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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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Nina
TEMPORARY ISSUE with the voice, my bad... it can be easily and manually solved, see under Technical
Nina is a small quest mod, a pretext to introduce and place in the Mojave a voiced (...barked?) and lip-synced (...muzzle-synced?) female dog companion I created for another mod. The result is a half hour / one hour quest I created following the same rules of freedom and RP I usually adopt, with the exception that this time the goals are marked on the map.
There are a total of 5 new cells and about twenty enemies to kill, but they are quite hard and well equipped. The only real pre-requisite for the player is 25 science (even if there's still a way to avoid that). DUE TO MY INABILITY IN FINDING VOICE ACTORS, THE TWO NPCs YOU WILL HAVE TO TALK WILL NEED SUBTITLES...
It starts near Goodspring, in a shack near the Canyon Wrechage, west of Primm. It can be start by new players, but concerning the difficulty of the enemies it would be better if the player levels a little before going too far in the quest stages (north of the map).
The shack can be used as player home: it has an usable working bench (the wooden table), a working mirror (to change hairstyle), a bedroll, a fireplace and various containers.
The small quest has a precise path of clues, but it can still be done in more ways, the few steps can be faced concerning the NPC attitude and it has no ways to be broken, all the places are accessible since the begin and the player is not forced in the decisions.
The last fight will be quite hard in my opinion: some enemies will heal themselves, other will buff themselves, everyone is well armed.
IN A COUPLE OF STAGES YOU WILL NEED NINA WITH YOU! So don't fire Her even if She's annoying you.
The dog has some peculiar features, some of them will be unlocked with time (but during the beta they're already active).
If you don't want to read the wall of text, here's a video with some of Nina's features:
https://www.youtube.com/watch?v=YbjrrWO2YwM&feature=youtu.be
- After the recruitment, a new item will be given to the player, under the Help section (as for consumables). Clicking on it and exiting the pipboy will trigger a menu with some choices.
Some will be disabled for testing purposes, other are not for the player... the only two interesting ones for now are the possibility to set the follower as Essential or not (Default is Essential) and the configuration of the whistling key, which is good to do that at start.
After choosing the option for the whistle hotkey, few seconds later a new message box will ask to keep pressed the new hotkey: if the hotkey is already assigned, IT WON'T BE NOTIFIED, but in case of mistakes you just need to repeat the procedure and choose another key.
IN CASE OF DOUBLE CLICK ON THE DOG MENU INSIDE THE PIPBOY, it will disappear. But closing the pipboy after few seconds it will reappear, so... no worries!
Using the configured hotkey, the player can whistle. If in third person and without a weapon wielded, an animation will occur. The sound of whistles is different between male or female player, and there are 3 different kinds of sound. To whistle, you must keep pressed the hotkey until you will hear the sound. Whistling can't be spammed (it has around 3 seconds of cooldown).
The type of whistle determines the situation when it's used and the consequent dog reactions, you just need to play a little to understand in which way.
Whistling is an important feature which has different effects.
- If the dog is waiting, She will start following you automatically.
- If the dog is fired and near the player, She will Arouuu (She wants to go with the player!)
- If the dog is following or doing something on Her own (see Her behaviours below), She will come back to the player. THIS IS VERY IMPORTANT: the dog can get stuck because of nav-mesh and the engine, so whistling will force Her to come back and She will unstuck.
- In any cases, after a whistle the dog usually answers with a bark ("Here I am!")
- The whistle can be used as fighting tactic: if the player aims to an enemy and whistle, the Dog will approach it and start a fight when near it. This works even if you are aiming with a scope. If the dog will obey your order, you'll hear Her Grrrrr; if the target is a friend, She won't attack and instead She will Woof-Woof
THE COMMANDS WILL BE GIVEN BY DIALOGUE. This is because I really don't believe in the companion wheel, I've never seen a dog with some sort of display where I can click to command Her.
- The commands are much or less the sames of the other companions: fighting tactics, wait, follow etc. but when She's puppy She won't understand them.
- SHE WON'T CARRY ANYTHING! Where is She supposed to put all that stuff?!?
- She must eat. After a while She will be hungry and She will need to eat. You can give Her food by dialogue. If She will answer with Grrr, She's not hungry, but if She will Arf-Arf or Arouuu She will need to eat. There are 4 stages of hunger, you should hear that by the way She will answer (if She Arouuu, She's desperate)
She won't die for starvation, but She will suffer a progressive debuff on Her stats. Also, at stage fourth She will start attacking brahmin on sight! Merchants and farmers won't be very happy for that...
