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A.J.

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Everything posted by A.J.

  1. In desperate need of assistance

    In the same way a knife can't kill a person -but the person that uses the knife- Lutana can't cause issues on its own, it is only in how a modder uses it.
  2. AnT - AnimTool (New Vegas) View / Download File 11/06: Added an alternative version (it's just an update, main package is required). It adds a new option in MCM that allows to bind a new hotkey (Emergency Key). When this key is pressed in game, it will remove AnT key binding on the numpad, and when pressed again it will re-enable it of course. This was made because a user made me notice that other mods can use the numpad (i.e. SO Positioning) and there are not so many practical keys to bind on the keyboard.   03/01/15: Added 2 gorgeous themes for a total of 6, thank you Viktoria   AnimTool (AnT) - Ver. 1.5 AB ------------------------ Description ------------------------ Some days ago I started again working on animations and I did this simple tool to try them in game. Then I found that could have been a nice tool for other people too, so here it is. Basically, it allows you to invoke an animation after you chosed it from a menu, on you or on a target (NPC or Creature) Everything works in GameMode (realtime), because I can't suffer MenuModes. Actually it contains around 300 animations divided in 8 categories. Keys and other stuff are configurable via MCM. In future, I still intend to change things, like the default key, the list etc.etc. concerning the needs. Also I hope to *find* soon of some function to write and read a file, it would be pretty useful.   ------------------------ Purpose ------------------------ Machinima, screenshots, testing animations. When I play, I use it for RP (RolePlay: it won't be a karma counter that tells me how good I am... I want to blow kisses to other NPCs. Or taunt them, in case I feel mean. Or drink from a bottle. Or eat something. Etc.etc.). So, the main purpose is strictly related to animations. But also I wanted to give the possibility to make custom lists of animations. Basically, if you have some animations and you would like to release them, but you miss a way to invoke them and don't like scripting, you follow a procedure I described inside a pdf and then you re-package everything and re-distribute it. The actual limit, in terms of numbers of animations, is 9 categories of 50 animations = 450 animations, + 1 category reserved for AO (=50 AOs)   ------------------------ How to use it ------------------------ Please watch the video here, until the end:     ------------------------ Installation ------------------------ - Requires last NVSE - NOTE: this mod already includes Lutana plugin, just because he gives explicit permission. This allows the players to skip an extra step during the installation process (which is already pretty complicated in the case of the manual installation). However, I STRONGLY RECOMMEND to go in that page, download the latest version, and LEAVE A “THANK YOU”. And I “thank you” back if you do it.   - I say that UIO is mandatory now, it's pretty stable and works very well. You can find it here JazzIsParis' UIO After that, download the Main package v15 AB.zip, unpack it inside your data folder (or use FOMM), activate AnT.esp in your load order. Done. Inside the package there are further instructions in case you have troubles.   - Create your own animation package (GECK is optional) Download the file "Optional - Custom Anims package" and follow the instructions included in the file   NOTE ABOUT LOAD ORDER: the esp doesn't require a specific position, however it contains a dirty edit that should solve some problems with mods that prevent animations to play (i.e. some pose packs). So, if you put AnT.esp lower in your load order, it should "clean" that issue.   ------------------------ Incompatibilities ------------------------ Script itself shouldn't have incompatibilities, except pretty absurd cases i.e. you prolly can't open the menu while you are sprinting with some sprint mod or PN... But for what concerns huds, they are a delicate beast to handle, that's why I suggest UIO which should tame the beast for you.   - Darn UI changes the fonts. So the strings won't be perfectly formatted. Still, it's perfectly usable, just a bit more ugly. - Due to no answer from Gopher, I can't provide explicit compatibility with uHud. However, you can still make a manual install of this after you installed uHud and it should work. Don't forget that if you re-activate uHud, it probably will revert the changes you made manually, so you'll have to re-do them   ------------------------ 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.   However, from this free permission are EXCLUDED any asset I could list down here: - Lutana plugin. You can find it here - antCat6Anim48.kf and antCat6Anim49.kf ------------------------ Credits and love ------------------------ hlp, JazzIsParis, luthienanarion, Odessa, prideslayer, doctasax, tomm434, Umpa, Xilandro Submitter A.J. Submitted 12/04/2014 Category Animation Requires
  3. In desperate need of assistance

