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      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.

A.J.

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Everything posted by A.J.

  1. Lone Wolf Radio *WIP*

    Another wondrous suggestion for the day you'll lack of tracks...
  2. As Doctasax explained, me too I don't see a lot of sense in that.   And not only for ITM but also for UDR. Of course disabling deleted refs doesn't harm anyone, however the "risk" you run if you don't do it is very little: some modder who doesn't own DLCs (...) makes a mod that modifies one of the cells used as passage (abandoned bos bunker, canyon wreckage, northern passage) (!!!). If this happens, someone from the 90% of people who own DLCs (because after 5 years of Steam sales, a lot of people own them) will post a message like "doesn't work. CTD".   So... if a game CTDs, blaming the lack of cleaning of ESMs is pretty much a blasphemy for me.
  3.   In game perception is strange. While I really had the perception FO3 was bigger than NV, I couldnt' say the same compared to Skyrim, Skyrim seemed very big to me...   It would be interesting to know an approximated playable area. I remember I've read that even if FONV had 16 quads, almost the whole external ring was unplayable area, leaving the playable to not much more than 4 quads.   Also... if I think to all the mountains around Skyrim, I think to huge mountains that don't require a lot of extra cells to generate a decent LOD (walls of mountains everywhere...). But if I think to the area around FO3, the first thing that comes in my mind is a lot of flat land blocked by invisible walls (south or north edges of the map, for example), it requires a good amount of cells to be LODed correctly. Pretty sure that even if FO3 is huge it also has a lot of unplayable area, prolly definetely more than other games - just my in-game feeling, I never did math on GECK / CK
  4. would you post a screenshot?
  5.   This for me confirms what the other were stating, did you notice that "EXCEPTION" word?
  6. Save Size Question

    I don't know if there's a limit but 10 Mb is definetely under my middle values. As reference, checking old saves when I still was playing, they were 18-20 Mb.
  7. BodyMorph

    which version of bodymorph.esp? I remember prideslayer has cleaned them on the last update, but I believe a clean save was necessary, so you should check if you'll have this issue from now
  8. I had to google a bit to understand the real meaning of "sneezy coding". If I got it, well, I agree the coincidence is pretty hilarious   And... about that second point, when I found this "workaround" I thought if it was mod developers being sneezy... until I found examples of this inside vanilla too. Sometimes I wonder if they ever noticed this glitch, it's very hard to notice if you are not making some specific mod that uses a lot of animations, and vanilla is usually pretty moderated when it comes to animations
  9. Sneeze Reset - Fallout NV View / Download File The only workaround I found to reset the engine automatic pickidle when it glitches and stops working after a script call, conceiled behind a funny sneeze. This is mainly intended as proof of concept for animators and modders in general who suffer of this glitch (i.e. this and others on Nexus). M/F random sneeze sounds added for fun. The slight graphic glitch during the sneeze seems hardcoded and impossible to be bypassed (not the shake effect, that's an IMOD added by me. I mean the camera flipping 180 degrees very fast for 2 times). Can be invoked in game via X key held for a couple of seconds. Requires NVSE version 4+. Permissions: This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you. Submitter A.J. Submitted 03/06/2015 Category Modders Resources Requires
  10. Not really. Bethesda tells you you can use these assets to make a mod for skyrim, but for example you can't port from FO3 to Skyrim or viceversa, they don't allow you. All you can do is using the assets from the game, for the game. You can find this all in the GECK / CK EULA, usually. Other companies don't allow modding redistribution for their game, but almost noone allows redistribution from other games, there are very few cases that I'm aware. Without checking law books or things like these, take a look at the mods you can find on Nexus, they are a clear example of what you can or can't do in terms of law. If you find a model from another game, that model is usually made from scratch. The first thing that comes in mind, the outfit Jonas made taking inspiration from Borderlands, it wasn't ripped from the game, it was made from scratch. Instead, <insert modder here> was banned because published a mod with a ripped model from Borderland - you can't do it. You can re-create them, however. It's like a "performance", the same that happens for songs, only the ones recorded in studio are considered copyrighted but you can put a song of (some artist) played by you (or some live, too. However, not the original, this is the point) Then, there are (very few) mods that use the assets directly ported from the original ones, but they are very few because it doesn't happen often that the devs explicitly tell you can use them. For example, you can find S.T.A.L.K.E.R. ports, on Nexus too (their are allowed by the creators), but you can't find for example Mass Effect ports, and you must dig on the net to find them (which doesn't mean they are legal, or you would have found em on nexus, just to say)
  11. BodyMorph

    ok thanks.
  12.   yeah, it's called "vanilla at Master / Legendary" - sorry, I couldn't resist   Being serious, I don't know the answer. My followers are always overpowered compared to me.
  13. BodyMorph

