for this awesome mod! I have been trying it for the first time and I'm simply astonished by the amount of hard work you must have put into this project. I hope that Ashal will give this project its own subforum, I think that would provide the best environment for it to grow and attract more people onboard. I wish I had tools or talent to help at animating, but I don't. However, I can see myself maybe porting pose mods to this framework. I believe that some out there would greatly benefit from using it. I think I could also help in writing persona profiles, but English isn't my first language so I would probably struggle with bioses. Also with that in mind, I hope that I everything I say is at least understandable. If not, please feel free to explain again. Ok, here is some feedback from OSA & OSex 1.08C. Most of these are about the latter, but I consider them as a mechanical aspect and therefore worth mentioning here: Small white text is hard to read in bright environments. Being able to change font color would be nice (sorry if this is already possible and I missed the settings) or to toggle some kind of dark/transparent background on and off would greatly help in this issue. Animation speed should transfer over transitions if possible. Currently if I increase the speed and then make the female wrap her legs around him, the speed resets which is kinda dull if not that significant. This one is more like a nice-to-have, but sound effect in menus is a neat feature, but it could be expanded to tick everytime I move the pointer or return to the earlier menu. Picking characters for a scene seems to have some issues. Firstly might or might not find myself from the actor list. Secondly, some NPCs might suddently appear there twice. For example, Camilla appears as "Camilla" and "Camilla Valerius". I didn't test this too much what causes these things, but I can try to find a way to reproduce this problem consistently. Being able to reset actor alignation would be useful. I managed to get a scene started few times with the actors a bit too much away from each other, and I couldn't fix this issue without ending the scene and trying again. More to the point, being able to move the scene location would also help. If npcs are close to walls or other objects, also this could cause misalignation. However, this might be a bit complicated to implement. In some transitions it would make sense to automatically remove clothing. This is mostly a concern when penetrating, but it could have other uses too, for example removing a helmet when appropriate. When ending OSex scene, automatically re-equipping clothing should also be an option. I tested this functionally also with Amorous Adventures, where I seduced Farkas during a quest in a cave, but forgot to re-equip him in the end. This led to him running through the rest of the cell without any armor (and his shlong pointing forwards -.-), and there were quite a many bad guys still left. Starting another scene wouldn't let me re-equip him either. Is it possible to climax in OSex? If not, I hope it will be implemented in the future (more about that below). 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. 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.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 I like this whole idea too. Having some kind of preferences derived from certain Persona values might be the best way to go, with an ability to restrict it on modder's behalf. With current navigations and rulette settings already in place this could also enable an "autopilot mode" for scenes where it is appropriate, or simply in the case that the player wishes to give full control to the NPC. Just add some skulls under those hearts to indicate rejected attempts and it is ready to go
FoxFingers Posted July 15, 2016 Posted July 15, 2016 When ending OSex scene, automatically re-equipping clothing should also be an option. I tested this functionally also with Amorous Adventures, where I seduced Farkas during a quest in a cave, but forgot to re-equip him in the end. This led to him running through the rest of the cell without any armor (and his shlong pointing forwards -.-), and there were quite a many bad guys still left. Starting another scene wouldn't let me re-equip him either. I do kinda second this. It would be nice if NPC's fully re-equipped. In my own Amorous Adventures play, some times I do forget to Re-Dress my lover and danger could be around every corner. Thanks, Puuk for working with the OSex version of Amorous Adventures. For anyone interested... You need OSA 1.08 found here And the OSex 1.08 Plugin found here And the 2.11 Version of Amorous Adventures for OSex Thanks!
migal130 Posted July 15, 2016 Posted July 15, 2016 Upcoming BBLS 6.1 can use OSA and behaves like The Sims when OSex is installed. Well, a little more graphic, but similar.
