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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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Writable Logbook [Fallout NV]
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Update
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NOTE on update: if you come from a previous version (especially <2.7), you could experience strange behaviours, a clean save would be necessary.
V4.0 UPDATE
IT STILL REQUIRES THE MAIN FILE (v.3) TO BE INSTALLED BEFORE IT! This is just an incremental update.
- Groovatron compatibility granted
- For modders: as per request, now 2 events are dispatching
--- aLBOpenLogbook
--- aLBCloseLogbook
- Solved a small issue preventing TTW users who updated NV to receive their logbook
V3.0
Since ENB users can have problems in erasing characters with Backspace, I added the left arrow to erase the last character you are editing.
Uploaded another interface file, the previous one was wrong. Not a big deal, however it was not the one intended and it was different from the pics)
V2.9
Added hotkey to open the LogBook without opening the pipboy (configurable via MCM - Default L)
V.2.8
Patched for TTW, now it shouldn't be possible to cause issues forcing the logbook to appear in inventory. It will be added after the quest Escape! in DC
V.2.71
Re-packaged the folders, I did a typo in the folder name, probably preventing a mod manager to install it correctly
V.2.7
Corrected critical issue mainly for non-Lutana users
V.2.5
I changed idea, I did a new version.
- Added options to custom the UI, inside MCM, along with some pre-made themes. People using a custom UI graphic (i.e. Darn UI) should hopefully now be able to adapt the interface to their needs. If then a Darn UI user will send me the parameters to set MCM, I'll add it as pre-made theme for Darn UI.
- Switched the day time back of 5 days (thank you RogueMage)
- Added an initialization quest: now it will start after the first tutorial quest inside doc mitchell's house.
V.2
- Corrected little script things
- Corrected a major issue where the logbook was erased everytime you were quitting and then playing again
- AnT is in the safe list now
- Introduced possibility to save the logbook on a file (Thank you Luthien)
v.2 is probably the last stable version before removing the state of Beta.
The optional requirement of Lutana was changed from v10 to v11 (updated around 26-27th february, check Lutana's page)
This allowed me to introduce a new function in MCM that will save the LogBook inside a file. The file will be in Data\Config\LogBook, and it will be named with the name of your character. So basically you can have more logbooks if you play with more characters at the same time.
What the save will do:
> It will create the file if it doesn't exist. It will overwrite the existing entries
What the save won't do:
> If you save the file, then you manually erase a line using R and then you save again, you won't see the difference. This because the save is not differential, it will only store new values but not erased values. So, if you erased many lines and you want to update your logbook file, simply erase it and create a new one in game using the MCM option.
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Description
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A writable Logbook for New Vegas made by Odessa and me. It will be automatically added to your inventory once you finish the first quest "Ain't that a kick in the head) in NV, or "Escape!" in TTW. You will find it under Apparel, like armors and outfits. Once you'll click on it, you will be kicked out from pipboy and after an instant it will open.
At start you will have only the cover, you will have to add a new page entry pressing the key N. The new page will contain the actual date, expressed as "number of days since you started the game", like a logbook. You can add a new page only once a day.
You can browse along the pages using the four arrows or using WASD (NOTE: direct code, not controls)
You can edit a page browsing over it and then pressing E: at that point, you will enter in EDIT mode, a green line will highlight the line you can edit. To edit the highlighted line, you can press <Enter>, a cursor will appear on the line and you will be able to write. <Enter> again will confirm your sentence. To quit EDIT mode you will press E again. You can press R to remove a line, except for the very first entry (the one named "NOTHING SO FAR" when you create a new page). You can add a new line pressing N, the line will be added just under the point where you actually are (the green hightlight line). If you press down arrow over the last line, you will automatically add a new line at the end (exactly as if you were pressing N and you were in the last position).
To exit the logbook you must press Q in GameMode and ESC in MenuMode.
NOTE: the keys could seem a lil hard to remember, but they are all written as description near the logbook, when you open it, so you can't make mistakes.
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GameMode vs MenuMode
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GameMode is "realtime", the game doesn't stop. It's more realistic, it will show an animation of your character pinching on the pipboy. If you are using a pipboy replacer / remover, it still shouldn't be that bad.
Since you can be attacked, there's a safe script that will kick you out from the logbook if a creature is near you
GameMode requires Lutana and it's a lil more script intensive.
MenuMode is paused game, just like when you open your pipboy or you talk with someone or you sleep. No animations will be triggered nor you can't be attacked. However, in any case you won't be able to open the logbook if are already in combat or an enemy is near.
MenuMode doesn't require Lutana and it's a lil less script intensive.