    Mmmmh... at first sight I could say that it would be weird that CASM causes it because it shouldn't really care about the quests per se.   But if you're really lost and it doesn't cause you big issues and you have time to test, excluding that mod could be an experiment to do, just to exclude something else.   EDIT: however, due to the weird nature of the problem, I would think it's something outside the game. Exclude everything obvious, like Steam cache, like installing steam outside Programs, like checking the rights etc.etc. everything that you could think inherent. And then try to see if there's a way to easily reproduce the issue, because if it happens once every 30 hours of game it will be very hard.
  4. In desperate need of assistance

    Personally, I've never heard anything like that. As you say, if you find Willow or Vanessa at their start, it's like if you did a clean save, unflagging first, loading, saving and then re-flagging their mods. I guess you know if you did something like this Another way to achieve that, in game, would be resetting the quests via script. But no mod is supposed to interfere to another mod... and I guess it would require Lutana anyway, like this. Other very absurd ways to lead at that consequence could be changing the file names or moving specific patches back and forth in the load order. But these are so rare and weird that I doubt it's the case.
  5. In desperate need of assistance

    Which mod manager are you using?
  6. In desperate need of assistance

    I don't want to state the obvious... but ... an item can't be removed by your inventory in that way, I would more inclined to think it comes from some script somewhere. Can you easily replicate this issue? Does it happen always with custom items or with vanilla too? Did it happen recently? If it's so, I can see some recent mods in your LO, it shouldn't take a lot for you to unflag them, unflag the merged patch, make a clean save and try (save without those mods loaded, on a new slot, then reload that save).
  7. Ok the problem is around line 94, the whole part called "Pip-Boy callup hook" (about 20 lines). When you press TAB it's supposed to switch your pipboy with the "original" pipboy, so you have the CTD for the same reason you CTD at start. I ripped that part, it doesn't CTD anymore, however I did it because I don't see why you would want to re-switch the pipboy everytime you open it, it makes no sense in my opinion, but if you know the reason please tell me and we'll find an alternative.   (PS the fact I wasn't crashing was because I placed a Return in the middle of the code, so that I was able to test only the first part of the script, and then I forgot about it)   Also, Rickerhk is right, that variable must be declared as float and not ref. A couple of things I noticed: - Looking at the code it seems you are using a special hotkey for that, am I right? does it work properly? - That small black screen floating over the pipboy mesh... is it necessary?   I attach you the modified script. 023 - 0RD-009 Hologram Pip-Boy 3000 Enriched NV.esp
  8. thank you, I'll take a look at the whole script from scratch  
  9. You can already do that, but only on the Category 1, the AO category, and only if the ropes and various items are considered a single mesh. It's not super easy, as it's not super easy creating a standard tool for AOs, in general.   What's about the permissions of this "Slave in Pose"?
  10. I was opening the pipboy just fine, without crashing. However I tested not much, the package I used for install was a bit messed. It was replacing vanilla, messing the textures of common pipboys, so I didn't make a lot of experiments. Do you have by chance a "cleaner" installation, without unuseful files, so I can re-work the script in a better way?
  11.   This one is very well done in my opinion
  12. Version v.1

