• Announcements

    • Ashal

      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.

A.J.

Contributor
  • Content count

    1,958
  • Joined

  • Last visited

Everything posted by A.J.

  1.   Sorry I was a bit short because in a hurry. I'm giving you few more infos that could be useful - Astymma skeleton - BnB - a BnB body replacer (i.e. this) - a BnB armor replacer (i.e. this)   -You install the skeleton inside FO3 instead than FONV - the folder structure will be the same, so meshes\characters\_male etc.etc.   -About the body replacer, you must be sure it's BnB compatible. Even those for NV will work on FO3 and viceversa. Everything which is "TYPE <something>" will have compatible textures too, so I suggest to install one of those.   - About the armor replacer, while theoretically you can of course use a NV package inside FO3, in practical you will have issues because many armors won't include the textures, will pick them from the vanilla assets >>> so, installing NV armors in FO3 will result in missing textures (they expect NV textures). If it wasn't for this detail, everything was working as intended, because both the games are exactly the same for these things, as you can notice.   - About the BnB itself, on the second line, well... of course if you want you can install the body too, but as I said you can use whatever BnB body you want. But from that mod you will need all the animation files. You can easily find them because they are .kf files, under meshes\character subfolders.   After you installed these animations, then you can overwrite with mines. This is because I only did very few of them, while Thaumx includes the full package of animations.
  2. Idles and behaviours - Fallout New Vegas View / Download File --------------------------------------------- Idles and behaviours - W.I.P. --------------------------------------------- This is my attempt to bring some more life to my character. The idles trigger on their own following certain conditions. There's a MCM which allows to enable / disable the ones we don't like and some other categories. Some functions inside the MCM won't work (you click and nothing happens) because I ripped the code before the upload. This because the idles are just a small part of a bigger project, but in the meantime I wanted to see if the idles are appreciated and if they work fine with other people. I tweaked every file to reach my goals (idle + movement together), but I'm using this as reference. I never tested with vanilla walk, but since vanilla is less animated, it should even give less problems. THE IDLES ARE MADE FOR FEM CHARACTERS: however, you can play them as male character too. The mod tricks you because when you load the game as female it will automatically enable the idles, vice-versa as male it will disable them. But all you need is going on the MCM and re-enable them, if you want. Actions are another thing I'm trying to script. Actually they are not enabled in the ESP, the only one is "Pinching the pipboy": when you are in third person, instead of opening the pipboy you will trigger an animation, and it will open only at the end of it (see second video on bottom of the page) I ADMIT IT IS A PREMATURE UPLOAD, but I don't deny I would love some feedback and that's why I'm putting it online. -------------------- Requirements -------------------- - BNB compatible skeleton, i.e. Deedes, Thaunx or Astymma. - NVSE 4.6b1 or superior ------------------ Installation ------------------ Unzip the content under Data and tick the ESP. --------------- Uninstall --------------- .PSE eht kcit dna ataD rednu tnetnoc eht piznU --------------------------- Incompatibilities --------------------------- Can't think to anything right now. --------------------------------------- Small video of few idles --------------------------------------- https://www.youtube.com/watch?v=fX28FTE47TI&feature=youtu.be -------------------------------------- My ingame escape plan -------------------------------------- The idles have some main conditions. First person won't work. Sneaking won't work. So, one of these two conditions can be used as your ingame fast escape plan when you're tired of them. OR simply disable them on the MCM Also, in combat they won't work. IsRunning: only 6 of the 21 general idles will work, the ones which are less invasive, you won't have any issues with them. Last, equipping or unequipping a weapon should break momentary their execution. ------------------------------------------- Few more in-depth details ------------------------------------------- Between an idle and another, there's a certain delay before the engine will pick a new one. The time is == to the delay you set on MCM (10 seconds default) + 1-6 second/s, after that it will have a window of 3 seconds to pick an idle. If the previous animation is still running and the timer expires, it will await the next cicle. Every idle has a certain percentage to trigger, tweaked with my taste. This means that you could even not see a certain idle for a long time. The priority is, as always in vanilla, from top to bottom, it means the first idles will have more probability to trigger anyway. > Primary Needs animations They trigger only in Hardcore mode. Hunger triggers a stomach ache animation, sleep deprivation triggers a rubbing eyes animation. There are 4 stages of hunger and 4 of sleep deprivation, which correspond to more probability to trigger these animations. When triggered, these animations won't allow the player to attack and move. They least very little time, but it's good to know. > Hit animations They have their own group and it can be activated via MCM. They trigger an animation under certain conditions of the player, of her injuries. If one of the two legs is broken, they won't work anymore. --- Hit Head: < 60% head condition --- Hit Leg: <60% mobility (3 different idles, for left and right leg condition) - THEY WILL STOP YOU FROM MOVING --- Hit Torso: <60% torso condition --- Pain: two different cry animations when the health is < 25% > Standing Idles --- No walk No walk idles will trigger when the player is not moving. Also, they have a low priority, so if you move they will interrupt momentary, then they will continue if you stop (if they were still running, of course) ------ Swat ------ Hands on Hips ------ Hands Behind ------ Single Hand on Hip ------ Crossed Arms custom 01 ------ Breathing --- Walk Walk idles will trigger if the player is moving. THEY WON'T TRIGGER IF THE PLAYER IS RUNNING. IsRunning condition doesn't mean if you are actually running... it means if you have Caps Lock inserted (so if you would move, you would run), or if you have Caps Lock not inserted but you are holding the Shift key. TL;DR if you are walking, you will trigger these ones. Also, due to the tweaked priority, they will continue even if you move, i.e. you can smoke a cigarette while walking etc.etc. ------ (16 different idles) ------ The only 2 ones which have different conditions are Smoking (it wants Cigarette or Packet of cigarette in inventory, it won't work with Carton of cigarette) and Scared (it can trigger in the wastes - not interiors - from 22 PM to 5 AM - idle and priority tested, not the condition itself. ---------- W.I.P. ---------- This is a W.I.P. , the idles are just a small part of what I'm trying to achieve. Here's a video that shows a couple more idles (not interesting) and introduces Actions. The "pinching the pipboy" is already active in the ESP I uploaded, you can disable it via MCM if it annoys you. The other scripts should be disabled. https://www.youtube.com/watch?v=WWc1zFrnDBg&feature=youtu.be The nice part of this is it doesn't touch vanilla, so it doesn't create incompatibilities or potential conflicts with other mods. I don't have a long time to script and test this, and due to the original approach of the scripting I can't really foresee unexpected results, that's why I won't upload these Actions until they will be tested properly. ------------------ 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 12/26/2014 Category Animation Requires