- She won't regenerate after combat, as other followers: you can heal Her by dialogue using stimpaks. You won't be able to use super stimpaks until She becomes adult, because She's scared by that big syringue.
- She can get irradiated, this will lead to another debuff or Her stats. You will see that because She will light on as a Xmas tree. You can cure her by dialogue using Rad-Away.
- She can look for food if you ask Her, much or less the same thing Dogmeat was doing in FO3. After She finds something edible, She will bring it to you.
- She can hunt: this is a funny feature in my opinion. She will look for creatures in the nearby cells, all you need to do is following Her. During the hunt it's possible to whistle, to recall Her or manually point Her to a target.
If, after asking to hunt, she will Arouuu, it means there are no creatures nearbie. IF SHE WON'T HUNT OR SHE WON'T AROUUU, WE'RE IN DANGER! See below under Technical.
- Even if Her name is Nina, The Courier doesn't know that. So you can give Her the name you want. You just need to select the right option by dialogue (I think I'll call you...) and then insert the name on the box, after that She will be renamed. You can change the name all the times you want.
- You can set Her a new home location, when She's fired She will go back there. The Default location is the starting shack. If She will be disappointed, She still obey your order. Simply She's making you notice that She doesn't appreciate your choice.
- Nina hates crows. She will attack them on sight, you can't do anything against this.
- When the time passes, Nina grows. She will pass through 4 different stages (4 ages), you can notice it because... well, She becomes bigger, first, and then She will change the sound of bark, from acute to low. Her stats will change, When She will be big She also will be able to knockdown enemies. PS NINA WON'T GROW IF SHE'S LEFT AT HOME... She must be your companion.
- Nina must... pee. Everyone has to pee from time to time, right? She will look for a tree and She will go there to pee. If there's a combat, first She will fight and then She will pee. On interiors, she won't pee (she's well educated). If you whistle, She won't pee. So, if She gets stuck going to pee, whistle!
- Nina will get stuck. This is because of the engine / navmesh of the game. Whistle to unstuck Her! Fortunally the more She grow, the less these problems will happen.
- When Nina's small, She won't be able to climb over the stairs. Since puppies have serious difficulties in that, I find it quite pretty. Don't worry, because She can warp (see below).
- Warp: if Nina will be too far from you, She will warp automatically behind you. She won't warp if She is going to pee or if you told her to hunt. But since whistling will stop Her current behaviour, She will automatically warp to you.
While during the tests I didn't find peculiar problems, I'm aware to the fact that a heavy modded environment could cause problems to Her hunt script: I tested with many mods and everything was working fine, but then I activated an ENB and it broke the script.
How to understand better if your environment is too "heavy" to be handled: If you tell Her to hunt, She will take 10-15 seconds to decide what to do. In case She can't hunt (no enemies near Her), She will Arouuu. IN CASE SHE NEITHER RUNS TO THE CREATURE NOR AROUUU, THE SCRIPT CAN'T BE HANDLED IN TIME BY YOUR ENVIRONMENT. This is a dangerous situation, it could even lead to bad consequences on new savegames
Anyway, I suggest to not overwrite important saves until She will be out of the beta (next stage will be script optimization)
CAREFUL: the last place (the factory) is heavily cluttered, it could lead to slowdowns on older computers.
TEMPORARY VOICE ISSUE AFTER THE INSTALLATION:
I renamed the file's extension so it wasn't bothering the managers... but this led to break the path for Nina's voice! Two manual solutions:
- Rename the folder under Data\Sound\Voice\Nina.esp in Nina.esm
OR
- Rename Data\Nina.esm file in Nina.esp
I will correct it in a future patch
The beta is much or less complete, but the Debug mode will be On: messages will appear on top left of the screen.
Until it's classified as beta, many behaviours of the dog will be already unlocked since the begin, for testing purposes.
FEEDBACKS WILL BE VERY MUCH APPRECIATED, better if PM.
Unpack manually everything under Data or use FOMM package manager
NVSE REQUIRED!!!
There could be problems if Nina is hired at the same time with Lenoire from Beyound Boulder Dome. But I never checked it. It's just a feeling.
