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Posts posted by A.J.
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the animation from the added/removed package keeps playing even after the package has been removed
if you are SURE that the package is removed (i.e. checked it via console), then it could be the animation is glitching. Animations are everything but perfect and they can mess your game quite easily. It's better making some reset after an idle, you can find a reset.kf inside Sexout too, you call it on the npc and it will hopefully stop the animations. If it doesn't work, he's probably playing a peculiar kind of animation (i.e. a clamped animation setted as loop), in that case you can reset if you playgroup equip for example.
Another animation-related question.
If certain conditions are not met, the PC is supposed to sit and wait. I restrain him with "DisablePlayerControls 1 1 1 0 0 0 0" and add a new idle with conditions "GetIsId NPC:Player == 1" AND "GetQuestVariable MyQuest.iStage > 50" AND "GetQuestVariable MyQuest.iStage < 200". It works mostly fine, but is not completely reliable, i.e. it sometimes takes a while for the animation to kick in, and the PC keeps to interrupt animation and stand up for a couple of seconds from time to time.Yes that method requires some time to kick in, that time is variable (it's cyclic). And it's not reliable, if you want to force an animation you should use playidle. OR addscriptpackage, which removes you the need to restrain movements too.
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No worries, thanx to everyone. Hairs, like hats or heads, they all are a hell, I wish there was some more straight way to do things... there are far too many cases and "tricks" to solve them, to remember... I just hope FO4 will streamline things a little

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exactly, initialize inside a getgameloaded block.
I personally would also add a boolean if BodyMorph is loaded, something like this
If IsModLoaded "BodyMorph.esp"
Let bBodyMorphInstalled := 1
...
endifso that later you are fine just checking it
; this is the point where bodymorph should work if installed
if bBodyMorphInstalled
Call bomoScaleUp
else
; do something else
endifIf you script everything like this, always having 2 perspectives in mind, you don't bind your users to install bodymorph to use your mod. I believe this is very important, giving freedom to the users, so then they can decide what to do.
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Well in this case it expects an UDF which is defined inside an object script which is not "reachable", let's say. So you can put them all inside the same quest script, or use a quest variable like I edited the previous message, it should work in both cases

EDIT again...
If you want, take a look at the plugin I included in the second post, I wrote it pretty plain without strange things, ignore everything concerning the hud and just check the main quest and the way I buildreffed, if you want you could copy the way I declared them
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Instead than doing a separate object script, can you include that in the GetGameLoaded block inside your main quest script, where you are calling the "call bomoScaleUp etc.etc."? so that it will know what bomoScaleUp is referring
EDIT:
If you want to use an object script, i.e. you want to make a separated initialization UDF to keep things more organized, then you should use some quest variable.
I.e.
Scn MyActualObjectScript
; your actual object script
Let MyMainQuest.bomoScaleUp := etc.etc.etc.And then:
scn MyMainQuest
ref bomoScaleUp
...
Call bomoScaleUp etc.etc.
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The video was tricky, because it was showing the same values but with a different mid value. Once you were going from 0 to 13, now you can go from -6 to +6.
Unfortunately the legs won't be included in the future too, I doubt that a workaround could ever exist...
Introducing legs doesn't only create issues with pair animations (i.e. Sexout), but it also means that you won't be able to bend your knees anymore, which I find pretty unaestetic...
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- 13 bones (Breasts, ForeArms, Hands, Head, Neck, Neck1, Pelvis, Penis, Shoulders, Spine, Spine1, Spine2, UpperArms)
Legs are not included. They were removed in one of the last updates because they were breaking the foot IK, causing misalignments on SO
- 13 sizes per bone, from 0.70 to 1.30 in steps of 0.05.
Which means you should probably be able to go between +6 and -6 (+0 = 13 sizes)
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I was going to increase and decrease the size of breasts. Would it be best for me to code it to remember the current scale value for an NPC and then have my mod return to that as a per-character default?
Mmmh I'd say no, but then it depends by what you have in mind. Personally I wouldn't find a reason to store / restore a default, because every "effect" on the npc / player is not persistent, it depends by bodymorph itself. Changes are applied in runtime, they are not persistent through game sessions, so if you remove bodymorph everything comes back to default automatically.
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Is there a command to take a body part back to neutral, and if so, what is it's index so I can buildref it? This mod is criminally underused and the next update to Tryout will be using the breast scaling.
Setting it to the mid value will set it back to default. If I remember well, in the last version Pride changed the values so that 0 was the mid value. So morphing something to zero will scale it to 1 (default size)
You can find the functions and the buildrefs here.
The one that probably you want to use is fnBoMoScaleAbs, which scales absolute values. It says "you don't want to use it", because in a perfect world there would be many mods deciding the scale of the bones, so you only should decide the modifier but forcing an absolute value would mean not caring (for example) of the mod which made you more fat because you ate too much, etc. But as I intended it, you probably would want it to reset values in case of uninstall, I guess there's nothing bad in that.
On a side note, Prideslayer's departure arrived in a bad period where I am overwhelmed and I can't take the project back, but I want to make it soon, I hope to make my own re-work of the scripts before FO4.
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Could it be the way the mesh is constructed? In Blender when clicking on a single vert they are not connected to the adjacent triangles verts in the same strip of hair if that makes sense. When merging verts at a triangle coner I had 2-6 extra verts on some. I also noticed if you try and increase poly count by adding multires the mesh falls apart and has gaps since verts are not connected.
I've noticed this is pretty frequent with high poly hair meshes, but you can see that on outfits too. The result shouldn't mess the texture in this way, as it is right now, the only issue I'm aware it's that you'l find a hard time to re-scale the mesh...