Blackhand293 Posted July 15, 2016 Posted July 15, 2016 As promised I have started work on the MyEquip XML's and these should be functional If I understood everything correctly. Will continue to add more data to the XML as time passes. CEO would mind having a look and seeing if all is well? I took the i=" " to be referring to built in icons for OSA for the most common of armor items. MyEquip V001.7z
cibomatto Posted July 15, 2016 Posted July 15, 2016 Hi, thanks for the great work you have put down creating this mod. Been trying out 0sex since it first came out. But Im having some trouble getting this one to work. I have installed OSA, OSAdemo and 0sex. OSA seems to work fine, in game menu appears, but my library is empty. It just says "undefined". I have not installed any previous versions of 0sex on this game, and to be sure I started a new game but no luck. I have read other people reporting same problem, but their soulutions have not worked for me. Any help would be much appreciated. And keep up the good work:)
megururu Posted July 15, 2016 Posted July 15, 2016 Hi, the codepage (932) not work for me to see my PC clothings name correctly from OSA inspect. I could confrim the UTF setting has changed, (I change, ini, save it, then run skyrim, restore ini setting from OSA UI save again. and re-start skyrim,, now I can see the codepage has changed to 932 in UI) I can see renamed armor name from SkyUI as japanese correctly, but when I try to inspect PC from OSA >inspect , then check PC armor name, those japanese letter of armor corrupt. I do not use special font, then I do not know what cause problem. But I can easy check which part my PC and NPC wear and re-dress, by your cool icons^^ so that do not mind,, thank you. it just quick report, and hope you take time for another important future . Hi, CEO. And Hi, greenmango. I'm Japanese too, and sorry for my poor English… greenmango, You can set the codepage to simply “utf-8”, and it worked for me. But we need add some Japanese characters to OSA.swf. (Hiragana, Katakana and Kanji) SkyUI can display correct Japanese characters because it uses in-game fonts. But I think Scorpion_SK already did it if OSA can uses in-game fonts. I added those characters to OSA.swf personally. It able to display Japanese correctly. But at this point, the OSA.swf file size becomes 7.4MB. (btw, It declines to 2.5MB if we give up some kanjis, but those kanjis are garbled) So, I intended to ask CEO how I should do it when official v1.084 OSA was uploaded in the future. (With some translated files.) But I inform progress because this goes for a topic anyway. CEO, I love this framework and modules so much. Thank you. This MOD breathe new life into my Skyrim.
CEO 0S Posted July 15, 2016 Author Posted July 15, 2016 Hi, the codepage (932) not work for me to see my PC clothings name correctly from OSA inspect. I could confrim the UTF setting has changed, (I change, ini, save it, then run skyrim, restore ini setting from OSA UI save again. and re-start skyrim,, now I can see the codepage has changed to 932 in UI) I can see renamed armor name from SkyUI as japanese correctly, but when I try to inspect PC from OSA >inspect , then check PC armor name, those japanese letter of armor corrupt. I do not use special font, then I do not know what cause problem. But I can easy check which part my PC and NPC wear and re-dress, by your cool icons^^ so that do not mind,, thank you. it just quick report, and hope you take time for another important future . Hi, CEO. And Hi, greenmango. I'm Japanese too, and sorry for my poor English… greenmango, You can set the codepage to simply “utf-8”, and it worked for me. But we need add some Japanese characters to OSA.swf. (Hiragana, Katakana and Kanji) SkyUI can display correct Japanese characters because it uses in-game fonts. But I think Scorpion_SK already did it if OSA can uses in-game fonts. I added those characters to OSA.swf personally. It able to display Japanese correctly. But at this point, the OSA.swf file size becomes 7.4MB. (btw, It declines to 2.5MB if we give up some kanjis, but those kanjis are garbled) So, I intended to ask CEO how I should do it when official v1.084 OSA was uploaded in the future. (With some translated files.) But I inform progress because this goes for a topic anyway. CEO, I love this framework and modules so much. Thank you. This MOD breathe new life into my Skyrim. jp.png Hi megururu,, Thank you for figuring this out. To help me confirm a few things: - in CPConvert.ini for Japanese you simply type "utf-8" instead of a number like 1253? - OSA has 3 fonts currently, 1 which is the main font (No non-english support) and 2 that have many more characters for non-english, non-english characters have to be enabled in the menu. I just wanted to make sure that even the non-english fonts don't have the characters to support Japanese. If so we'll have to come up with a plan to make it possible. If I can't access skyrim's default font to use instead and if other languages would increase the file size by that amount I might just leave the source up and hope for current versions and hope that users recompile with the need fonts for their regions and distribute it. Thanks for the nice comments! If I may ask a favor can you take a large screen shot just like the on you posted but larger and full screen horizontal. I really like seeing the equipment menu with Japanese characters and would like a larger version for my records. -Ceo
Z0mBieP00Nani Posted July 16, 2016 Posted July 16, 2016 Upcoming BBLS 6.1 can use OSA and behaves like The Sims when OSex is installed. Well, a little more graphic, but similar. May be a dumb question, but what is BBLS? EDIT: Never mind, it's exactly what I thought it was. That one option "WooHoo"... LOL!