CK for the invaluable help on dialogues and translations
Viktoria K. for the amazing skin of Nina
M. for the music
LoversLab for the host
Beth / Zenimax for the wonderful playground (doghouse, in this case)
No permissions granted until it will be out of beta
145 downloads
Updated
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Flags - Placeable Map Markers
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Description
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Flags is a small mod I did the past days using some map marker functions of Lutana plugin. If you own the miscellaneous item "Flag pole" (introduced by this mod), then a new option under the Apparel pipboy section will appear, named "[Place flag]". This option grants you the possibility to plant a flag on the ground. A new map marker will appear in that location and you will be asked to put a name for it. To avoid excessive spam of markers, there's a condition which says that another map marker can't be closer than 3000 units.
After your flag is on the ground, you will be able to interact with it, clicking on its pole. You will be able to rename the map marker, change the icon on the pipboy, change the banner on the flag (see below), remove the flag and check how many flags are avaiable.
To obtain flag poles, you can craft them at the workbench, but the recipe will appear only if you own the book "You're C.A.R.P.E.N.T.E.R." in your inventory.
Everything you need to start using this mod is located south of Goodspring, inside a buried building, near the place where Barton Thorn asks you to kill geckos. However there's a "Cheat Trunk" that you can enable via MCM or console, it will spawn a chest with all the items in front of Chet's shop in Goodspring.
(note: after enabling the cheat flag, if the chest doesn't spawn, it could be necessary to save / reload or fast travel somewhere / back)
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Location
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An unmarked buried building south of Goodspring, near the place where you need to kill geckos for Barton Thorn. It was once a workshop used by carpenters to craft things. In this place you can achieve the book "You're C.A.R.P.E.N.T.E.R." which allows you to craft the new items. If you go there by night, it's very dark and somewhat scary. If you have a follower, probably it won't follow you down there, they'll remain outside and laugh because you felt down inside the building. Not a big deal, it's just a couple of rooms, you probably will remain alone for no more than 25 seconds, don't be sad!
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Banners:
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When you first plant a flag, it will have a black banner, but you can change it choosing from a small list of factions. It is mainly aesthetic, but it could be used to gain an extra buff if you enabled the Buff option inside the MCM. Different faction >>> different buff.
On MCM there's also an option to visualize the buff effect: the ones affected by the buff of the flag will light on - it was mainly to test who and when someone is affected.
The player will always receive the buff, no matter what faction he is friend or what. But the near npcs, they will receive a buff concerning their factions. So for example if there's a war between NCR and Legion, and you put a Legion flag, the Legion characters in range will receive an extra buff.
The buff range has a radius of 2000 units and it leasts about 30 seconds when it's active. It won't stack (i.e. you can't take a buff then change fast the flag so you take another buff)
List of factions and relative buffs:
> Black flag - No buff
> Brotherhood of Steel - Increase Fire / Poison / Rad resistance by 15
> Great Khan - +25 Damage Resistance; +10 Action Points
> Legion - +1 Agility; +1 Perception; +5 Melee Damage
> NCR - +1 Endurance; +1 Strenght; +5 Damage Threshold
> Followers of Apocalypse - +1 Intelligence; Restore Health +2/sec
> Lucky 38 - +2 Luck; +5% Crit.Chance
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Crafting
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The pole flags can be crafted, along with few other general goodies. Even if you can craft all the flags you want, there's a max limit in how many
of them you can plant. This limit is 50, and you can see the remaining flags using the option on the flag menu "Avaiable flags". This limit could be increased in the future, for now I thought it was big enough.
I introduced the possibility to craft few other items, like crates, barrels, a portable bedroll and even some flammable barrels that will explode if you shoot them, so I could make a better small camp near my flags.
All these items more or less require Spare Parts (=Scrap Metal), so I also introduced new recipes to breakdown common clutter to scrap metal.
They can be crafted at the workbench and they have their own category to be filtered, but since the crafting list is always cluttered with thousand recipes and I can't suffer that, I made all the recipes dependent by the crafting book called "You're C.A.R.P.E.N.T.E.R.": if you have this book in your inventory, then you will see the recipes. If you drop this book, then you won't see the recipes anymore. I placed 2 copies inside the buried building, be careful to not loose them. In case, there are more copies inside the Cheat Trunk.
These new "special items" you can craft, they are scripted. You should only drop a quantity of 1, everytime, because if you'll use the slider and put a higher quantity, only one will appear in game and you will loose the other ones, so be careful.
