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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.
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Fem Walk Replacer - Fallout New Vegas
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Small Update
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V.2b corrected audio textdatas, she seemed crippled to me.
V.2 removes the different animations on left and right, it simply uses the forward animation but rotated in the right direction.
The package also includes the mtidle I use. This is a BnB breath idle which doesn't vary too much vanilla, because mtidle is shared between fem and male characters, so I can't simply put a female idle or even the most rude of the Fiends will have feminine attitudes... Anyway, the main goal of this idle is correcting the breast in the wrong position after playin a BnB locomotion animation (which I personally find very annoying)
Here's a video of how left / right plays now
https://www.youtube.com/watch?v=TMERzgnd5QE&feature=youtu.be
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Female walk replacer "Haughty Mare"
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My first attempt to a walk replacer. It changes forward, backward left and right, but only the walk (not the run nor the sneak, swim, etc.). It's mainly a RP thing.
It's a 360° walk, it means when you go backward your character won't back-pedal, but instead she will look at you.
Left and right are facing in a different direction because I would like a feedback to which direction is better to watch, if the player or not.
The BnB is made by many movements, this could lead to "weirdness" on some breast types, or even some slight clipping in some clothes. I personally used type 3 and 6 and I didn't notice anything strange.
Here's a video that shows how it appears in game.
https://www.youtube.com/watch?v=-YJgT2Wd6p4&feature=youtu.be
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Installation
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It REQUIRES a skeleton compatible BnB, like Deedes, Thaumx or Astymma
Unpack the content inside your Data. If it asks you to overwrite something, it means you are not using vanilla animations, it means you probably are using Thaumx BnB animation, it means if you will want to uninstall this you could simply overwrite with the BnB mod files.
To uninstall, just remove the added files:
Data\Meshes\characters\_male\locomotion\female\mtforward.kf
Data\Meshes\characters\_male\locomotion\female\mtbackward.kf
Data\Meshes\characters\_male\locomotion\female\mtleft.kf
Data\Meshes\characters\_male\locomotion\female\mtright.kf
Check also the run here and the idles here.
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Permission
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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.
5,581 downloads
Updated
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Idles and behaviours - Fallout New Vegas
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Idles and behaviours - W.I.P.
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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.
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Requirements
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- BNB compatible skeleton, i.e. Deedes, Thaunx or Astymma.
- NVSE 4.6b1 or superior
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Installation
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Unzip the content under Data and tick the ESP.
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Uninstall
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.PSE eht kcit dna ataD rednu tnetnoc eht piznU
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Incompatibilities
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Can't think to anything right now.
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Small video of few idles
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https://www.youtube.com/watch?v=fX28FTE47TI&feature=youtu.be
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My ingame escape plan
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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.
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Few more in-depth details
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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.
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W.I.P.
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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.
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Permission
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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.
2,131 downloads
Updated
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Stamina HUD [FONV]
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Changelog
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v.1.2 - The core seems pretty much completed. Solved few script bugs, leading to random issues when reloading. Added a new variable to the fnPrint function. Tweaked some consumption values. Added an extra "weak" effect when you are in CoolDown - it now reduces Unarmed and Melee ability and damage. And... something else I cant' remember.
v.1.1 - Added an extra option on the MCM - Customize colors. If you check it, you will be able to choose your custom colors, as before. If you un-check it, you will have vanilla themes (the classic yellow and red per default - or different if you changed it on the main menu)
v.1 - Release
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BETA - Requires feedback
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A small script that adds a stamina bar on the NV hud. The bar itself doesn't do anything, but can be used along with other mods (i.e. this Sprint mod or these realism Options).
It has many options to configure it via MCM
- Debug Mode: not much interesting, it enables some console spam, for debug.
- Stamina Bar Position: this is important. When you click on this, you will be kicked out from the MCM and you will be able to decide the bar position, using the arrows. If you press SHIFT, it will move faster. E/R increases / decreases the size etc. all the commands are written on the screen.
- CoolDown: this Option on the MCM will decide the amount of seconds that Cooldown mode will least.
(what is CoolDown mode) When the stamina reaches zero, the bar will start blinking and the player will be exhausted >>> it will go in CoolDown mode. While in CoolDown, stamina won't regenerate.
