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bjornk

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Posts posted by bjornk


  1. Fair enough, we can't expect you to change your mod to be compatible with another that isn't used by everyone.


     


    Can't you make Anray a quest follower though? I mean, not actually a "follower", but a regular NPC that follows the player, like Farkas or Aela in their related quests in the Companions quest line. Perhaps that way, your mod would totally avoid the dialogue based follower dismissal that UFO overwrites?


     


    Update: I figured that if you attack Anray (flames should do) in the Old Prison while he stands behind the bars he leaves your service properly and the guard then opens the gate. So no need to trouble yourself with console commands. However, even though he has a "No crime" stance, he never left me when I picked doors and attacked guards etc. weird.


     


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  2. Could the problem with UFO regarding follower dismissal related to the DismissFollower script or its parameters?


     


    This is the script executed by UFO to dismiss a follower:



    ; don't dismiss the follower again if I've already dismissed them
    If !(akspeaker.IsInFaction(DismissedFollowerFaction))
      (pDialogueFollower as DialogueFollowerScript).DismissFollower(0, 0)
    EndIf 

    and this is the DismissFollower function in DialogueFollowerScript.psc



    Function DismissFollower(Int iMessage = 0, Int iSayLine = 1)

    If pFollowerAlias && pFollowerAlias.GetActorRef().IsDead() == False
    If iMessage == 0
    FollowerDismissMessage.Show()
    ElseIf iMessage == 1
    FollowerDismissMessageWedding.Show()
    ElseIf iMessage == 2
    FollowerDismissMessageCompanions.Show()
    ElseIf iMessage == 3
    FollowerDismissMessageCompanionsMale.Show()
    ElseIf iMessage == 4
    FollowerDismissMessageCompanionsFemale.Show()
    ElseIf iMessage == 5
    FollowerDismissMessageWait.Show()
    Else
    ;failsafe
    FollowerDismissMessage.Show()
    EndIf
    actor DismissedFollowerActor = pFollowerAlias.GetActorRef() as Actor
    DismissedFollowerActor.StopCombatAlarm()
    DismissedFollowerActor.AddToFaction(pDismissedFollower)
    DismissedFollowerActor.SetPlayerTeammate(false)
    DismissedFollowerActor.RemoveFromFaction(pCurrentHireling)
    DismissedFollowerActor.SetAV("WaitingForPlayer", 0)
    ;hireling rehire function
    HirelingRehireScript.DismissHireling(DismissedFollowerActor.GetActorBase())
    If iSayLine == 1
    iFollowerDismiss = 1
    DismissedFollowerActor.EvaluatePackage()
    ;Wait for follower to say line
    Utility.Wait(2)
    EndIf
    pFollowerAlias.Clear()
    iFollowerDismiss = 0
    ;don't set count to 0 if Companions have replaced follower
    If iMessage == 2
    ;do nothing
    Else
    pPlayerFollowerCount.SetValue(0)
    EndIf
    EndIf

    EndFunction


    As we don't see or hear a message or anything regarding Anray's departure with UFO, perhaps it is because the two arguments that the function expects aren't supplied if the function is called like DismissFollower() without any arguments. I don't know if something like this is possible though. Any ideas?


     


     


     


     


     


     


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  3. Ok, after using the commands, Anray stops following me but is stuck where he is. For the MOD author, after chapter one, is arnoy scripted to stand where he is after getting into the jail? If so, is that why arnoy is just standing around?

     

    He stands there and wait for you in the prison until you cut a deal with the "Master Trainer" wannabe and learn the location of the slaver base. After that, depending on your choice on dealing with the wannabe, his whereabouts changes. For example, if you decide to kill the guy then he stays in the prison and brings the guy to the headsman called Johnny.

     

    BTW, don't forget to check the other cells in the prison.

    :)

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  4.  

     

    I think the mod should properly dismiss Anray as soon as he is no longer needed as a follower. As stated in some of the posts above, the guard in the Old Prison doesn't seem to open the door for you if you have a follower.