deane9850 Posted July 16, 2016 Posted July 16, 2016 Hi, the codepage (932) not work for me to see my PC clothings name correctly from OSA inspect. I could confrim the UTF setting has changed, (I change, ini, save it, then run skyrim, restore ini setting from OSA UI save again. and re-start skyrim,, now I can see the codepage has changed to 932 in UI) I can see renamed armor name from SkyUI as japanese correctly, but when I try to inspect PC from OSA >inspect , then check PC armor name, those japanese letter of armor corrupt. I do not use special font, then I do not know what cause problem. But I can easy check which part my PC and NPC wear and re-dress, by your cool icons^^ so that do not mind,, thank you. it just quick report, and hope you take time for another important future . Not helping much.. but make sure to spread the words to Japanese community about OSA. Maybe Illusion will get a competition
robinaholic Posted July 16, 2016 Posted July 16, 2016 OSA Testing 1.084C I had to pack a lot of zips for this test. I might have made a mistake, please let me know and I'll fix it asap. Clear out all previous OSex/OSA installations and use a clean save. 1.084 series has a solid versioning system in place now so most likely no more clean saves will be needed for the future unless I do something major. Feels complete on my end, some authors have API usage of 0Sex ready to go, specifically AA so I'm excited to get that going and want to nexus launch soon. I'd like to test OSA to see what issues and common questions come up. OSA and managing multi menus is complex so I'm sure if you mess with weird combinations of menu options enough some bugs and loop holes are going to show up so let me know if you encounter anything please. There's a bunch of demonstrations here also, whatever you'd like to test, your help would be appreciated thank you! As a note on the development framework side of OSA. I'm always developing OSA further to add new features, expand fill in the holes I haven't got around to yet. While I'm still active you might have to roll with what happens a bit. I'll avoid it as much as possible but I will opt to make a change to the XML structure over clogging up the code with to many backwards-compat if checks etc. so you might have to make adjustments to your own projects if this occurs. This is more pressing now but will lessen in the future. I wont do anything too drastic however as the system is mostly set in stone at this point, just giving a heads up. Know Issue Sometimes depending on how Skyrim is feeling it will not reboot the UI on a load game, so some menu changes will not be reverted, exiting and opening or loading a distant save then reloading should save this. I'm working on a fix. Also if you try OSex you'll notice that the scene no longer snaps to start and the actors glide towards each other. It looks a little silly in OSex but the change was made for combat modules to have a more realistic opening. The fact of the matter is OSex needs an approach scene where the actors walk towards each other to begin which blends nicer with the gliding start approach. I'll get to this when I have time. Observation mode can get some menu loopholes, I haven't really got to all the details that can happen but for the most part it works fine unless you mess with it a bit. If you want to try Observation mode set up an NPC NPC scene using the library > targeting menu then inspect one of the actors in the scene. Click Interact > Observe. ChangeLog (Haven't updated the very most recent things yet in the log) http://ceo-os.tumblr.com/osa/log/ OSex Download OSex here. http://www.loverslab.com/topic/51365-0sex-skyrim-sex-sim-other-0s-content-wip/?p=1608822 Zips: Install OSA1.084C, activate the .esm and run FNIS. That's the only esp the rest goes right in however if you install the DemoMod you'll have to run FNIS after that. OSA1.084C is the OSA engine MyEquipDemo is a working xml document that has some vanilla skyrim equips in it, for testing / demonstration MyAnimDemo is a working xml document that has some vanilla skyrim animations in it, for testing / demonstration CamillaProfile gives Camilla a silly fake profile for testing / demonstration OSADemoMod an absolute minimal 2 scene module for OSA, for demonstration, if you want to play with your own animations it's most likely best to just start canabalizing the Demo Mod and changing things that make sense, seem clear, overwriting animations etc. I'll have docs soon. OSA can do a hell of a lot more then this, The example is to show the basics you need to have the module run. Controls: Num Enter: Config Menu (My MCM basically) If you are in a scene this will open the scene menu, if you are out of a scene this will open my MCM. Num +: Inspect Menu, Brings up the inspect menu for your current cross hair target NUM 4568: dpad NUM 7: yes / accept NUM 9: toggle NUM 1: no / cancel Binding OSex or DemoModule: go to Main Menu (Num Enter when out of scene) > Library > Click OSex or Demo Module > Bind Key > click the key you want to bind it too It will look like this: HI CEO!! THis is just flawless!! Thanks for making this mod for us. I Already pledged to support ur Mod on Patreon, i hope it could help a bit of ur countless hours of work! i am hoping that there would be orgasm animation/scene for the future lol... and, one thing that i always wanted to ask is, how do u install plugin? like badboy of skyrim, and wizard sex? thank u CEO for ur awesome mod Regards, robinaholic
Kinky Posted July 16, 2016 Posted July 16, 2016 and, one thing that i always wanted to ask is, how do u install plugin? like badboy of skyrim, and wizard sex? Same as how you install Osex.