When one of these items is on the ground, if you activate it standing up you will interact with them (i.e. sleep on the bedroll, open a crate to put things inside etc.), but if you activate them when you are sneaking then you will pick them again. If you placed some things inside a container, these things will go back automatically in your inventory.
List of clutter you can dismantle to obtain Scrap Metal: Pot, Dog Bowls, Coffee Kettle, Firehose Nozzle, Hammer, Iron, Lawnmower Blade, Leaf Blower, Lunch Box, Paint Guns, Pan Cooking, Pressure Cooker, Steam Gauge, Tin Cans, Bent Tin Cans, Toaster, Vacuum Cleaner, Wood Chipper
List of items you can craft: portable bedroll, small and big wooden crate (container), ammo crate (container), dufflebag (container), wooden barrel (container), pole flag (...), flammable barrel (explosive)
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MCM
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MCM is not mandatory but it's strongly recommended. The few options inside allow you to enable / disable debug mode in case of problems, the buff effect of the flag, the visual magic effect and enable the cheat trunk. This is a trunk in front of Chet's in Goodspring, it contains every item added by the mod, so you can avoid the small quest too if you are not in the mood.
If you don't own MCM, you can still set variables using the console, to 0 (Disable) or to 1(Enable):
Set "xx000ae7".bDebug To 0 / (or 1) >>> Disable/Enable the debug mode, descriptions spamming on console.
Set "xx000ae7".bBuff To 0 / (or 1) >>> Disable/Enable the buff provided by the flags
Set "xx000ae7".bBuffEffect To 0 / (or 1) >>> Disable/Enable the visual effect you see on actors when they are affected by the buff
Set "xx000ae7".bCheatTrunk To 0 / (or 1) >>> Disable/Enable the cheat trunk in front of Chet in Goodspring.
...where xx is the index of the mod in the load order.
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Installation
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- Install NVSE (Mandatory 4.5+ something)
- Install Lutana plugin (Mandatory 9+, uploaded 11/02/2015 or newer)
- Install MCM (Optional, but recommended)
- Use a mod manager to install the archive or unpack manually everything under Data, as you usually do.
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Conflicts
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The only vanilla cell which was modified is outside the playing zone, so basically no vanilla record were changed. I can't think to anything else right now.
RECOMMENDATION: don't forget that it's always a good idea to not save while a scripted sequence is running. For this reason, avoid saving during those 5 seconds from where you click on the option [Plant flag] to when the flag is really planted.
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Known issues
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- When you drop one of the new scripted items (crates, barrels etc.etc.) you can't do it in a quantity higher than 1. For example, if you want to drop 4 crates, you must drop 4 times 1 crate. If you choose 4 in the slider, you will loose the other 3. Flag poles are the only exception.
- There are cases where the cheat trunk doesn't appear, it should be enough to fast travel somewhere and then fast travel back in Goodspring, or Save / Reload the game.
- When you name the flag, you will see "enter character name": this is because I'm using the player's name box to change it, that description can't be changed.
- When you slip down inside the buried building, probably your companion won't follow you automatically. Not a big deal, there's only a couple of rooms down there.
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Credits
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- Jaam and Luthienanarion for the script extenders
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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.
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Everything that could happen in game with this mod
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https://www.youtube.com/watch?v=DB4o18VL_q0&feature=youtu.be
60 downloads
Updated
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Kiss
By A.J. in Modders Resources
This was a fast 400 frames couple animation I did while I was trying my camera plugin. It's quite inaccurate and needs to be cleaned, I did just to take a look at the camera effect so I didn't care a lot about details. But someone liked it and told me if I could share it, so here it is.
Here's how it appears in game:
I included both the nif exports and the Blender file, mounted on vanilla bodies and skeleton.
As a newbie, I see animations imports / exports quite abstruse to work with, as many other things in Blender. I did this following the great tutorial made by Labrat (I can't find the link... but it's here in LL). So, if you like animations and rabbits don't scare you, I really suggest you to take a look at that tutorial.
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.
795 downloads
Updated
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FPS Counter [FONV]
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Short description
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A simple-but-fully-configurable in-game FPS counter, to check the framerate, mainly for statistic and debug purposes. Or to make fun of your friends with bad rigs, showing them how high your FPS counter can go.