    Anray is "dismissed" as soon as you enter the Bright Path Inn. The problem reported is caused by a mod which modifies the vanilla Follower Quest / Behaviour and appearently makes it incompatible.

     

    Well, how exactly do you dismiss (or recruit) him as a follower in the mod? I don't recall seeing a "your follower has left your service" type of message while in Bright Path. Perhaps that's what causes the problem.

    How did you manage to remove Anray as a follower?

     

     

    I'm not really sure if this is a wise thing to do but here's what I did:

     

    First, make sure you dismiss all the other followers and then execute the following commands.

     

    stopquest DialogueFollower

    resetquest DialogueFollower 

     

    When you type

     

    sqv DialogueFollower

     

    you should be able to see all follower aliases/references become empty.

     

    You may also use

     

    set playerfollowercount to 0

     

    after that if playerfollowercount is still nonzero.

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  5. Well, how exactly do you dismiss (or recruit) him as a follower in the mod? I don't recall seeing a "your follower has left your service" type of message while in Bright Path. Perhaps that's what causes the problem.

    If you are not using one of the conflicting mods you will see the message once you enter the Inn, right while/after fading from black. And they are recruted/dismissed by using the proper functions from the vanilla quest. This incompability is not a bug in DI.

     

    So basically the method you use to dismiss the guy is incompatible with UFO, but why? UFO has never caused me any trouble with vanilla hireling/follower dismissal, including quest followers. How come the vanilla game works without an issue and this mod doesn't that's what I'm wondering about, but I bet this incompatibility wouldn't be too difficult to fix. Could that be a load order issue? Perhaps placing this mod above UFO could fix the problem?

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  6. I think the mod should properly dismiss Anray as soon as he is no longer needed as a follower. As stated in some of the posts above, the guard in the Old Prison doesn't seem to open the door for you if you have a follower.

    Anray is "dismissed" as soon as you enter the Bright Path Inn. The problem reported is caused by a mod which modifies the vanilla Follower Quest / Behaviour and appearently makes it incompatible.

     

    Well, how exactly do you dismiss (or recruit) him as a follower in the mod? I don't recall seeing a "your follower has left your service" type of message while in Bright Path. Perhaps that's what causes the problem.

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  7. I think the mod should properly dismiss Anray as soon as he is no longer needed as a follower. As stated in some of the posts above, the guard in the Old Prison doesn't seem to open the door for you if you have a follower. It looks like the only possible way to get the guard open the door is to use "set playerfollowercount to 0" console command, but that doesn't actually dismiss Anray, at least not gracefully. I don't know if there's any way to dismiss a follower using the console other than messing with the follower quest.


     


    I can also confirm that Tursam doesn't die when he gets executed as he is essential. He loses his head and then still gets up headless, so the scene can't advance. To fix this you may use "setessential <Tursam's Base ID> 0" before the execution. After the execution, if he gets up again, just use this command once more and then use the kill command by clicking on the headless Tursam. Doing this will eventually kill him. When he dies, the cutscene will end and then you will be able to talk to Irileth to finish the chapter.


     


    Anyway, the mod worked almost flawlessly despite the bugs mentioned above and the warnings I got in FNIS didn't really cause any trouble. Again, congratulations on the brilliant new chapter. Can't wait to play the next chapter now. :)


     


     


     


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  8. Just installed the newest version and I got this warning below in FNIS v3.4. Any ideas why?


     




     


    Reading dip ...
    Reading FNIS ...
    Reading FNISBase ...
    Reading SexiS ...

    All Anim Lists scanned. Generating Behavior Files...
    Converting Behavior Files (.xml to .hkx) ...
    Moving new behavior files to standard location...

    625 animations for 4 mods successfully included.

    chap2_female_handjobtoblowjob_part1_cycle.hkx: 2 animation files
    chap2_female_handjobtoblowjob_part2.hkx: 2 animation files
    chap2_male_handjobtoblowjob_part1_cycle.hkx: 2 animation files
    chap2_male_handjobtoblowjob_part2.hkx: 2 animation files

    Duplicate animation names found: 4
    No duplicate AnimEvents found. (check between mods only!) 