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MCM
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MCM is not mandatory, however it would make easier choosing the few extra options
1) Debug mode: flag it to check the console spam and understand something more when there are problems.
2) I've lost my logbook: will give you another logbook if you have lost yours (because it's not considered quest item so you can drop it in a container)
3) MenuMode: if flagged, will select MenuMode; if unflagged, will select GameMode. If Lutana is not installed, you won't be able to unflag it.
4) AZERTY bug: this is just for those lucky ones using QWERTY but Beth was really thinking they were using AZERTY
Manual enabling options via console:
1) Set "xx000AE0".bDebug to 1
2) Player.AddItem xx000ADD 1
3) Set "xx000AE0".bLogMode to 1 >>> *** SEE NOTE BELOW!
4) Set "xx000AE0".iKeyb to 1
*** NOTE: setting to 1 means enabling MenuMode. DO NOT FORCE THIS VALUE TO ZERO IF YOU DON'T HAVE LUTANA!
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Requirements
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- NVSE v4.5+
- JazzIsParis UIO
- MCM (Optional)
- Lutana (Optional) v11+
- 45+ fps (Optional). More it's lower and less it's smooth when you write.
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Installation
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Install the requirements and then use your favourite mod manager to install this package, or unzip the content inside Data as always.
If you are updating, please do a clean save.
NOTE for DARNUI users, or whatever custom UI you are using: you can custom the UI alignment using the MCM options, I included a picture that shows the parameters. It's not super easy but if you can manage to make some template for Darn UI I will include them as standard templates in a future update
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Known Issues and extra notes
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Until it's Beta, Debug Mode will be enabled by default. Can be disabled via MCM or console.
Darn UI will probably have a misplacement on the strings, due to the different size. I'll be happy to make a patch if some Darn UI user will drop me a line and will have small patience to send me a screenshot and try the patch.
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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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Credits
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Odessa
Jaam, Luthien, JazzIsParis
Prideslayer and Doctasax
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Video example in game
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https://www.youtube.com/watch?v=Og8GDb9Mi60
193 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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Dance Pill - New Vegas Resource
A small dance modder resource for whoever need it.
I included an ESP just if you want to try it ingame.
As you go in game, "Dance Pill" will be added in your inventory, under Aid (it's an ingestible)
Your controls are disabled for almost a minute, don't dance when deathclaws are around
Miss Torrini's song isn't included for obvious copyright reasons, the file included is an empty file sound, in case you can't dance without a background music you just need to overwrite it with a song file, it must be .wav and it must be called in the exact name, so the ESP can load it.
I'm sorry, both me and my computer can't do any better, the picture should explain enough well my actual resigned feeling
Thousand thanx to Umpa and all the help he gave me
http://youtu.be/6iL5b9oTwIM
Permissions:
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.
95 downloads
Updated
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Fem Run Replacer - Fallout New Vegas
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Female run replacer "Jogging Butterfly"
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- v.20b: Same as before, but now Backward speed is the same of the Forward. There's an optional package with a different Backward animation: if you use some mod that slows down backpedalling (i.e. Project Nevada), you could try to overwrite with this file and see how it goes, it should speed up of a good 70%
- v.20: more relaxed, less exagerated
This changes fast forward, backward left and right, with a 360 relaxed jogging run, it means when you go backward your character won't back-pedal, but instead she will look at you.
The BnB is made by many movements, this could lead to "weirdness" on some breast types, or even some slight clipping in some clothes, or a not nice mesh if the weight is not made at its best.
Here's a video that shows how it appears in game.
New v20 + Optional Sprint - 19/04/2015: deprecated by this.
Old v 13
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Few Infos
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It REQUIRES a skeleton compatible BnB, like Deedes, Thaumx or Astymma
To install, unpack it manually under Data or via your favourite mod manager.
Keep in mind this is a replacer, so if you already have a run replacer you will overwrite it.
To uninstall, remove its 4 files:
Data\Meshes\characters\_male\locomotion\female\mtfastforward.kf
Data\Meshes\characters\_male\locomotion\female\mtfastbackward.kf
Data\Meshes\characters\_male\locomotion\female\mtfastleft.kf
Data\Meshes\characters\_male\locomotion\female\mtfastright.kf
Check also the walk here and the idles here.
Notes on the optional sprint: it uses SHIFT to be enabled. If you press SHIFT and then a key, it won't work. You must first run forward and then press SHIFT and keep it pressed. For now it has no AP consumption because it's just for testing purpose. However you will hear female different panting/breathing sounds while sprinting. The sprint speed is about 25% faster than normal running.
In case you have a sprint mod or Project Nevada, you will have first to unactivate them on the MCM, or map another hotkey to avoid conflict.
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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.
6,079 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
------------------
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