This counter tracks down the time a frame leasts inside an effect, so it's strictly related to script execution and nothing about graphic. However, since graphic and scripts are related on their owns, you should see similar values to those you could see (for example) with Fraps.
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MCM Options
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- Enable FPS Counter: pretty explanatory... it allows to enable/disable the mod. The first time you load the mod it's disabled by default.
- FPS Counter Position: clicking on this option, you will be kicked out from MCM and you will be able to decide the hud position. All the controls are written on the screen once you select this option, so don't worry to remember them, however the keys are: arrows or the control movements(WASD) move the hud, speed up the hud movement keeping Run pressed (SHIFT), change the font using Activate / Reload (E/R), enable / disable the infos on the screen using Grab (Z), confirm with Jump (SPACE) or Pipboy (TAB), reset to default pressing Auto-Run (Num Lock).
- Mode: you can choose between FPS (frames per second) or MS (milliseconds, the time every frame leasts)
- Refresh time: this parameter could be controversial, so please be careful to its interpretation. If you are unsure, just keep it very low (0.05-0.1), as per default.
I introduced it only to catch spikes and understand their intervals. The way the mod works is grabbing EVERY frame time and choose the smallest value among the <Refresh Time> interval. This means that if you set the max value (2 seconds) you could notice that the FPS value drastically drops down. THIS DOESN'T MEAN YOUR FPS IS THAT LOW, this means that during the interval of 2 sec. you had at least one frame with that low framerate (= a "spike").
- Threshold: under this FPS value, the counter will become red. It's just a way to catch the low values more easily.
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Requirements
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- NVSE 4.6+ (note: in date 12/05/2015 it is the Beta version on Silverlock)
>>>> It wouldn't be bad installing the most recent one, you can find it on hlp's thread on Beth forum (note: in date 12/05/2015, it is the link to v5.0 beta 1 from his Dropbox).
- UIO
- MCM
Personal note about requirements: if, in general, you feel you dont' want to install requirements like the ones stated above, for whatever reason you could have ("they're not safe!", "my computer's old and slow!", "once my cousin installed it and it broke his level 50!", <insert here some other unfounded excuse>), if you love modding then you should really start to think about it seriously. Requirements like these are top-notch modding, made by professional modders, created to break the barriers of common modding, introducing new wonderful features. And this is the same for every other extension you can find around, like JIP or Lutana. In my opinion, they should be considered on the same level of VANILLA, when people make a NV installation.
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Installation
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Unpack everything inside your Data folder. To uninstall, remove those few files and make a clean save.
Please report if you have issues so that we can solve them together.
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For modders
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aFPSLowFPS event dispatched everytime it goes under the threshold value.
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Video
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https://www.youtube.com/watch?v=l4jF2xa0Tts&feature=youtu.be
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Credits
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hlp for NVSE
JIP for UIO
Pelinor for MCM
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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.
118 downloads
Updated
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Havok Bouncer for Deedes' "The Skeleton" [FONV]
An OPTIONAL file for Deedes' wondrous "The Skeleton".
It's a very small script that can be used INSTEAD of the TheSkeleton-CorpseFix.ESM
Differencies:
- It doesn't modify any vanilla ID
- It solves the "raising dead" glitch on corpses from mods too
- It works at runtime, so it's slower to start: it requires about 1-2 seconds to poke every corpse everytime you change cell.
I did a small video that shows the difference in game:
https://www.youtube.com/watch?v=zWorbN8O5IQ&feature=youtu.be]
Requirements:
- NVSE 4.5+
- MCM
Install:
Unpack the content inside Data, or use a mod manager. It's a single file, so to uninstall it you simply delete the esp.
The first time you go in game, it must be ACTIVATED in MCM, because it is DEACTIVATED BY DEFAULT.
Remember: use this one OR Deedes' Skeleton-Corpses Fix, not both. While it won't cause troubles, it will create an additional work for your system that could be avoided.
Technical:
It's a simple scanner, whose frequency can be configured on the MCM. Everytime there's a cell change, it scans with depth 1 for corpses and fills an array. Later, it will walk the array in gamemode (frequency configurable via MCM, under the voice "smoothness") and will poke every raised corpse, so that it will bounce back on the ground. The impact should be very minimal on your system, however I would love feedbacks.
Incompatibilities:
I can't think to any possible incompatibility right now.
Credits:
All the credits go to Deedes, hlp and Pelinor.
116 downloads
Updated
