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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. Best Unknown Mods?

      Yeah that pretty much obvious. From time to time there's a question like this on Reddit, and still a lot of people answer with very known mods like these. For once I wanted to see how does it feel being someone who learnt to write but not to read.
  2. Best Unknown Mods?

    Willow, New Vegas Bounties and Project Nevada...
  3.   I was mainly interested in creatures because I was trying to obtain the GECK "Base Scale" field via script. However I did few tries with humans for curiosity, to check the height. While the "base scale" that it tells in the console when you write GetScale is the product of the ref scale x the height, as you say, it's not really a trusty value to understand the real size of a human, because it doesn't take care of the race. - You make a ref of 0.8 >>> getscale will say that the scale is 0.8 and the base scale too (because 0.8x npc height) - You make a ref of 1, with 0.5 height >>> getscale will say that the scale is 1 with the base of 0.5 - You make a race with 0.5 height >>> you will have a midget but both the getnpcheight and getscale (bot ref and base) will answer 1
  4. Mmmh. I did a trunk with only 1 CondLeatherArmor I did a quest script with these lines     AddItemToLeveledList CondLeatherArmor WeapNV9mmPistol 1 1 50     AddItemToLeveledList CondLeatherArmor WeapTeslaCannon 1 1 75     AddItemToLeveledList CondLeatherArmor WeapSpikedKnuckles 1 1 100     AddItemToLeveledList CondLeatherArmor WeapShovel 1 1 50 I did ResetContainer many times in game, but I always had 1 item of them all. Did you try in game or in the item previow in GECK? That preview sometimes behaves crazy  
  5. I created different instances of the same dog, and then I setted its scale on the ref window (so I didn't set the base ID, I setted the ref). GetScale was returning me that value. But the height should be 0 if I remember well   EDIT: yeah I confirm that, on my dogs GetScale is the ref scale and getnpcheight returns 0 https://drive.google.com/file/d/0B9H0W8lI6DR-OVFEdXhXZlVZV3c/view?usp=sharing https://drive.google.com/file/d/0B9H0W8lI6DR-ajYyVjI2cXFFTEk/view?usp=sharing
  6.   Getscale requires an explicit ref, unfortunately (i.e. SunnyREF and not GSSunnySmiles)
  7. it depends by where you are checking in the geck. You actually have 2 different scales, what you set in game should be the scale of the reference and not the scale of the base ID (which I was trying to retrieve)
  8. No hay nada como un Chanel pa sentirse respetable

  9.   awww I was supposing so, both of you are involved with humans, you wouldn't care about the base scale
  10. Someone knows a way to retrieve base scale of an actor? I dug around but I can't find anything about it. Tried with GetAV + some words but I didn't have any luck...
  11. you can't without inspecting the files or trying the mod in game. But based by the mod's description, if it will tell you something like " this mod adds jacket + pants + shoes + bra + gloves" well then it's modular. If instead it will state something like "this mod adds some wastelander clothes in Fallout" then usually it adds entire outfits. It's not always in this way, I can't really generalize, but I've noticed that in Fallout there are very few modular clothes compared to Skyrim.   Take these for example, they are modular, the description is also very very clear and detailed. Now check what it says here: Current version of this plug-in (v1.0) cantains next categorized clothings: 1) Footwear - 7 items (used "UpperBody" slot) 2) Dresses - 22 items (used "ArmorAddon1" slot) 3) Skirts - 7 items (used "ArmorAddon2" slot) 4) Jackets - 11 items (used "ArmorAddon3" slot) 5) Brassiere - 12 items (used "BackPack" slot) 6) Panty - 4 items (used "Nosering" slot) 7) Stockings - 3 items (used "Earrings" slot) 8) Garter belts - 4 items (used "Mask" slot) 9) Gloves - 3 items (used "LHand" and "RHand" slots) 10) Accessories - 4 items (used "Mouth object" slot) Check the first line, it says that footwear includes the upperbody. This mod uses a specific custom body, this means that it will clip whatever accessory you will use, from 2 to 10, but it will stop clipping if you wear the shoes, because they will also change your body with the one that was used for the mod.  
  12. CITRUS