    116 downloads

    An OPTIONAL file for Deedes' wondrous "The Skeleton". It's a very small script that can be used INSTEAD of the TheSkeleton-CorpseFix.ESM Differencies: - It doesn't modify any vanilla ID - It solves the "raising dead" glitch on corpses from mods too - It works at runtime, so it's slower to start: it requires about 1-2 seconds to poke every corpse everytime you change cell. I did a small video that shows the difference in game: https://www.youtube.com/watch?v=zWorbN8O5IQ&feature=youtu.be] Requirements: - NVSE 4.5+ - MCM Install: Unpack the content inside Data, or use a mod manager. It's a single file, so to uninstall it you simply delete the esp. The first time you go in game, it must be ACTIVATED in MCM, because it is DEACTIVATED BY DEFAULT. Remember: use this one OR Deedes' Skeleton-Corpses Fix, not both. While it won't cause troubles, it will create an additional work for your system that could be avoided. Technical: It's a simple scanner, whose frequency can be configured on the MCM. Everytime there's a cell change, it scans with depth 1 for corpses and fills an array. Later, it will walk the array in gamemode (frequency configurable via MCM, under the voice "smoothness") and will poke every raised corpse, so that it will bounce back on the ground. The impact should be very minimal on your system, however I would love feedbacks. Incompatibilities: I can't think to any possible incompatibility right now. Credits: All the credits go to Deedes, hlp and Pelinor.
  13. Havok Bouncer for Deedes' "The Skeleton" [FONV] View / Download File An OPTIONAL file for Deedes' wondrous "The Skeleton". It's a very small script that can be used INSTEAD of the TheSkeleton-CorpseFix.ESM Differencies: - It doesn't modify any vanilla ID - It solves the "raising dead" glitch on corpses from mods too - It works at runtime, so it's slower to start: it requires about 1-2 seconds to poke every corpse everytime you change cell. I did a small video that shows the difference in game: https://www.youtube.com/watch?v=zWorbN8O5IQ&feature=youtu.be] Requirements: - NVSE 4.5+ - MCM Install: Unpack the content inside Data, or use a mod manager. It's a single file, so to uninstall it you simply delete the esp. The first time you go in game, it must be ACTIVATED in MCM, because it is DEACTIVATED BY DEFAULT. Remember: use this one OR Deedes' Skeleton-Corpses Fix, not both. While it won't cause troubles, it will create an additional work for your system that could be avoided. Technical: It's a simple scanner, whose frequency can be configured on the MCM. Everytime there's a cell change, it scans with depth 1 for corpses and fills an array. Later, it will walk the array in gamemode (frequency configurable via MCM, under the voice "smoothness") and will poke every raised corpse, so that it will bounce back on the ground. The impact should be very minimal on your system, however I would love feedbacks. Incompatibilities: I can't think to any possible incompatibility right now. Credits: All the credits go to Deedes, hlp and Pelinor. Submitter A.J. Submitted 05/17/2015 Category Other Requires
  14. Oh well I just opened it and made a modify. You could try the ESP attached here. 023 - 0RD-009 Hologram Pip-Boy 3000 Enriched NV.esp
  15. I'm going to take a look tonight
  16. This one is aMo. Do you mean the BodyMorphPlugin, maybe?   In both cases, I'd say yes and no. It's a matter of "philosophy". In general, every mod with animations potentially can interfere with another one, because animations are strong, they control and bend the NPCs to the game engine's will. It will conflict in the way that when you load the game and BodyMorph will "create" the body, in these few seconds your character won't trigger any idle. If you use AnT on a character which is playing an idle, it probably won't work. If you use AnT on a character which is refreshing its body with BodyMorph, it won't work. In general, in many cases you can't trigger 2 animations together, because they are created in a certain specific way that blocks that - to prevent that the idles will be continuously interrupted by other events. In the last version, for example, you have the possibility to trigger drink and food animations when you drink or eat. If you activate them, they are MANDATORY, you can't do anything else while you are eating. You also can't eat/drink/inject more than a ingestible, until its animation is finished - I did it for realism purpose. In practical, you inject a stimpak during a combat, you won't be able to combat for 4-6 seconds, the time you need to inject it, however you're not restrained, you can run away, you can backup behind a house for example.   TL;DR there are many reasons why animations can create small glitches and annoyances while you are playind. If you ever played the famous mod Animations, in Skyrim, you can understand what I mean - the system is similar, so the downsides.   Last, I had to delay a little this new version because I feeled the need to create a Stamina bar, because it's part of the full idea I have in mind. Since it's done, more or less, I can come back to my idle mod finally.