- Force Walk: if enabled, the player won't be able to run in Cooldown mode (because he's exhausted)
- Breath Sound: if enabled, when the character will go under a certain value of stamina (the BREATHING THRESHOLD), it will start breathing heavily
- Breathing Threshold: the percentage where the player will start breathing
- Bar Primary and Secondary colors: they decide the color of the bar.
- Endurance and Agility Ratio:
These two sliders decide how much the player's S.P.E.C.I.A.L. influence the Stamina.
Player's END decides the max amount of stamina
Player's AGI decides the regeneration rate
Stamina Max = END * Endurance ratio
Stamina Regen = AGI * Agility ratio
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Requirements
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- NVSE 4.6+
- UIO
- MCM (while MCM is optional, the amount of configurable things is a good reason to install it)
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Installation
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Extract the content in Data or use a mod manager to do the same. Flag is on the load order and you're ready to go. Load order position is not influent.
Optional: if you prefer the alternative bar, after the installation un-pack it and overwrite the files
Updates: when not request, clean save is not necessary. However, if you'll have issues, it would be better making a clean save before reporting any possible problems (or temporary starting a new game and see how it goes)
A small video to show a bunch of features in game:
https://www.youtube.com/watch?v=CdBLe82z5fg&feature=youtu.be
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For Modders
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I'm still wondering what I should / shouldn't do, that's why I flagged it as WIP. Things can be changed properly if they are not easy to be used / they don't work at 100% etc. so I would appreciate some feedbacks on that.
The way to interact with it is pretty easy. There are 3 things done for now.
> A main function
Let iMaster := GetModIndex "Stamina.esp" Let bStaminaInit := 1 Let fnStamina := BuildREF iMaster 7188
After BuildREF, to drain or provide stamina, it's necessary to call the function passing 3 parameters:
Call fnStamina fValue fCoolDown sName
- fValue is the amount of stamina gained/drained(positive or negative).
- sName is a string, a note, better if it's the name of the mod. It's only used for test purpose, it will be printed on console if debug is activated.
- fCoolDown is a peculiar value, I'll try to explain it the best I can. It introduces a CoolDown time in the regeneration. The stamina mod ticks regeneration every 0.1 seconds. This means that if fCoolDown is 0, you will drain stamina but in the same time the regeneration will regenerate. At high regeneration rates, you risk that things like sprinting (which drain stamina continuously) won't consume the stamina as intended. To avoid it, you can introduce a fCoolDown of even just 0.2, it will prevents the stamina to regenerate. A higher value could be used to simulate a hit, for example, you put 2 seconds when you receive a hit, you won't regenerate for 2 seconds.
> A couple of events
"aSTTiredUDE" and "aSTNoTiredUDE" are dispatched when you are in CoolDown mode (see Stamina - when the bar blinks, when you are forced to walk)
> A function returns few vars
aSTfnPrint (Hex = 3027, Dec = 12327) wants a string as parameter (the name of the var) and returns the value of the variable. Not tested...
Parameters:
- "fStamina": actual stamina value
- "fStaminaMax": max stamina value
- "fStaminaRegen": regen value
- "bBlink": if true, the stamina bar will blink => when aST_TiredUDE will be dispatched
- "iBreath_TH": the threshold when the player starts breathing
- "fAgi_Ratio": Agility ratio
- "fEnd_Ratio": Endurance ratio
30/04:
Added a new parameter "rInit"
if eval (Call fnPrint "rInit")
If you call a string like this, it will go true only after that the main mod Stamina.esp has finished to be initialized.
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Permission
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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.
329 downloads
Updated
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Sprint Mod (uses Stamina bar) [FONV]
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Description
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The small sprint resource I uploaded some time ago, with few modifies, to let the Stamina bar working properly.
It can work WITH or WITHOUT the Stamina Mod.
- WITHOUT STAMINA MOD
Pressing SHIFT and Forward, the player will sprint. The speed is about 160% of the normal speed. It's not huge but noticiable.
