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A.J.

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Posts posted by A.J.


  1. On 4/12/2015, 16:29:24, cell said:

    WeightMorphs doesn't interfere with other mods directly, so the only relations are "you eat and get fat or don't".

    Ok, I think I found a way in setting how much food interferes in these changes and in the variable which defines weight loss.
    After some tweaks and tries in game it should become viable with iNeed or mods like that.

    On 4/12/2015, 16:29:24, cell said:

    The MCM options should save to your savegame.

    Yeah, I was more wondering if there's a mod that allows way to export MCM options, a template to be used in future games or even for other people. NV doesn't have it, I have to script it in every mod I do.

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  2. Tried it and it works FLAWLESS. The resulting effect is great. Testing along with Pumping Irons + the mod that changes the normals to muscle body when vanilla weight increases - god, that's definetely better than FO4! hope you won't forget skyrim :lol:

     

    After some deeper tests, few questions bounced in my mind and I couldn't find an answer for myself.

     

    Spoiler

    - Is there a way to save the MCM options? when it's a bunch of them, no problems in re-setting them everytime. But I'd love to fine tweak every bone, many dozens parameters.

    - Is there a way to interface it with primary needs like ineed or rnd? is there a way to make some balancement between these mods? i.e. a primary mod could request me to eat 3 chickens per day to survive, but what if this value is too high / low for your mod? is there a way to define some threshold, or some... "fat multiplier"? (still trying to understand the most logic way to do that on the weight mod I'm doing)

    - Is there some explicit value / widget that informs me if I'm getting fat or I'm getting slim? and is there also something similar to understand if I reached the min / max weight?

     

    Thank you so much

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  3. 8 hours ago, usernamewow said:

    I dont mean to bother you but i got really excited when i read the post when you said Soon™ and im wondering what's going on with the project as of lately?

    No worries, you're right. I never thought to that. As player, when I wait for a mod that must come out Soon™, I go on the page daily and I can't wait. But as modder, that word has a very different meaning - when there's a major update involved, it could easily mean 50 hours of total modding/testing, which is translated in several days. I must avoid to use the word  Soon™ :)

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  4. Then probably now it behaves correctly, probably they were setted to loop forever until you Reset, it's one way to use idles. But since your reset doesn't work, they loop forever.

     

    If you have Sexout installed, you can find a Reset animation inside its subfolders too - however if you don't use it, and want only to pick that file, be careful that probably you need to pick the skeleton.nif too.

     

    I also use resets, if you can't find them you can find one here too.

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  5. I'd personally suggest to narrow down issues with small steps, there could be more than an issue overlapping. I'd start with animations, because idles should play via console in tfc, so if this doesn't happen you should look for a reason first.

     

    If the idles don't play in tfc, there's a problem in them, or the animation is stuck. The best would be if you can first exclude the second case - easier way is doing your experiments immediately after reload, and not after trying the script or some extra actions/experiments that could lead to some stuck. Also, it seems obvious but when debugging it would be good to use the cleanest situation possible - for example, if you have issues on a script on a Equip GameMode, don't use a save with that item already equipped, start from zero when doing your experiments or that could lead you to wrong perception on what's happening.

     

    When you play an animation via console with playidle (i.e. Player.PlayIdle MyAnimation), if MyAnimation is declared inside of GECK then it should answer on console that it found it under a certain path, and it will write you that path (i.e characters\_male\idleanims\MyMod etc.).

    - If you invoke an animation, it answers with a path, but after that you won't be able to trigger more animations, then that specific animation would need to be inspected

    - If instead you invoke an animation and it doesn't answer with a path, then it's probably defined wrong inside the GECK and you should check it's path

     

    To check it, you should go in the top menu Gameplay - Idle Animations. Here everything is listed.  The new ones could be everywhere, you need to browse on your own, it is possible that you'll find them under Loose. When you catch them, you can double check the path and see if the files are located in the right place. This is why it wouldn't be a good idea moving the files as you did, because they must be in a specific path written in GECK

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  6. For the movement of the camera, the idles could be responsible and would need to be inspected. To narrow down, I'd go in tfc and manually playidle them one by one (everytime quitting from tfc and check if it messed the camera in the meantime), until I find which file is causing that.

     

    The script seems legit at first sight, but if it doesn't work after the first time then I guess there's some silent crash. The first thing I'd start with is referencing that playidle (i.e Player.Playidle reset).

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  7. On 18/11/2015, 00:42:16, Halstrom said:

    lol, yeah I got 3 and know where a 4th is I can't open the cage too.