     


    I have DI 0.20 + ASX Spells 1.6 and SexIS Data Pack only.


     


     


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  9. Canon penis is an apt term. I can't stand it. It looks ridiculous (haha). I have personal experence with a 12inch and it was not pleasent. I thought my entire insides were going to fall out through my vagina for days after.

     

    I'm very attached to the favoured soul textures and maps though. I asked for a smaller erect version but got no reply. Is it really worth switching over. It kind of seems like a head ache.

     

    When people talk about their experiences with big dicks and say how big it exactly was I always wonder if you guys always have a tape measure up your sleeve.

    Erm, perhaps she wasn't talking about a "real" one? :)

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  10. well i was usin the 4udiks male body fora while but got annoyed at the stripes in the skin, so i reverted back to the fencepost cock. kind of ashame cause the 4u mod is more realistic imo.

     

     

    Had the same problem with the stripes or lines with the 'No hair' Changed to the hair texture and it's perfect with not alot of hair.  

     

    There is a reason why I posted this plug below. I also found the texture very "blocky" (well, it's actually the normals) and to fix that I made these two mods for my own use. Try them before you give up on Real Body. I recommend either no hair or less hair options. BTW, I use UNP as female body replacer and Real Body for males. These two have worked flawlessly so far for all sorts of adult mods.

     

    You might want to try these out if you're going to use Real Body

     

    http://skyrim.nexusmods.com/mods/29287/

    http://skyrim.nexusmods.com/mods/30163/

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  11. Don't know how you'd call it but there's actually a serious need for some transitional animations. By that I mean an animation that connects two different animations an make the transition between them more natural and smooth. For example, an animation that fills the gap between the standing idle and lying on the floor etc. This applies to almost all the animations currently used in adult mods posted here. And I believe this is just the thing a mocap facility would be useful for.

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  12. Since when can't your move corpses? I've never had a problem. Just installing a skeleton doesn't affect the physics of the game.

    Well' date=' Sanguine's Debauchery requires either XPMS or Perfect3-2 to work and when I use XPMS I can't move/carry corpses. I can do that with Perfect3-2.

    Quoting the FAQ of XPMS

    I couldn't drag a body with this skeleton, why?

    This skeleton are made for Realistic Ragdoll n Force. You need plugin (esp from RR&F mod. The realistic variant.

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  13. With all the possibilities added by the XP32 skeleton there's really no reason not to use it.

    You can't move corpses without installing an additional mod. This alone is a good enough reason for me not to use it. From a casual player's point of view obviously. :)

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  14. What's the body??


    />http://skyrim.jpn.org/images/171/17130.jpg

    seconded! :D

    Judging from the low number of polys on the underside of the breast and the overall breast shape' date=' I'd guess a custom CBBE/CBBE++ body.

    [/quote']

    Seems more like a custom UNP/UNPB with larger breasts.

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  15. How do I download or get original skyrim body' date='feet,and hand textures?

    [/quote']

    Huh? You don't as you already have them in Skyrim - Textures.bsa.

    If you want to extract some of them from the BSA you'll need BSAOpt.


    />http://wiki.tesnexus.com/index.php/Skyrim_BSA_Extraction

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  16. @WaxenFigure:

    the process about the 31 days wait is not sure regarding the cleaning of a char.

    I already did it several times but there are some persistent references that remain into the progressive savegame even if you unistall EVERY mod/script you have.

    The ONLY way to have a clean savegame' date=' atm, is to start a new char and a new game.

    [/quote']

    Apparently, various superfluous efforts to clean your saves are all futile.

    Quoting a Bethesda developer:

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  17. i guess bjornk wouldn't mind.

    I wouldn't. :)

    You can download it from the Nexus as well.

    TBH, I had no intention to release it as a mod but couldn't be bothered to find a free file host either. The normals that came with the Real Body had disturbing artifacts so I turned them into something less of an eyesore. The result pleased me but I'm not really a texture artist or anything so don't expect a professional work.

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