adaxnaw24 Posted July 16, 2016 Posted July 16, 2016 and, one thing that i always wanted to ask is, how do u install plugin? like badboy of skyrim, and wizard sex? Same as how you install Osex. But these are not yet available right?
Kinky Posted July 16, 2016 Posted July 16, 2016 and, one thing that i always wanted to ask is, how do u install plugin? like badboy of skyrim, and wizard sex? Same as how you install Osex. But these are not yet available right? Yeah only OSex module is available at the moment and demo module.
Meem0 Posted July 16, 2016 Posted July 16, 2016 If anyone knows how to github I need some help. Hi CEO, I'm pretty familiar with git. First, the high-level idea of git. You might have to read this a few times to fully understand, it's surprisingly theoretical. git is version control software. github is a website for sharing projects who use git for version control. It also provides a desktop client for using git (software) with github (the website), but it's entirely optional - you can use git and github without the github client. It's analogous to BitTorrent. BitTorrent is file-sharing software. There are plenty of BitTorrent clients out there, and there are plenty of websites for sharing torrents. They're all separate things. A git repository is a project managed by git version control. "Project" and "repository" are kinda used interchangeably, but I'd say "project" is more like the "concept" (like "the Linux kernel!" or "the OSA Skyrim mod!") and "repository" is more like the actual, computery files that git sees as being your project. The basic idea behind git is that you make some changes to the files in the repository (that is, any files within the repository's folder tree, unless you specifically told git to ignore them), then commit those changes. That creates a new, discrete, snapshot of the repository. It's very helpful to be able to see your project in terms of these snapshots, especially when working in a large team, so you can see who ballsed up what. I'll mention one technicality about git: it can be used entirely offline. As long as you have some sort of git client (even a command-line one), you can create a project, tell git to manage it as a repository, and start making changes. So if I'm, I dunno, on a 16-hour train ride with no internet access, and I want to do a little programming project, I could just whip up a little git repository to manage stuff and track my progress as I go. If you connect your project to a remote, that's when you get the online functionality. A remote is an online service that can host your repository: that means it stores your files, and is the link between everyone working on the project. A "hub," you might say. Yeah, github is one, BitBucket is another, most universities host one for their staff and students to use, companies would host their own private git servers, etc.. github is just the most popular public one for enthusiasts / hobbyists like us. Uploading your changes to the remote you're using is called a push. That takes everything you've committed, and submits it to the remote. Getting the latest changes from the remote (i.e. that someone else pushed to it) is called a pull. Usually you associate your project with the remote as part of your git client's project creation wizard. That's why most novices wouldn't even realize a remote is optional. This is why I made a point of saying you can use git offline: I was confused for like a year about why there were all these steps. It's because there's the "offline layer" (the things you've committed) and the "online layer" (the things you've pushed). I've glossed over a lot of stuff: making branches of a repository, pull requests (basically requiring that a change be reviewed before it's accepted), staging files before committing... but this is the basic idea. There's a lot more to that "basic idea," and there are tons of resources out there that give a more in-depth description of the high-level concept of git. About your project and git: Ideally, an entire project should be controlled by git. A new contributor should be able to clone the project (that means connecting their git client to the remote, which downloads the project and lets them start committing / pushing changes) and have all they need right there. Usually there are some tools required (like a compiler, or maybe the project needs a development program like Unity) and a bit of setup (creating the project in those tools and adding the downloaded files to it), but other than that the repository should be self-contained. It seems like you don't want all of OSA to be controlled by git; just some files. That's fine - not ideal, but it's fine. You can manage any text files using git: just put them in a folder (subfolders are fine) and create a repository out of that folder using your git client. The biggest question is how people are going to test their changes. I'm not familiar with the ActionScript stuff you've got going on, but will people be able to run it in their own games after they've made changes, or does it need to be compiled, using files they might not have access to? My personal favourite git client is SourceTree. Install that, go onto github, make an account, create a new public repository (under the + button at the top-right), then under the "Clone or download" button, copy the URL (should be something like https://github.com/CE0/OSA.git)(damn, looks like CE0 was taken, unless that's you?). In SourceTree, click "Clone / New", go to the "Create New Repository" tab, paste in the URL, choose your folder and name, and don't worry about any other options. From there you can put in XML files and whatnot, and start committing / pushing. Sorry, that was a lot of shit, feel free to ask questions. I can give you my Skype name if you want faster help
Versh Posted July 16, 2016 Posted July 16, 2016 Ok ok, THIS are the type of things that make me feel like I live under a rock... seriously it's quite embarrassing. I noticed this mod only now... I add my appreciation on the pile with the others ;P I did some rapid test for an overlook and I must say that I'm impressed. I'll be back with some feedback if you need to.