  17.   The most common reason why a mod can create incompatibilities concerning animations is because it contains a certain record that wasn't erased  by the modder. There are some mods that tend to solve this problem for any other mod, if you put them lower on your load order; or you can do it on your own, there was a tutorial around here... I don't recall where... maybe in Bruce Wayne's signature.
  18. Did you try removing this Windows 8 update? I had 3 confirmations of that working, but I personally never tried it (Win 7 here)
  19. FPS Counter [FONV] View / Download File ---------------- Short description ---------------- A simple-but-fully-configurable in-game FPS counter, to check the framerate, mainly for statistic and debug purposes. Or to make fun of your friends with bad rigs, showing them how high your FPS counter can go. This counter tracks down the time a frame leasts inside an effect, so it's strictly related to script execution and nothing about graphic. However, since graphic and scripts are related on their owns, you should see similar values to those you could see (for example) with Fraps. ------------ MCM Options ------------ - Enable FPS Counter: pretty explanatory... it allows to enable/disable the mod. The first time you load the mod it's disabled by default. - FPS Counter Position: clicking on this option, you will be kicked out from MCM and you will be able to decide the hud position. All the controls are written on the screen once you select this option, so don't worry to remember them, however the keys are: arrows or the control movements(WASD) move the hud, speed up the hud movement keeping Run pressed (SHIFT), change the font using Activate / Reload (E/R), enable / disable the infos on the screen using Grab (Z), confirm with Jump (SPACE) or Pipboy (TAB), reset to default pressing Auto-Run (Num Lock). - Mode: you can choose between FPS (frames per second) or MS (milliseconds, the time every frame leasts) - Refresh time: this parameter could be controversial, so please be careful to its interpretation. If you are unsure, just keep it very low (0.05-0.1), as per default. I introduced it only to catch spikes and understand their intervals. The way the mod works is grabbing EVERY frame time and choose the smallest value among the <Refresh Time> interval. This means that if you set the max value (2 seconds) you could notice that the FPS value drastically drops down. THIS DOESN'T MEAN YOUR FPS IS THAT LOW, this means that during the interval of 2 sec. you had at least one frame with that low framerate (= a "spike"). - Threshold: under this FPS value, the counter will become red. It's just a way to catch the low values more easily. ------------- Requirements ------------- - NVSE 4.6+ (note: in date 12/05/2015 it is the Beta version on Silverlock) >>>> It wouldn't be bad installing the most recent one, you can find it on hlp's thread on Beth forum (note: in date 12/05/2015, it is the link to v5.0 beta 1 from his Dropbox). - UIO - MCM Personal note about requirements: if, in general, you feel you dont' want to install requirements like the ones stated above, for whatever reason you could have ("they're not safe!", "my computer's old and slow!", "once my cousin installed it and it broke his level 50!", <insert here some other unfounded excuse>), if you love modding then you should really start to think about it seriously. Requirements like these are top-notch modding, made by professional modders, created to break the barriers of common modding, introducing new wonderful features. And this is the same for every other extension you can find around, like JIP or Lutana. In my opinion, they should be considered on the same level of VANILLA, when people make a NV installation. ----------- Installation ----------- Unpack everything inside your Data folder. To uninstall, remove those few files and make a clean save. Please report if you have issues so that we can solve them together. ------------ For modders ------------ aFPSLowFPS event dispatched everytime it goes under the threshold value. ------ Video ------ https://www.youtube.com/watch?v=l4jF2xa0Tts&feature=youtu.be ------- Credits ------- hlp for NVSE JIP for UIO Pelinor for MCM ----------- 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 05/12/2015 Category Other Requires
  20. FPS Counter [FONV]

