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Skyrim osex

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Both are just smaller bonus systems but I think they can pretty good. Both are just small script that I tacked on since I had all the things in place but I hope it will be helpful for some.

Sweet good to see this here, I'm guessing we're nearing release. I love the bios, this will make things more fun and creative bringing details to the world of Skyrim.

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. 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.

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.

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.

Install OSA1. I've got one question before testing this out: Is there anything I need to do since I already had 0Sex installed? Overwrite its files, or load 0SA before it?

I assume the key to start OSA is also num You'll have to have 1. This is everything I've been looking for! Yes, yes, and more yes!

You and your team, sir, have redefined sex mods for Skyrim imho. You need to be a member in order to leave a comment. Sign up for a new account in our community.

It's easy! Already have an account? Sign in here. Skyrim Adult Mods. Existing user? Sign in anonymously. Recommended Posts.

CEO 0S. Posted July 9, If you can type into text documents you have access to doing a majority of what this engine can do.

Everything from animated scenes, facial expressions, voice and personallity are stored in text documents. While the UI has access to these things I will take the opportunity to apply the information that is gathered in other ways outside of the scope of just animation.

While these are out of the scope of animation they are outputting information for things OSA already has the foundation to connect with.

It's primarily a system that loads and interprets XML and INI text documents to allow for lots of customization and detail. On it's own it doesn't do much except offer it's quality of life UI display features.

This allows large scale projects to be grouped into categories and allow you to take on more niche content without having to embed oddball things into the primary pack or sort different themes out so users can decide.

They come in a range of classes for different subsections of personality and are installed individually. NPCs can be given custom persona's just for them but if one isn't assigned OSA generates an automated persona based on all installed Persona data.

It's an optional thing that's only used when the player inspects another actor IF they have a profile. Profile will also override some of OSA's output, for example if your character is a nord due to limitations of Skyrim's race system but would like them to be distinguished as something else without going into the hassle of custom races you can use Profile for that.

Very little papyrus is used by OSA. It primarily runs in the UI of Skyrim which has some amazing benefits to being the platform for the engine.

It's a much more powerful and efficient language then Papyrus and the UI get's it's own memory assigned to it free from Skyrim's papyrus that is basically uncapped.

Actionscript can handle things with ease that would bring Papyrus to a halt. The benefit to this is not having to isolate a user base between those willing to download fnis, and OSA etc.

OSA can be used as optional scene accents. The second major principle of this project is to be light weight, non-invasive and conflicting with other mods, and to be dormant when not in active use.

The heart of OSA is an animation framework, it's able to do more then papyrus ever could because it's run, timed and all is data is managed in actionscript.

It can handle endless data and detail in it's streaming of xml documents. This is a development engine and does nothing on it's own in terms of animation.

An OSA scene can simply play without the need for navigation. If it's a single one way scene, or based just on actor data and doesn't need player input.

If you'd like navigation to be a part of your scene you can use a navigation panel to allow for visual player input in making choices. For now I have one style of navigation panel designated "NP1" shown here.

I developed it with my own module in mind which is a very large scale one, so it needed a fairly heavy navigation tool.

I'm working on developing lighter and alternative nav panels which can be used instead. Specifically an entirely text based one with no images, and some light weight one's for more fast paced scenes like combat.

Nav Panels is the kind of thing where if you have very specific need outside of what OSA can currently do it might be best to just talk to me and I can work on a solution for what you need displayed.

Since it's XML based you can start easy and add more complex things to your scene as you get more comfortable.

Supports actor scenes Promotes seamless animation that is playerdriven but can also be used in a poser sense if seamless animation isn't your thing Custom scaling at start of body scales to ensure the animation plays back for all users at the exact scales the animations were designed for.

Full face expression control, sound control, the ability to define the motif and themes of your scenes for actors to respond to as well as trigger timed events which will prompt an emotional reaction from the actor's persona.

Advanced triggers, like music, adjusting scales mid animation, casting spell visuals. Knowledge of exact equipment slots to make animations exact using the ESG system.

The player has access to this as well in their Navigation section of the scene menu as well as the Roulette Menu if they want to play scenes based on tags.

Easier access to rejection or alternate paths automated by criteria set in the persona's and scenes.

Your module also will get an automated installation check so developers can know if your module is installed and if not can adapt their content in different ways.