Demonfr34k Posted July 16, 2016 Posted July 16, 2016 and, one thing that i always wanted to ask is, how do u install plugin? like badboy of skyrim, and wizard sex? Same as how you install Osex. But these are not yet available right? Yeah only OSex module is available at the moment and demo module. May I ask what Demo Module Is?
Kinky Posted July 16, 2016 Posted July 16, 2016 May I ask what Demo Module Is? Like the word says its demo module or demonstration module with only few scenes. This is for developers to learn how to create something like Osex but any user can install it bind it to some key and test what it does.
RagingxBeauty Posted July 16, 2016 Posted July 16, 2016 Quick question..My UI for OSA is like halfway off of the screen on the right side.(Im running 1920x1080 on a monitor that doesnt go that big, but it's playable.) I never had this issue with previous versions of OSA though. Is there a way to adjust it so I can see it?
Kinky Posted July 16, 2016 Posted July 16, 2016 Quick question..My UI for OSA is like halfway off of the screen on the right side.(Im running 1920x1080 on a monitor that doesnt go that big, but it's playable.) I never had this issue with previous versions of OSA though. Is there a way to adjust it so I can see it? Its known issue. Just restart the game and it will fix itself.
megururu Posted July 16, 2016 Posted July 16, 2016 Hi megururu,, Thank you for figuring this out. To help me confirm a few things: - in CPConvert.ini for Japanese you simply type "utf-8" instead of a number like 1253? - OSA has 3 fonts currently, 1 which is the main font (No non-english support) and 2 that have many more characters for non-english, non-english characters have to be enabled in the menu. I just wanted to make sure that even the non-english fonts don't have the characters to support Japanese. If so we'll have to come up with a plan to make it possible. If I can't access skyrim's default font to use instead and if other languages would increase the file size by that amount I might just leave the source up and hope for current versions and hope that users recompile with the need fonts for their regions and distribute it. Thanks for the nice comments! If I may ask a favor can you take a large screen shot just like the on you posted but larger and full screen horizontal. I really like seeing the equipment menu with Japanese characters and would like a larger version for my records. -Ceo Hi, CEO. Thank you for your response. And Sorry for my late response. I went to work -Yes, I simply typed “utf-8” to CPConvert.ini, not some numbers. However, I tested other settings today, “932” (shift_jis) was not worked, but “65001” (utf-8) also worked correctly. -Yes, I know OSA has those fonts because I opened OSA.swf with FFDec (Free Flash Decompiler) for add some Japanese characters. I directly added those Japanese characters to “DefineFont3 (3: Futura Std Medium)” and “DefineFont3 (4: Futura Std Light)”. It also worked when added to “Arial” and “Times New Roman”, then configured OSA to use those fonts. But I love your beautiful UI. So I tried to remain those Futura alphabets undisturbed. Unfortunately, Japanese needs appropriate fonts like Russian Cyrillic alphabet, and needs about 4,000 characters at the minimum. (but still some Kanjis will be garbled, so I added the characters about 7,000.) I totally understand how that file size has problems. So... I'd like to upload this OSA.swf on this topic to the Japanese users for testing it, if I may. I am very glad to if get your permission to do so. -Finally, I will attach a larger screenshot at the bottom. Sorry if it is too large. (2032 × 1214)
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