    Version v.1

    118 downloads

    ---------------- Short description ---------------- A simple-but-fully-configurable in-game FPS counter, to check the framerate, mainly for statistic and debug purposes. Or to make fun of your friends with bad rigs, showing them how high your FPS counter can go. This counter tracks down the time a frame leasts inside an effect, so it's strictly related to script execution and nothing about graphic. However, since graphic and scripts are related on their owns, you should see similar values to those you could see (for example) with Fraps. ------------ MCM Options ------------ - Enable FPS Counter: pretty explanatory... it allows to enable/disable the mod. The first time you load the mod it's disabled by default. - FPS Counter Position: clicking on this option, you will be kicked out from MCM and you will be able to decide the hud position. All the controls are written on the screen once you select this option, so don't worry to remember them, however the keys are: arrows or the control movements(WASD) move the hud, speed up the hud movement keeping Run pressed (SHIFT), change the font using Activate / Reload (E/R), enable / disable the infos on the screen using Grab (Z), confirm with Jump (SPACE) or Pipboy (TAB), reset to default pressing Auto-Run (Num Lock). - Mode: you can choose between FPS (frames per second) or MS (milliseconds, the time every frame leasts) - Refresh time: this parameter could be controversial, so please be careful to its interpretation. If you are unsure, just keep it very low (0.05-0.1), as per default. I introduced it only to catch spikes and understand their intervals. The way the mod works is grabbing EVERY frame time and choose the smallest value among the <Refresh Time> interval. This means that if you set the max value (2 seconds) you could notice that the FPS value drastically drops down. THIS DOESN'T MEAN YOUR FPS IS THAT LOW, this means that during the interval of 2 sec. you had at least one frame with that low framerate (= a "spike"). - Threshold: under this FPS value, the counter will become red. It's just a way to catch the low values more easily. ------------- Requirements ------------- - NVSE 4.6+ (note: in date 12/05/2015 it is the Beta version on Silverlock) >>>> It wouldn't be bad installing the most recent one, you can find it on hlp's thread on Beth forum (note: in date 12/05/2015, it is the link to v5.0 beta 1 from his Dropbox). - UIO - MCM Personal note about requirements: if, in general, you feel you dont' want to install requirements like the ones stated above, for whatever reason you could have ("they're not safe!", "my computer's old and slow!", "once my cousin installed it and it broke his level 50!", <insert here some other unfounded excuse>), if you love modding then you should really start to think about it seriously. Requirements like these are top-notch modding, made by professional modders, created to break the barriers of common modding, introducing new wonderful features. And this is the same for every other extension you can find around, like JIP or Lutana. In my opinion, they should be considered on the same level of VANILLA, when people make a NV installation. ----------- Installation ----------- Unpack everything inside your Data folder. To uninstall, remove those few files and make a clean save. Please report if you have issues so that we can solve them together. ------------ For modders ------------ aFPSLowFPS event dispatched everytime it goes under the threshold value. ------ Video ------ https://www.youtube.com/watch?v=l4jF2xa0Tts&feature=youtu.be ------- Credits ------- hlp for NVSE JIP for UIO Pelinor for MCM ----------- 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.
  21. What you want that the MCM does is entirely your decision, the difference is that the script will run in menumode instead than gamemode - You won't even have to change the script too much. Of course you still will need a GameMode block to handle the light and all, but this is not so much important.   I'm going to upload a small mod today, after that if you want I can write your MCM, you just need to send me the ESP (keep always a backup), it shouldn't take me a lot, like 1-2 hours to do and test
  22.   You can do the same you would do on a gamemode, but on a conditioned menumode. After 3 seconds, CloseAllMenu. Can people do mess in console these 3 seconds? You know, Murphy's law   However, very personal opinion, that seems very good for debug, and smart, but on a released mod do you see it as a charming solution? I suspect it could warn people without reasons. (I also don't know what could cause to those using achievements, do I remember well? there's that silly rule where if you open console you stop the achievements? I don't know since I never hunted them)
  23.   These are made for a custom body. When you wear the stocking, it will replace your body with the right custom one because it's included in the stocking mesh, so they will align properly. However, since the texture uses probably a different UV, as result you have nipples on the stomach.   TL;DR: you probably didn't install the requirements and are still using Thaumx BNB body
  24. At that point, you could even workaround in a charming way: activate the pipboy replacer via MCM.
  25. Yeah I've seen that on Nexus. This doesnt' tell me a lot. For example, you said you crashed even equipping with console, which is MenuMode. So, if you want to arrive at the end of this issue, it wouldn't be bad proceeding with some rational method. If you're bored, let's give up, it's ok