All the examples above are generated passively by the OSA persona engine. While you could achieve these same results for a screen shot by editing the actors just for one photo, OSA is constantly weaving together elements of the character's personality to make shifting, reacting, life like expressions that adapt to the scene and change live.

Persona is what is special about OSA. Sticking two actors together and playing an animation is relatively easy in Skyrim, but having them come alive, with full control of their expressions, facial movements, voices, reactions, spells and cinematic effects is a bulk of the OSA animation project.

The developer decides a series of eye directions per scene based on events that are taking place, and the persona of the actor decides how often they will be looking where and at what.

Eye direction can also be in response to an action event, if something immediate happens that grabs their attention you can call the eyes to shift focus to that.

Each Persona class for an actor can be set individually. These are arranged into 3 main groupings: Combat, Intimacy, General, this allows for NPC's combat skill and sounds to not have to be tied into their libido etc.

This effects the types of sounds and expressions they make and the rate at which they make those sounds and expressions. Handling both the vocal sounds they make and other sounds associated with them.

For example in my OSex module, every thrust that occurs is recorded and applies a reaction face to the actors, and processes body calculations based on the thrust.

FUTURE: In the future more prefence based flags will become active in OSA, where scenes can be toggled and redirected based on the prefences of the actors, to allow things like visually rejecting certain actions, moving and behaving differently based on settings, adjusting their animation based on certain personal stats etc.

It's an optional system that's only used if the player inspects another actor and only if that actor has a profile. No mastery of OSA is required, if the actor has a profile.

Profile's can be made for custom followers and vanilla NPCs also, if the. You can safely pack a profile. Persona can be viewed either from the scene menu or by putting your crosshairs over an NPC and hitting the inspect key.

For now I have 2 parts to MyOSA but plan to expand this a little further, an equipment manager and an animation manager.

It's completely optional and only does anything if you turn it on and make the documents for it. It's a text data poser mod without the need for rings.

You can group your animations into categories however you like. They can play directly from the list on the player character or on a target. Note that MyAnim is different from the animation engine, the animation engine has lots of empowered features for animated scene creators where as MyAnim functions like a poser mode where it simply plays single animations.

This is a hard limitation of the Skyrim exe that's very hard to work around. For now you'll have to add the items first then equip them after they have the items you want however I have a fix coming for this soon.

The primary purpose of ESG is to allow for the animation engine to know exactly what types of clothing the user is wearing so it can play specific animations for different articles of clothing.

OSA comes with a redressing module I animated myself which can be used by any developer if you see a need for NPCs to be redressing after your scene plays.

With ESG you're able to custom make animations for almost any type of clothing and know what types the NPCs are wearing.

ESG is a response to a hard limitation of Skyrim's slot system. While it's purpose might be vague without a lot of understanding into the workings of Skyrim I promise that it's a nessesity for complete accuracy in undressing and dressing animations.

I'm sure you might have encountered something like this: You equip a pair of sunglasses and your character's pants wind up coming off when you put them on.

That's related to the limitation that ESG works around. It does require the user to fill in a document saying what their slots generally are used for.

To reach perfect performance it requires a little bit of work to conform your slots but generally will get the job done.

ESG's data will be applied elsewhere in the OSA UI overlays, primarily with icon displays identifying the slots with their exact clothing type as opposed to "slots ".

Scorpion SK made the cpconvert. It allows for text strings that papryus generates to be converted to non-english characters so that names of equipment, races and character names display properly in different regions.

You'll have to configure the code page to your region in the cpconvert. OSA can calculate and display Earth measurement units for both height and weight of actors.

I find this more immersive then "Height Earth units has it's own ini:. The UI has a few easy to run output scans which just report back whatever it can gather on things.

Due to 0S3KSY's scene complexity the controls to navigate will require practice. There's documentation on learning the navigation controls below.

Requirements: 0S3KSKY Net can be a complicated mod to use and is a large scale project for a single person to see through.

Actions Asenia changed description of OSex. Asenia attached Asenia changed description of OSex. Asenia added OSex to Romance.

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Skyrim Osex Video

18+ Обзор мода Osex - Любовь в Скайриме Skyrim osex Using this system for combat? The UI has a few easy to run output scans Cherry popping video just report back whatever Free porn literature can gather on things. Sinsling View Profile View Posts. CEO 0S. Deep Red. If you have an updated Racemenu installed then you already have this. You can safely pack a profile.

Skyrim Osex Video

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