  3. oh no thank you or maybe for more clarity I could put it on the first post, what you think?   EDIT: no wait, you know what, I could at least remove the mistake where every MCM option is resetted, that's definetely annoying. I'm going to take your esp and make that modify too, then put as your update in the first post (if you think it's ok)
  4.   It's already done, it's just not uploaded because other features are not completed
  5. They work, you only need a compatible skeleton. Even skeletons work, so you can install a NV compatible skeleton.
  6. Sure, but I usually use pistols and uzies and they don't seem awkward to me. If you provide me examples (which idle + which weapon) I can filter them to not trigger with that combination.
  7. With the actual new scripting functions, it wouldn't be a bad idea if someone makes a zero-conflicts version of mods like these. Today, if you use NVSE, you really have very few chances to modify vanilla IDs. CK you should take the chance and do it!
  8. I already have this in mind. For example you can play an instrument, or dance. While you do this, the mod casts an event, just like if it's a radio, it says loud "Hey, look at me, I'm dancing". So, if T's mod or any other mod want, they can catch the occasion and cause a consequence of that action.   This is mainly the 2 features of this mod - some casual / random behaviours triggered by the character itself, to make it more alive (like headtracking, idles, but also I would love to add voice in the future, and maybe with different selectable accents too - that would be very nice, but it's a real hell of a work, believe me); the second feature is "actions", those triggered directly by you, with a hotkey or interacting with an item (click on cigarette - smoke the cigarette).   The only downside to it is ... they are incompatible each other. Actions kill idles, it's an engine thing. For this reason, ANY feature will be selectable via MCM, you'll have to make some compromises.
  9. I mean those names Giant Scorpion, which are high level and insta kill you with a hit. Figure, I have a savegame just now with my 5 level character that I use to test mods (so the installation is almost clean), and the corpse of that scorpion is in front of the Saloon, along with Easy Pete's corpse... If you remember, it's not the first time you told me that. Like one year ago you asked me the same, about giant scorpions. At those times I dug a bit and I've found more people having that "issue", but I don't believe it comes from a mod, really.   The AI packages thing, well... that + the lists that Doctasax said, they both require some digging.   Vamos arregaçar... You should first jump in game and identify exactly the source of the enemies. Click on the enemy and mark his Ref ID, then write GBO on console and you should have the Base Object ID too. Check the index (I do feel it will be vanilla FalloutNV.esm and not added by a mod...) and load that repopulated mod in GECK, put the base ID on the object window and check the base ID of the creature (it will be probably a template of scorpions, or deathclaws, or cazadores). Then check the INFO box, look where that ID is used, try to understand if the mod changed something like their packages (you will find it in the AI Package tab of the creature) or the lists where they are pick (you will find it as FLST, I think, inside the INFO box, when you question where that creature has been used).   These kinds of digging are pretty boring in my opinion and if repopulated wastelands is not the mod which creates the issue then they won't bring you to anywhere
  10. Don't tell me, Headtracking is one of the few mods I really can't miss in Skyrim, I can't play without it. Here's a small example. It's not super precise of course, I can't make miracles because the engine doesn't allow that, but it's still something. You can see a small example of drinking (but it's very speeded up) at the start of this. The speed is very fast at start because it was mainly about the drunk state, to show how alcohol requires some time to make effect. By the way, I dare you fight in a drunk state like that   The problem I always feeled with alcohol (and drugs in general) is that they give you too much buff and too little debuff, while it should be the contrary. Now of course if there are these bad consequences everyone could simply think "so why the hell should I drink a bottle of vodka"... well, because my idea would be spreading datas across the mods. For example, imagine if your female character is totally drunk in some Atomic Wrangler, and is feeling sooo bad that is collapsing every few meters... and someone from another mod notices it and starts interacting with your character because he thinks that since she's completely drunk he will have more chances. This all happens because I'm spreading events that the character is completely drunk, so these kinds of encounters can happen more frequently if another mod decides that. Etc.etc. It would be nice if these behaviours create an interaction with the npcs around, and I hope I'll be able to do that with the help of T and his mod for example.
  11. I'm aware, thank you, it was a huge mistake of mine. If you are brave enough, you could check the code and remove the initialization on get game loaded, it shouldn't be too much complicated. I mean, I don't recall, but usually I'm methodic, my GetGameLoaded blocks are inside the main quest and the init variables usually have a name like bInit.   I never uploaded the new version because I'm working at its overhaul, I re-did almost everything from scratch, there's tons of new idles (some are connected to events like if you're hungry you have stomachache or if you're hurt you will touch the hurt part from time to time, etc.), there's even headtracking for the player But to finish it I have to make still a huge amount of new animations... I decided to add an animation for every ingestible eaten, it's a very long work
  12. High level giant scorpions are ok. I often had one in my almost vanilla, it was always killing poor Easy Pete. The other ones are strange, really. However if you want to take a look I'd suggest to check in GECK too, it's easier to see if visually some things were added in GS and its neighbourhoods. After that, if you can't find anything weird, you should check the AI packages - if there are modifies in that, or if the added creatures have vanilla packages.   If you know it's that mod, wouldn't be easier to simply remove it?  
  13. Yes, it's a limit of the engine, in fact I already removed the pipboy animation in my version. You should remove the pipboy animation via MCM.
  14.   I believe the easiest way to do that could be changing both the headers as ESM (if they're ESP) via FNVEdit, open both in GECK without any active plugin, select the terminal, check its reference ID (the "name"), copy in memory the whole terminal with CTRL+C, open the HideOut, CTRL+M to move the terminal there, place the terminal in the spot you want, double click on the terminal and check if it maintaned the same reference (if it has the same name or resetted it to a blank field), or in case it didn't just re-write the correct reference, save everything on a third ESP that keeps the modify. Of course you'll need both the ESMs + your new ESP to work.
  15. To stop that annoyance, you should delete the <name of dlc>.NAM files from the Data folder. Those NAM files have no other purpose than check the DLCs when you load a mod in the GECK, which is VEEEEERY annoying
  16. BodyMorph