      Personally, my only issue with BS is that I can never figure how it is in game, on the editor is so much different. It's not only for hdt, it's a lot of things together, probably the light, the idles etc. So tweaking in game will be surely a nice advantage. When I've seen the new feature of RM, I got very surprised, I couldn't even imagine that was possible. However the only downside are armors. I'm used to make (some) conversions on Blender, but with Skyrim's pure pain, so when I found BS and OS, I really found a new heaven, 15 minutes for an armor conversion, woah... And now I'm thinking: I remember in the past new bodies were added in BS, I think you too worked on the CBBE hdt, am I wrong? On the other side, I've seen it allows to export the TRIs for every armor piece (never tried that, I only tried to edit the body, the warnings are scary ) - So now I'm wondering, maybe making CITRUS body avaiable in BS would allow to export all the armors TRIs so that later they will adapt automatically to the body that the user will choose in game?
  13. I guess Thaunx BnB animations for the run are vanilla + breast bouncing, are you sure you didn't install something else?
  14. When people say that there's compatibility between different Types, usually it's because they replace the Upperbody and this shares the same UV, so the textures will work fine.   But if you use modular clothes like those you linked, then you must use the same body type that the modder used to make the conversion, or probably they won't fit very well... However, I've noticed that inside the modular clothes packages, often the modder includes one of the cloth pieces which also replaces the upperbody, usually it's in the shoes.
  15. Fast Travel (Fallout NV)

    vanilla does it too, i.e. during hover dam
  16. Fast Travel (Fallout NV)

    I've just read that it should be permanent, and if this doesn't happen for you there could be a script running that disables it.
  17. Mmmh that variable shouldn't decide the quantity of companions, since its vanilla value is 6. The check is done inside the Cass' dialogue itself (VNPCFollowers - topic FollowersHired) The variable which is checked is VNPCFollower.bHumanoidInParty   So theoretically it should be setted back to zero via console, before talking to her, using something like this:   SET "B16D0".bHumanoidInParty TO 0   Never tested, don't know if this could cause extra downsides.
  18. CITRUS

    Wow blabbla so many features, it seems very nice!   Could you please tell me more about this? ^^^ I already do this with the actual BS and RM, however I'm confused on CITRUS: what will happen with armors? will they require a special manual conversion, or there will be some possiblity to use BS to convert them?
  19. Fast Travel (Fallout NV)

    Fast travel should be written on the cell property, so my guess is it will least until it will reload the cell on the cache. I believe that changing them all via GECK (with risk of conflicts) or using some script that refreshes that property on load are the only ways to go
  20.   Wonderful! Drop a link when you'll upload it Sorry but these last days I didn't have anymore time to test that script
  21. AMMO Change for Weapon

    If you have a chance to use GECK, it's definetely fast. Load the mod and put the object ID of the weapon in the Object Window; once you'll find the weapon, double click on it to open its details. The ammunitions are on top-right, there's a drop-down menu named Ammunition. I never tried it with FNVEdit, however the ammunition field is almost on top, around a dozen of lines, it's named NAM0 - Ammo. As you can see, it wants an ammo list as value. The best deal could be opening another weapon (which uses the kind of ammos you'll want to put) and copy (CTRL+C) the whole value, because there are IDs and all, so when you'll past it on your weapon you can't make syntax mistakes
  22. Goodbye.

    oh god why did I think there was still a lot of time? because probably I forgot, that's why. well my offer will be still valid, if you need. And excluding that, good luck with everything out there! come back from time to time to say hi!
  23. Fem Run Replacer - Fallout New Vegas View / Download File ---------------------------------------------------------------- Female run replacer "Jogging Butterfly" ---------------------------------------------------------------- - v.20b: Same as before, but now Backward speed is the same of the Forward. There's an optional package with a different Backward animation: if you use some mod that slows down backpedalling (i.e. Project Nevada), you could try to overwrite with this file and see how it goes, it should speed up of a good 70% - v.20: more relaxed, less exagerated This changes fast forward, backward left and right, with a 360 relaxed jogging run, it means when you go backward your character won't back-pedal, but instead she will look at you. The BnB is made by many movements, this could lead to "weirdness" on some breast types, or even some slight clipping in some clothes, or a not nice mesh if the weight is not made at its best. Here's a video that shows how it appears in game. New v20 + Optional Sprint - 19/04/2015: deprecated by this. Old v 13 ---------------- Few Infos ---------------- It REQUIRES a skeleton compatible BnB, like Deedes, Thaumx or Astymma To install, unpack it manually under Data or via your favourite mod manager. Keep in mind this is a replacer, so if you already have a run replacer you will overwrite it. To uninstall, remove its 4 files: Data\Meshes\characters\_male\locomotion\female\mtfastforward.kf Data\Meshes\characters\_male\locomotion\female\mtfastbackward.kf Data\Meshes\characters\_male\locomotion\female\mtfastleft.kf Data\Meshes\characters\_male\locomotion\female\mtfastright.kf Check also the walk here and the idles here. Notes on the optional sprint: it uses SHIFT to be enabled. If you press SHIFT and then a key, it won't work. You must first run forward and then press SHIFT and keep it pressed. For now it has no AP consumption because it's just for testing purpose. However you will hear female different panting/breathing sounds while sprinting. The sprint speed is about 25% faster than normal running. In case you have a sprint mod or Project Nevada, you will have first to unactivate them on the MCM, or map another hotkey to avoid conflict. ------------------ Permission ------------------ 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 01/02/2015 Category Animation Requires