You can see a preview of the Sprint animation here, around 15 seconds:
https://www.youtube.com/watch?v=LF0jZD_9VRQ&feature=youtu.be
- WITH STAMINA MOD
Same as before, but it will cause a stamina consumption.
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MCM
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- Without Stamina Bar installed, the only option you are able to do is enabling / disabling the sprint.
- With Stamina Bar installed, you will be able to enable / disable the stamina consumption and the amount of stamina consumed while sprinting.
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Limitations
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This was made to work in third person, I mainly play in third person. The first person sprinting effect was a workaround to allow people to use this mod also in first person, but it uses a different method. I don't want to go in deep with it, but let's just say that if you hear two different step sounds when in first or third person, it's perfectly normal. It could be annoying, but it can't be changed.
Note that some keys will be disabled while sprinting, for example F, so you won't be able neither to switch 1st/3rd person nor to rotate the camera in the usual way, you must stop sprinting to do that.
Last, for obvious and known reasons, loved by all the animators (... ...), when sprinting in third person the left / right keys will be used to rotate your Z angle: basically you will still be able to change direction, but in a different way, just like if you were a speedboat. Like a speedboat.
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Requirements
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- NVSE 4.6+
- Optional: Stamina Bar
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Installation
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Unpack everything inside Data, flag the ESP and you're ready to go. Or use a mod manager.
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Permissions
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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.
534 downloads
Updated
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Lipstick [Fallout New Vegas]
Description
These are working Lipsticks.
To obtain them:
- They can be bought from Chet in Goodspring, Miguel in Westside or Cliff Briscoe in Novac
- You can COC aLPTestCell and will find them inside a container.
- You can enable the debug mode on the ini file and receive them at the first execution of the mod (if MCM is installed)
- You can... uhm... add them via console
There are 8 colors, some of them are really awful.
They can be used 10 times, after that you can throw them in the trashcan because they are exhausted.
In your inventory, they can be found under "Apparel", like armors. After clicking on the lipstick, you will be kicked out from the pipboy, if you had some "obstruction" in the face it should be removed (i.e. a full head helm), after 1-2 seconds if you were in first person you will be forced in third, and an animation will trigger, with the player putting the lipstick on lips.
You can also hotkey it and put it while you are playing, like for regular weapons etc., i.e. you are walking in some casino and you feel your lips require lipstick so you just press the hotkey and the player will put the lipstick while walking etc.etc.
If you are wondering why the lipstick shape or alignment is not very much precise, here 2 good reasons: 1) it is tweaked for the MD preset I use ; 2) in NV there are no working mirrors, I really challenge you to put the lipstick in some decent way without a mirror.
The lipstick provides a boost of +1 Charisma to female couriers and -3 Charisma to male couriers. The "effect" leasts 5 minutes. If for some reason the game removes the lipstick from the lips when it shouldn't, there's a check every 10 seconds which will restore it.
For Modders, when the player has lipstick effect, every 10 seconds it dispatches "aLPPlayerHasLipstick" event.
Installation
Unpack everything under Data, as always. If you use a mod manager, check if it does its job (well probably only for the Config subfolder, so if you don't care about it you're fine).
Incompatibilities
No vanilla records or cells were modified. However, I've never seen anything like this, any possible downside can be considered unexpected by me.
The only thing I could think about is... things that modify alpha, like ENB, maybe they will have a bad result, like for hairstyles, but I can't test ENB these days.
EDIT: No wait I forgot to write this! there will be a coloured reflex on the back of the head, if you use short hair especially vanilla! Custom long hair are STRONGLY suggested!
Requisites
NVSE 5+
Lutana (Optional)
MCM (Optional) - Installed, even if not running. There's no MCM menu, I used the dll for the config file.
Optionals:
With Lutana installed, some NPCs will have them in their inventory. You can also find them playing the animation of the lipstick, however they won't have their lips color changed, it's just an idle.
With MCM installed, even if not running (=ESP unflagged), a couple of parameters can be tweaked on the INI file (debug and charisma boost)
Permissions:
Even if playable, this mod can be considered a resource. Use it as you prefer, credit me if you think it's good.
Credits:
hlp and team for NVSE
Luthien Anarion for Lutana
Pelinor for MCM
340 downloads
Updated
