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SITE MOVED - IN READ ONLY MODE 12/08/2015
Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.
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Posts posted by Poontank
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Hi, is there a way to find again the mod 'Krista's Anvil Bay Mystery House'?
If possible also with english translation?
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That's good to hear. For anyone else also wondering about these instructions: They only apply in case of upgrading from a previous version of XEO which means the mentioned folders already are installed/present in the 'Data' folder.
So why deleting the folders? Wouldn't they just get overwritten when installing the latest version of the mod? No, they wouldn't:
Nightwynd's sentence "it is based on a bsa archive" is key here. As the more recent XEO's folders are stored in a BSA, they would be overridden by the loose files in the still present folders in the 'Data' directory.
And getting rid of the old esp is necessary to avoid running both the old and new versions at the same time because the latest version's esp doesn't replace/overwrite the installed one, their file names are different.
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Just a tiny correction: Both Diablo Elf incarnations I know of, from XEO and the '6 in 1' OMOD, are using a Ren head. The Xenius compilation has three different H06 variants, F1 and F3 for females and M1 which should be similar to the one from the Xivilai race or male Synx. The latter one's head mesh is named 'H06_JC1'. Lattamer (V3) calls its head 'H06_Fem1' which makes me think it's similar to the F1 from the Xenius package. Though I might be wrong on that one as file names alone can be misleading.
I would advise against including the Evy head in a Nesux release at all. It's what I hinted at in my previous post: Evy and FF races are somewhat frowned upon on that site due to their 'copyright-infringing nature'. Must be the reason those races aren't hosted there... Sure, from time to time people are posting pictures of characters featuring such races, but the race mods themselves can't be downloaded from the site. To be on the safe side you should omit such assets from your Nesux release to avoid possible problems.
But you could release the full mod on here! Since a lot LL members are using the Evy race (I guess), your mod will be more than welcome on this site.
And any new files for LL's Oblivion downloads section are always a good thing to have.
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I reckon that one tweaked 'Head06' is from this playable Xivilai mod by Slof (head mesh by Throttlekitty). I did use the race for a while, it's awesome.
Other famous head meshes? Ha, now might be the chance to get a fully functional version of this one here! It's an amazing head with a few drawbacks. The UV map is very unique and requires specific textures that are hard to come by. In Bella's vampire race package for example is one face texture included that does work with Cold Blood's mesh. But the head's one rather prominent flaw is a weird distortion effect on the mouth when a character is speaking. The lips look like 'fused together'! So far it seems nobody - not even CB himself - has ever attempted to fix this issue.
Then there are KKK's Lop-Ear Elf heads and also the Evy and Final Fantasy race heads. Though those meshes certainly should be omitted from your collection for an intended release on that site... Some Asian races are using an edited Ren head (or is this TK or even vanilla?) with somewhat 'sad' eyes: 'Dremora Elf', the 'Slim' race package.
And there are the heads by Corean modder Idkrrr. Very elegant and interesting head variants, found in pretty races like this.
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Yes, that's a drawback to using a mini race. Luckily there is this mod here which has x117 versions of all the vanilla headgear.
An old Japanese mod, I have made a few edits to the esp by altering some stats (pit helmet now has health and armor rating and such) as well as adding a second version of the item containers to the testinghall cell for easier access to the gear.
In case you want to use these freebie containers, open the console and type the command coc testinghall which will take you to this interior cell.
The chests are to the sides of the door to 'Hawkhaven' in the room's central structure. After looting the containers just enter said 'Hawkhaven' cell to return to the game world via fast-traveling. Alternately any other coc code can be used, coc weye for example.
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I was so hoping you'd show up! After all you most certainly are THE number one authority on this particular subject matter.
Great to hear you actually are working on that weapon. Which version is it going to be? The default 'Eiserne Drossel'?
It would be badass if it was possible to combine the ring blade with the Chakram mechanics from this mod here for the ability to even throw the weapon!
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I must have been somewhat absent-minded last night when I wrote the previous post: The white spaces in a colour map's alpha channel are the parts which actually do show up, while the masked parts (around the feathers) in this case must be black. Kinda embarrassing for me to confuse something that essential even though I'm working on textures all the time.
