-
Announcements
-
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.
-
-
Content count
1,958 -
Joined
-
Last visited
24 files
-
Fem Walk Replacer - Fallout New Vegas
----------------------
Small Update
----------------------
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
-------------------------------------------------------------
Female walk replacer "Haughty Mare"
-------------------------------------------------------------
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
------------------
Installation
------------------
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.
------------------
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.
5,581 downloads
Updated
-
AnT - AnimTool (New Vegas)
11/06: Added an alternative version (it's just an update, main package is required).
It adds a new option in MCM that allows to bind a new hotkey (Emergency Key). When this key is pressed in game, it will remove AnT key binding on the numpad, and when pressed again it will re-enable it of course.
This was made because a user made me notice that other mods can use the numpad (i.e. SO Positioning) and there are not so many practical keys to bind on the keyboard.
03/01/15: Added 2 gorgeous themes for a total of 6, thank you Viktoria
AnimTool (AnT) - Ver. 1.5 AB
------------------------
Description
------------------------
Some days ago I started again working on animations and I did this simple tool to try them in game. Then I found that could have been a nice tool for other people too, so here it is.
Basically, it allows you to invoke an animation after you chosed it from a menu, on you or on a target (NPC or Creature)
Everything works in GameMode (realtime), because I can't suffer MenuModes. Actually it contains around 300 animations divided in 8 categories.
Keys and other stuff are configurable via MCM.
In future, I still intend to change things, like the default key, the list etc.etc. concerning the needs. Also I hope to *find* soon of some function to write and read a file, it would be pretty useful.
------------------------
Purpose
------------------------
Machinima, screenshots, testing animations. When I play, I use it for RP (RolePlay: it won't be a karma counter that tells me how good I am... I want to blow kisses to other NPCs. Or taunt them, in case I feel mean. Or drink from a bottle. Or eat something. Etc.etc.).
So, the main purpose is strictly related to animations. But also I wanted to give the possibility to make custom lists of animations. Basically, if you have some animations and you would like to release them, but you miss a way to invoke them and don't like scripting, you follow a procedure I described inside a pdf and then you re-package everything and re-distribute it.
The actual limit, in terms of numbers of animations, is 9 categories of 50 animations = 450 animations, + 1 category reserved for AO (=50 AOs)
------------------------
How to use it
------------------------
Please watch the video here, until the end:
------------------------
Installation
------------------------
- Requires last NVSE
- NOTE: this mod already includes Lutana plugin, just because he gives explicit permission. This allows the players to skip an extra step during the installation process (which is already pretty complicated in the case of the manual installation). However, I STRONGLY RECOMMEND to go in that page, download the latest version, and LEAVE A “THANK YOU”. And I “thank you” back if you do it.
- I say that UIO is mandatory now, it's pretty stable and works very well. You can find it here JazzIsParis' UIO
After that, download the Main package v15 AB.zip, unpack it inside your data folder (or use FOMM), activate AnT.esp in your load order. Done.
Inside the package there are further instructions in case you have troubles.
- Create your own animation package (GECK is optional)
Download the file "Optional - Custom Anims package" and follow the instructions included in the file
NOTE ABOUT LOAD ORDER: the esp doesn't require a specific position, however it contains a dirty edit that should solve some problems with mods that prevent animations to play (i.e. some pose packs). So, if you put AnT.esp lower in your load order, it should "clean" that issue.
------------------------
Incompatibilities
------------------------
Script itself shouldn't have incompatibilities, except pretty absurd cases i.e. you prolly can't open the menu while you are sprinting with some sprint mod or PN...
But for what concerns huds, they are a delicate beast to handle, that's why I suggest UIO which should tame the beast for you.
- Darn UI changes the fonts. So the strings won't be perfectly formatted. Still, it's perfectly usable, just a bit more ugly.
- Due to no answer from Gopher, I can't provide explicit compatibility with uHud. However, you can still make a manual install of this after you installed uHud and it should work. Don't forget that if you re-activate uHud, it probably will revert the changes you made manually, so you'll have to re-do them
------------------------
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.