    In case you didn't find it

    Spoiler

    if you're referring the cage with the PA on the derailed train, there's a terminal in the closer container. First time I went there I got the same problem.

     

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  8. 25 minutes ago, 2Dimm said:

    someone probably already asked this but... which morph enabled body do you guys recommend? i tried the "Bouncing Natural Breasts" one but the breasts are really... ugly
    i like "BEWARE OF GIRL" but i cant morph, do you have any recommendations?

    I use Type 3, on NV Nexus there's a BnB armor replacer. People usually prefer sticking with Type 6M, there's even a BnB version on Sexout. In the next version there will be more parameters to custom the breast, so maybe even a body with a not-so-perfect breast could be tweaked a little more. But can't promise miracles of course, the best work should be done on the mesh with some 3d program :)

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  9. Small Update:

    I'm on a creative spree, so I prefer taking advantage of this moment, instead than releasing what we have on our hands. Few more days and it will deserve.

    There are some extra tweakings on the body (i.e. configurable breast position, to solve the annoyance of the weird positions breast has when morphed) and on the script (choosing which bones must be used etc.)

    There's a parallel extra project (pretty experimental) which consists in introducing a custom body which allows A LOT of new things, like the coming back of Calves and Thighs, along with the introduction of many new possibilities like Belly, configurable shoulders (to remove the annoyance of the football player shoulders typical of Fallout) and some experimental layered tattoo system both for player and npcs, which could allow more customization and randomization of encounters.

     

    All these stuff are already done, they're just in test to narrow down issues and all. And of course they would require some mesh/texture Artist, one of those with the A in uppercase. And I'm not, of course. And I think asdasfa too is not.

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  10. Just a small update.

    The reason of that "Beta" flag is mainly because of parameter tweaking. I never found the time to play (not new, on modding...), so the amount of stamina dropped etc. were pretty random. I'm still using the latest version and I am also tweaking it in the meantime, I'm beta testing my own playthrough. This requires a huge amount of playing time, reason why I never updated new values and it's still flagged as "Beta". Other than that, it should work as intended and still every parameter can be tweaked manually by everyone via MCM.

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  11. 2 hours ago, Sacremas said:

    When you get traders to Sanctuary it can happen

    It happens to me all the time, along with npcs disappearing randomly in front of me (even interrupting a dialogue if they're speaking to me), settlers getting stuck, invaders not invading due to their very bad AI... While in general I'm enjoying it due to my love to post apocaliptic, I sometimes have the impression they went backward instead than forward, even if I still have hope since I never experienced a non-patched Fallout before.

    When I've read about this new crafting, I was really curious to see how they would have addressed all the possible issues of the freedom to build everywhere. Now that I tried it, I'm just thinking that it could have be done it in the previous NV too, with what the engine (and hlp!) was already offering, with similar results (many AI problems and a clunky interface, but at least it would be possible to re-bind keys via mcm...)

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  12. On 28/10/2015, 03:02:49, jadusstone said:

    ok so i recently installed diamonized (forgive me if i spelled that wrong) body type 3 in new vegas because another mod needed it, and the new vegas ver has vanished off the internet. So everytime i run loot it tells me i need fallout.esm for the following 

     

    DIM TYPE3clothesRETRAIL.esm 3

     

    the plugin requires fallout3.edm to be active but it inactive

     

     

     

    im also having a hell of a time getting fallout 3 to work on windows 10, it just crashes instantly when i try to run the program

    A body replacer doesn't need a esp / esm to work, they usually contain cloth replacers or things like that. So you can install FO3 dimonized mod simply extracting textures and meshes inside NV folder (maintaining the proper subfolder structure) and not activating any esp / esm that come from it.

    Also, usually mods don't need a body replacer to work, so if you want put a link of the mod that requires that so I can check if it's just a matter of aesthetic, as I think.

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  13. When working with different skeletons this can happen. Here's my suggestion.

    Import a single skeleton on a new project, then go on text and save on a txt file (i.e. notepad) both FullNames and BoneExtMat. Do the same for the other skeleton, but be careful to start a brand new project (or you risk to confuse datas).

    Now load your scene with the pair, that you saved previously. Erase one of the two actors. Go in FullNames and BoneExtMat, replace the values with those you copied from the fresh skeleton. Now export and it should be ok. Then reload the scene, remove the other actor and replace the texts with its proper values, then export.

    Even if it seems obvious, be careful on what you select and what you copy - to avoid issues I do "Select All", because I missed some parts more than once.

    And this is it. I keep a copy of these values on a folder, based by the kind of skeleton I'm using.