But I can always excuse goof-ups like that with a relapse into amnesia due to the head trauma from my accident last year
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Heh, at first I didn't get your last sentence and imagined a plugin by the name of 'Lovers Chiropractor'! Giving me the weirdest time visualizing such a mod's gameplay. I'd really love to see a Lovers mod with chiropractic functionalities!
In the meantime I have taken a look at recent entries in your blog. That 'Owlbear' freak's gloss issue is because of the normal map's alpha channel - it's identical to the one in the colour map. Meaning it's too bright. For the colour map the alpha channel's white is essential as it makes the space around the feathers transparent. But in a normal map a white alpha channel creates a reflective effect, the shiny surface seen on this creature.
So I made a new normal map combining the original one with the colour map. It has a very dark alpha channel with only the eye and tongue left white so they still are glossy. Here is an archive with this file and an assortment of a few others as well...
The archive contains the new normal map for the 'Owlbear' to get rid of the unwanted glossiness. There is also a fixed mesh for the imp-based owl bird; it had a weird UV map fuck-up on the right wing and a missing stencil property which made the tail feathers transparent from one side and caused 'holes' in the body. Also included are the files for an improved 'Choogle' and the DOOM3 creature edits featured on pictures in my thread.
More Dwemerized 'Pinky' and 'Revenant' versions and the 'Hardcore Hell Knight' with blood and cool ritualistic markings on the body. That one is set up as an additional alternate version instead of a replacer for the creature already in the mod.
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Lots of cute little status bars in your HUD! I wonder what they are for? When I tried to make a custom HUD with the 'HUD Status Bars' mod I quickly lost my patience because I totally suck at such things.
Seeing the creatures in all their undistorted glory does convince me they won't work with just a vanilla skeleton. So I did find such a ragdoll physics skeleton pack and tried the included Clannfear file, but to no avail: The 'Cliffrunner' bird just went from headless to the stretched-to-infinity head. The other usual suspects are also still distorted. I'm going to wait for fixed files instead. But take all the time you need.
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I'm not sure if my Clannfear skeleton is from the UOP. After my recent reinstall from scratch I think I first applied the unofficial patch and then started to add some files from my backup. Creature meshes and textures were among these files. Although it's possible that the Clannfear skeleton from my old install already was the one from UOP to begin with.
To be sure I now have extracted the vanilla Clannfear skeleton and replaced the installed Nif with that one. 'Qlzqqlzuup' still shows the same distortion as before - the 'Clannling' however now doesn't show any distortion but is headless. In the creature's CS preview there is an amazing sight to behold:
The head is being displayed - turned inside out! It's huge, turned backwards and below the ground.
One other bird I overlooked before which is also headless is the 'Cliffrunner', form ID 0288A4:
<- Also a great opportunity to show off this dress Myuhinny has converted for me to Kitty's body type.But the pigeon is the one bird flawlessly working with all parts intact! When I tried pasting some of the other birds into the pigeon's Nif I noticed the (for me) non-functional birds have different nodes than the pigeon. The main difference are the thigh nodes for most of the birds, while the pigeon has a tail and calf nodes. Could this be the reason for the headlessness and distortion?
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About the only element I can offer is a somewhat shabby version of Tira's ring blade form of 'Soul Edge' here (at the bottom of the files list).
Now if somebody had XNALara models of Tira and would convert them...
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Does anyone happen to know of a good lollipop model (and matching textures)?
Here is one which even serves as a blunt weapon: LollipopWeapon.rar
I intend to include it in my NPC mod as a fun item to equip one of the plugin's many x117 characters with it. In a similar vein there are also banana and popsicle weapons... The texture for this item here isn't that great though. I didn't get around to making a better one yet.
The lollipop files originally are from this mod here in case you wonder. It even has got cute bear suits!
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Now after specificly checking out Clannfear-based creatures I have found two more distortion issues similar to the birds:
The one with the weirdo name 'Qlzqqlzuup' (sounds Aztec/Nahuatl, no?), form ID 019885. Editor ID 'Creatureangelflood'.
Its problematic part affected by the distortion seems to be the torso.
And the 'Clannling', form ID 016EA0. Has a messed up head stretching to infinity. Editor ID 'Creaturelingrush'.
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That queen looks nice. Although according to some she is a "BITCH". Would go well with the various Xenomorphs from ElAlquimista's mod.