I've seen this problem in the past on already existing FO hair meshes, but I can't remember what I did to solve it. I believe it's the same issue EndgameAddiction's Anita hair had, it was using a FO3 hairstyle where the texture wasn't affecting, so it was completely painted black.
(PS I solved that problem with the offset on the AOs I asked you some time ago, I don't believe you're interested but in case just ask me)
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I hope so, my curiosity's killing me.
By the way, even the _hl is homemade. Fact is, changing textures doesn't change anything. I even tried to put MD textures...

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No way, if that normal was from TW they would have sold half copies.
I did it.
And for "did it" I mean "click on the NVIDIA normal panel and generate a normal automatically with the default settings". Which is how I usually roll

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femaleupperbody.nif is the name of the female human body (under meshes\characters\_male)
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That looks like a flag issue where the target mesh is picking up the background noise from the closest stable mesh (in this case the head).
Edit: Looked at the nifs.
Why do you have a NiStencilProperty on the mesh? You're drawing two sides of a transparency and that totally jacks with how in-game lighting interacts with the mesh.
I would remove the Material_0 name NiMaterialProperty. FO doesn't use materials the way Oblvion does.
You don't need the NiSpecularProperty branch. That is handled in the shader types in the BSShaderPPLightingProperty branch.
Try that stuff and if it is still screwed I'll take a serious look at them for you.

I was hoping you poking in this thread, Kendo2, I do feel there's very few people around here who still works on things like these.
Unfortunately, it requires your serious look, because I already tried what you wrote and none of them is the cause.
The texture is not applied at all, it's an issue I already had in the past and I do remember it was something easy, but I can't remember how I solved that, damn
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That's an issue in the mesh itself, it could be a shader maybe or I've missed/messed something
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I have a problem with a hair mesh not showing texture in game. Paths are correct, both in nif and inside the hair record. Maybe's a shader, I don't really understand, I triple checked comparing with existing hair but I don't see anything bad.
Has someone a clue for me, pretty please?
EDIT:
The files included probably have vertex color disabled, due to the fact that I was randomly trying everything to solve the problem. Here's a pic with vertex color on
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Headtracking or hdt hair, can't play without them
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There's a wonderful outfit I was using often with barefeet, the Gipsy. Unfortunately I couldn't find where it was coming from. It had many gipsy models, very casual, very well done.
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Oh I forgot. If you have NVAC, remove it temporarily
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did you try to remove the d3d9?
also, does console show up correctly? did you try clicking some random option on the menu? something changes or everything's still dark?
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By the way what happens if you ShowRaceMenu? something appears or it's still completely black? if it's black, I would really feel to exclude a mod causes it, and would more inclined to a problem to the game / graphic / enb.
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Me too I feel it's something with the graphic. Do you remember if you were running a ENB? Some time ago there was a post in some forum titled "ENB doesn't work on Windows 10", I didn't take care to read it, and I do believe that if there was a problem with ENB and Win 10 they managed to solve it in some way. But you just upgraded and you didn't change anything, so maybe it could deserve to check if the ENB is the source of the problem?
EDIT: ENB or more in general any d3d9 in the game folder
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Fallout New Vegas GECK / Scripting Help 101
in Fallout Technical Support
Posted
It's probably the most reliable method, and it's instantaneous. It requires to be called inside a spell casted on the player, or in general I guess it could work as object script attached to a ref too; it doesn't work as UDF, unless it's called by one of the previous methods.
That dead link was wrong anyway, I know what they're talking about and it's not true, so don't worry.
You can, but you won't have the expected result (= your character won't start roaming because you triggered a wander package
)
The only effect you achieve with a package on the player is blocking him to do everything else, so it's like if you are restraining him, but in addiction you can trigger the animations specified inside the package itself.