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  14. It's a long time that I wanted to drop few lines here, but I always forgot.

    One night, I found this one (2.5, the one on nexus). That night, I installed probably the most immersive mod I ever tried on skyrim.

    You did a wonderful work and I wanted to thank you and strongly congratulate with you.

    If you are interested in a deeper feedback, I put it on spoiler, they are just a bunch of personal opinions (and they are relative to 2.5, because I tried that one).

    Spoiler

    - Debug messages show activity among npcs, after midnight, even if I unchecked any npc activity. Even if it doesn't lead to any conclusion, no npcs get pregnant, maybe it's still extra workload that could be avoided?

    - Personally I'm not much interested in bringing baby dovahs with me, I leave them sandboxing at home. I was thinking that maybe it would be nice if they could simply act like HF children (when they find the fox, when they fight each other, when you give the gifts etc.)

    - Consequence of previous point. Downscaling the baby dovahs was a very pretty choice, however this causes an obvious misalignment on furnitures. When they sleep, you won't see them, they are completely eaten by the bed. I had to MoveTo Them to understand they were still at home and I didn't lost them :) TL;DR the introduction of some Z offset, inversally proportional to their scale, could make sense when they're on furnitures? If I think, I believe Z axis is the only one more annoying than the others, it doesn't require to be fine tweaked, just a small offset to avoid the complete misalignment.

    - Some progressive upscale ad midnight could really give a feeling of growing, now that would be wondrous.

    - Choosing a name via keyboard would be very pretty, but I'm not sure if in Skyrim it's possible (like in FONV for example). Also, not sure why but the field of the father wasn't correct, it had like a variable on it, with symbols. I'm using an ENG version, I'm not sure it's a matter with localization.

    - Health dropping during fights could have a configurable variable on MCM, instead than a simple switch ON / OFF.

    - Some identification of iNeed / RND mods could be very nice, to double / triple the amount of hunger during the whole preg time.

    - A mood spell (when the preg phases are of at least 8/10 days per phase, or it wouldn't make sense...), could be a good idea. A simple debuff, due to the rapid variations.

    - During half second phase and the whole third phase of preg, a certain percentage (I'd say 30-50%) to be affected by an annoying spell, not too much different by vampiric hunger (well except you don't need to eat persons). Better if there's some pulsing IMOD that annoys continuously the visual. It should simulate the continuous lack of focus because of the sudden sky rocketed sexual appetite, whose effect can be temporary lowered only sleeping in the same building with the father of the child.

    - Skooma / alcohol should cause serious issues to baby.

    - In the recovery phase, a low percentage in being affected by a strong debuff due to depression

     

    I wish you a very nice day

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  15. Some time ago (I'd say less than a year), under the Fallout section a modder posted that was working on a new body mod. It was very WIP, but there were a couple of Izumiko's conversions in the pics, to show how it was.

     

    I browsed a lot but I can't find that thread anywhere. Does someone reminds it and knows where to find it?

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  16. 6 minutes ago, snagglepup said:

    i did re-install it but my other bodymorph mods seem to work

    If another Bodymorph plugin works, I would feel confortable to exclude that it's a problem with Bodymorph.

    You should question the author of "BreastExpansionLactationNoIMCNNV.esp" to understand where your issue could come, probably there are logs that will tell him exactly why his mod is causing a script error in your game.

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  17. 39 minutes ago, usernamewow said:

    Amazing! I did not expect that (given that in this very page, there is a post from as far back as 11th of august) you were working on it!

    I don't mean to pry but i assume there's been a hiatus in your work, how long ago did you start on it again?

    I stopped when PS left the project cos I didn't have much time to do everything on my own - I have the bad habit to pile tons of huge projects and barely conclude things, I'm aware of it and I'm not proud. Now I'm trying to put all myself to conclude what I left unfinished...

    Now that asdasfa agred in babysit the project with me, I feel more confortable and I feel we can finally do the next steps I had in mind since a while and I never realized. First step is more morphs (now it's 0.7-1.3, I count to do at least 0.5-2+), then I'll take a look if I can finally solve the leg problem with a workaround.

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  18. On 5/11/2015, 20:22:46, usernamewow said:

    Hi, as someone who wants to um, achieve greater sizes, what are my options? I have no skills in modding, i'm just wondering if theres a file i can edit in notepad to increase the size of the morphs. If its not too much trouble maybe you would like to release a x2 size version of the mod? Sorry i just had to ask. 

    I just would like to add that we'll make an update soon, with new morphs, hopefully in few days.

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