Take your time, Sroro! There is no need to hurry and squeeze new entries into the mod anytime soon. As long as you still continue working on the project after all. Fixing issues with the existing creatures is of higher priority before any new additions.
One problem I noticed for a while already concerns the roster of Clannfear-based birds. Grouse, pheasant, sparrow... In the CS they are being displayed without a head! And in-game their head is stretching to infinity. At first I thought it was somehow related to the skeleton I'm using, but Clannfears and other creatures rigged to its skeleton are working all right for me. That 'Choogle' freak for example (never played the game that guy is from - a web search about the creature's origin yielded quite a surprise!) has no distorted head.
For the moment I just have deleted the birds' leveled list entries from the esp as a makeshift solution.
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Judging by the info from this discussion here I gather it's impossible to get rid of loading screens altogether. It's what Leviathan1753 says in the third post. Seems the use of these screens is kinda hard-coded into the game.
Although I like the idea of loading sceeens in the vein of old 'Resident Evil' games with a picture of the exact kind of door or entryway that is being entered.
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A post in the 'GSB Compendium' thread did remind me of one particular creature I imagine would work very well in Oblivion as a 'Daedroth on steroids' type of monster: The Rancor. The pet of everyone's favourite Hutt. Messed up by puny Luke Skywalker. Currently just a static idle object.
Although it's already in Nif format, the downside is that the model consists of many single parts that must be merged before rigging I guess.
Maybe the included resource files in the archive can be of help with that. In case you are interested, get the file ('Rancor by Aria') from here.
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The Rancor actually isn't rigged to be a functional creature. Just like another monster by the same Aria person (a friend and former team member of GSB's); although GSB once hinted at the existence of a fully rigged version of the 'Skeeter Demon' in Aria's possession.
Anyways, the Rancor as is just serves as an idle object for poses.
However, rigging the guy for use as a creature might be a project for Sroro - his 'XCV' mod features a huge lot of models he has rigged to vanilla skeletons.
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Where will this equipment be available at once?I think Daedrasp has made the original conversion of this suit. Kingkong once did fix a crucial flaw in the mesh for me. And I have added retextured gloves from Hentai's 'Terramane' outfit to the suit because I felt the outfit was lacking gauntlets. The original mod is this:
If you want the fixed suit, replace the mod's Nif with this one here: tightsDML002.nif
1. and 2. boots (ewentually other stuff from armors/clothing you recognise)
Now that's funny - recently I asked Myuhinny about these 'Sexy Light Infantry' outfits because he did feature them on screenshots. Turned out this mod has been uploaded to 'up.mnty' only a short while ago. Get it here.
Parts I recognize are Nailflan's boots from the 'Cute Leather Dress' and the leg guards Darigaz used for his 'Swashbuckler' mash-up (dunno where they originally are from though). One of the belts is by R18PN and can also be found in Goma's conversion of the 'Sheva Tribal' outfit, the other belt/equipment harness is created by Q-Ta for his 'Greenleaf/Greenelf' outfit. The headgear is also by Q-Ta from his 'Omoi' armors. The gloves are by Tona from the 'Simple Dress Armors', the armored vambraces seem to be from R18PN's 'Argent Armor'. At least they are using that one's texture.
The crusader nuns' outfits don't ring any bells. Sorry 'bout that. I don't recognize any parts although I think I've seen that back pouch somewhere before.
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Ah, yes. On this particular picture it's not clearly visible that the feet are Robert's because the edge of that plate is partly covering the big toe. They might even be the ZKEC version of these feet.
It's a rather crude attempt at making socks to match those KrisTa gloves. Just a second foot mesh pasted over with an alpha property assigned to it.
The UV map is quite a mess, so the distortions on the texture are rather ugly and the fishnet is much larger than on the gloves. I keep forgetting about these issues all the time - one day I might succeed in making a better texture and tweaking the UV map to counter the distortions.
But I can give you the files of this outfit if you want. I like the concept of socks with exposed toes a lot.
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Very cute! I especially love the last shot of the boob rubbing.
Now by chance I have run into your post in the 'Animation Workshop' thread where you attached the 'Firestarter' files. Thank you very much for that!