    Thanks for your feedback. Sorry but I would require to understand very good this:   Do you mean "I had the issue 2-3 times in 10 hours of playing - when I had this issue, half of the enemies didn't attack" or you mean "I had this issue 2-3 times in 10 hours of playing. However, even when I don't have this issue, half of the enemies usually refuse to attack"    
  14.   Probably you will want to add an Object Effect to the weapon and that should cast a spell on your target. Inside the spell you can put all the scripted effects you want. However a bit of digging on scripting would be necessary, it still require some scripting knowledge.   To shrink your target, you could down-scale it with a command like: rMyTarget.SetScale (some value lower than 1)
  15. BodyMorph

    Npcs should re-evaluate packages every about 15 seconds, how much your test leasted? i.e. did you try to observe those "stuck ones" for at least 30 seconds, before ResetAI them, and see if they were going to restart their normal activities on their own? I dont' think they'll restart on their own, but I would like to be sure. Because, more in general, it's a kind of issue I'm experiencing in other occasions too, NPCs sandboxing that go nut. I remember reading about an issue with sandbox, that was coming from years ago, across all the Beth games, and it was solved only after a certain patch of Skyrim (around 1.6), maybe these things are somewhat related, I don't know. I would like to find a common denominator behind these glitches to understand what could be the best solution to take.
  16. Bloody Mess is a perk with its own custom Entry Point, I guess your best deal would be adding the perk (or maybe it would be better adding a hidden perk with the same effect) when you equip the weapon and remove it when you unequip the weapon. The mantis script doesn't seem very useful for your use. The mantis is killed when the player approaches, the references seem inverted by what you are trying to do - at least, I suppose you don't want to kill the one who is wearing the shrink ray weapon.   These are 3 useful links for scripting: http://geck.bethsoft.com/index.php/Scripting_for_Beginners http://www.loverslab.com/topic/33245-geck-scripting-from-fool-to-fox/ http://www.loverslab.com/topic/33181-scripting-in-fallout-new-vegas-for-dummies/#entry832110
  17. Fallout 3 animations

      These errors you have in FO3Edit should be inherent to magic effects. Even if there are errors, if the mod doesn't use these records you shouldn't have downsides, I wouldn't be much preoccupied until you won't have CTDs in game and you're sure they come from these mods.
  18. Fallout 3 animations

      There could be different reasons. You could not have the animation files in the right path, or another mod could have a record on the animation branch menu which is conflicting, for example.   To verify the second, you could open with FO3Edit and check under Idle Animations (on the left column) if there's a mod which has Knockdown as record. You should remove that record, but if you want to be twice sure of what you are doing you could report here which mod is using Knockdown idle.   To verify the first, well... you should check if they're installed correctly, there's not much more you can do if you don't want to dig on your own inside the "not-working" mod. Especially check in the descriptions if you had to install separated packages as requirements - some requirements don't have ESM dependancies so you won't see if you are missing something from the mod manager, maybe they only need the .kf files installed in the right path.
  19. Mod name suggestion?

    SlaveSubmit?...
  20. the pictures really speak for their own, the characters seem great. However... talking about best games, we still have to see FO4, and I do feel it's near, and I do feel I'll love it...
  21. ...evogliocogliereunfiorevoglioguardarlofinchenonvedopiuerivogliovedereilmiobeneilmiomaleilmiobeneedipiu...

  22. And... with the proper modding tools... maybe we'll be able to custom Geralt, who knows
  23. Oh now I understood why you need to re-equip it and why you retextured it blue. Tomorrow I'll modify the script so that it won't CTD when you re-equip. But concerning the light, the best deal is still using a hotkey. Avoiding it and sticking with vanilla method (keeping tab pressed) would be possible but not super easy. However, talking about the small black floating screen, how will you solve that issue in the future?
  24.   This is very important. I'm playing TESO and it's huge, but... it's like wandering in towns made with cardboards... Big world doesn't count a lot if it doesn't feel alive... So I guess it's a very nice feature of Witcher 3.   If it wasn't for the White Wolf (don't know how's translated - I don't like him, I don't like Geralt), I would have already bought it. I still need to think. Or maybe I'll await to check the modding tools.   In the meantime I'll enjoy your screenshots and descriptions
  25. Wow these screenshots look very good! Is the combat like the first 2? and how's the open world, is it divided in small zones or it's a real open world like in skyrim?