    I had in mind to use the same interface to edit the player, to edit NPCs. This was my first idea. However I got drained by things in this period. I'll try to do it when I have some more time, I also would need to change few things on the core mod
  17. BodyMorph

    My plugin was made to change the player. Inside the MCM, there's a randomizer for NPCs, you just need to not enable it and instead use the other one I linked you.
  18. BodyMorph

      It's implemented in the core, but not in my plugin (except the randomizer, which I don't suggest). You can use this which is better.
  19. Halstrom, in this case for example it seems giving issues with MISCs too I guess this thing should be tested well, it's important, due to the big quantity of mods with misc tokens.
  20. Facial Idles -- sexout + FAFF

    It is working, HOW? adding textdatas as in Oblivion, or using the tutorial that Labrat explains, with NiVisControllers?   EDIT:   I didn't read this. Yeah I guess you added those NiVisControllers inside your animation file. Most animation mods around use that tecnique, from animated chems to Amra animations to my animations
  21. Token? I don't think BodyMorph core adds tokens :-O
  22. Facial Idles -- sexout + FAFF

    nifskope + implement them inside every animation would be the best way to go.   For npcs, it would be possible to use different animgroups (which would allow you to sum a facial animation to the current special idle which is playing, and even switch them from time to time), but this can't work on the player due to the known limits.   There's a "glitch" that allows to trigger a facial animation before triggering a special idle, and then it will remain even if you play the special idle.   So... well, these are the only solutions so far.   EDIT: I've read your message in that topic. It's different than oblivion, the textdatas to add facial animations don't work on FO. In FO you must add a NiVisController on nifskope, so it requires <some time>. But if you want to take that path, you could decide to spend half hour instead than 10 minutes and I'll give you few clues to make it appear better.
  23. BodyMorph

      It doesn't have BnB
  24. I should modify that script with something I have in mind, but I'm just too busy in these weeks. I hope to manage soon.
  25. I thought the framework was already ignoring those who weren't morphed