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Oh, I see. Yes, the Lovers system at its core indeed needs a tandem of lower body and penis in one mesh. My described method is for the specific purpose of having a fully clothed male with the dick poking out from his pants. Something an amulet-slot item is perfectly suitable for. As a replacer for lower bodies however it's not feasible.
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Now thats weird. Into which mod did you implement the penis item? Have you got the item in your inventory and put it on? Is it flagged as playable? I was writing the following stuff when your post got edited. It's a short description how I would put the object into the game:
The amulet-slot penis actually could be put into any esp as a clothing item. This at least is the easiest approach - if you equip this penis before starting a sex act and have the undress options set to keep lower body and amulet items on during sex. Think of it like pulling out your dong before sex just like in real life.
Implement your Nif into any esp, maybe some armor and/or clothing mod. In my example I even chose a race mod that has some custom equipment included. Make a new entry in the clothing category, setting the object to the amulet slot. Then you could put the new item into a container and go retrieving it in the game, but the fastest way to receive this item in-game is by using a console command. Expand the hidden form ID column at the CS window's header bar (pull apart the || vertical lines next to 'Count') and write down the new item's form ID as well as this mod's position in the load order. Find that one using Wrye Bash or OBMM.
Let's say the mod you have implemented the boner into is in position A3. The cock's form ID is 00207E. Just an example. Start the game and open the console. Type the following command player.additem A300207E 1 followed by pressing the Return/Enter key. The last digit is the quantity prompt, it can be any number in case you want more boner amulets than just one. The item will immediately be added to your inventory.
I did the exact steps described above for testing purpose. The object does show up in-game without fail:
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Makes me wonder why you want such an amulet object? For fully clothed sex with the boner coming out of the fly portion of the male's pants?
Normally the lower body and penis are coupled together in one mesh. When 'undressing' for sex the male (or futanari female) character actually equips this schlonged lower body mesh as a clothing item. To use an amulet-slot penis you will need to tweak LAPF's undress option settings accordingly so the pants and amulet-slot items won't get unequipped.
Technically making a 'standalone' (*giggle*) penis mesh is very easy. The most basic mesh edit imaginable. You will need to have NifSkope installed.
Open your preferred lowerbody-with-penis Nif and right-click on the legs in the right-hand 3D view window. Just select 'Block > Remove Branch' from the appearing context menu and then save the Nif under a new name. Don't go overwriting the original file!
To further optimize the Nif you might also select 'Spells > Optimize > Remove Bogus Nodes' from the main menu at the top after removing the legs. NifSkope should remove the now obsolete nodes the legs were rigged to. In the case of my example here 64 unused nodes got removed.
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Which mod doesn't conflict with that one...
? Nah, just kiddin'.If Anvil's Chapel of Dibella is being altered by the mod there's a chance it's incompatible indeed. Depends on the specific changes 'Monstergirl' applies to the chapel and also on the load order of both mods. Maybe conflicts can be resolved with the Bashed Patch.
Only one way to find out: Download and install Oldwolf's mod (don't forget to rate the file) and then check out this particular interior cell. If any weirdness occurs, experiment with placing the mod either above or below 'Monstergirl' and/or rebuilding the Bashed Patch.
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Evy Race CM Companions Laika & Miyu
in Downloads - Oblivion Non Adult Mods
Posted
It's great to hear the girls are being appreciated. They still have a special place in my heart so to speak. Thank you very much for your post, Beeknee!
The inspiration for Miyu's name actually comes from this Manga/Anime.
There are several analogies to that character: Running around barefooted, companion's name sounds very similar (even though that one is male).
It's true, some weird effects can happen around the girls. This is because of the routines from the 'CM Partners' mod which makes companions practice their combat and magic skills. Luckily they can't harm each other during practice sessions. Otherwise all hell might break loose if the same system was in effect that makes NPCs attack the player after hitting them a few times by mistake.
I had considered making a non-CM version of the mod, but I never followed through with this plan. Now that I am currently working on a large-scale NPC mod I thought of implementing revamped versions of the sisters into this plugin instead! They will be using altered new versions of their iconic outfits and all-new weapons. In general that mod will feature quite a lot of my long-standing characters as well as many other NPCs never seen before. All of them can be recruited as companions, for example with 'Mad Companionship Spells'.