However, from this free permission are EXCLUDED any asset I could list down here:
- Lutana plugin. You can find it here
- antCat6Anim48.kf and antCat6Anim49.kf
------------------------
Credits and love
------------------------
hlp, JazzIsParis, luthienanarion, Odessa, prideslayer, doctasax, tomm434, Umpa, Xilandro
567 downloads
Updated
-
A bunch of UDFs
By A.J. in Modders Resources
Description:
This is much or less the translation with UDFs of my Cammy, the first thing I did using NVSE some months ago.
It doesn't do anything on its own, since it's just UDFs that handle some math.
This ESM (ESP marked as ESM) comes as it is and mainly for modders' reference.
There are a bunch of functions I usually call in my ESPs, mainly for cutscenes/machinima, but they're pretty generic and they can be used in different environments. They all are prefixed with aCam.
They all are tested, but due to the difficulty in handling some stuff I can't exclude there are bugs or unexpected results under specific conditions. Or my mistakes, of course.
Use:
Just drop the ESP-marked-as-ESM it inside your FONV\Data folder and activate it, then you know what you need to do.
Unuseful notes about movement:
Compatibility:
1.2 PS is compatible with companions mods and pipboys mods (huh, finally).
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.
Credits:
Jaam
Doctasax's tutorials
Examples:
A bunch of ingame frames taken when I apply some functions and the result I achieve.
https://www.youtube.com/watch?v=G5G-Ps6Zmuc&feature=youtu.be
92 downloads
Updated
-
Remote Control Explosive Car - Beta
SHORT DESCRIPTION
If you want to try this, just watch this video AND read KNOWN ISSUES below
https://www.youtube.com/watch?v=_jmdZja36hI&feature=youtu.be
UPDATE
It now requires this to be downloaded separately, to increase compatibility. You place it inside your Data folder, activate it and put it before in your Load Order.
LONG DESCRIPTION
While waiting for Nina, I did this mod as a proof of concept, it was a nice way to test the reliability of some UDFs I did few days ago. This is classified as Beta because I just uploaded to have more tests on the "core" itself, trying that on other NV installations. Anyway, if it will work fine, this "bomb" will be craftable and I will hide the schematics inside a short quest involving some fiend bloodbath.
HOW IT WORKS
Take this bomb inside a trunk just in front of Doc Mitchell's house, on a wall. They are "ingestibles", it means you will find them under "Help" (or is it Aid?) in GECK, just like food.
When you use it and close the pipboy, you will be forced to equip a detonator, there's no way to remove it. After 1-2 seconds (it varies by game delays), a small buggy will be deployed on your feet, you will hear a sound like something that falls on the ground. DON'T CLICK your left button! or it will detonate just on your feet
At this point, you can decide to go a bit more far and detonate it, so it can be used just like a remote control mine, just like C4, or you can point your crosshair on the little car and activate it. A small menu will allow you to take the car back (so the detonator will be removed by your hands) or start driving the car (with the option Activate).
To drive you can use WASD just like you move your character. Still, if you press Fire, the car will detonate.
On top left there's a small hud that shows the damage of the car hull. If a monster will attach the car, when the health reaches zero it will detonate automatically.
Also, if while you drive the car your character with the remote control is attached by an enemy, the controls will go back to you and the car will detonate automatically (so be careful).
If you deployed the car and an enemy is attacking you, you won't be able to Activate it and drive against him, no matter if he's very far, if he's in the Combat condition you can't drive the car.
I guess that's all.
FUTURE PLANS (if everything works fine, much or less)
- Solving known and unknown bugs
- Putting a small quest to gain the schematics so that the car will be craftable
- Nerfing the explosion (fatman explosion is just a placeholder, it was nice to see)
- Putting a max range of the controller, definetely shorter in interiors
- Increase compatibility
INSTALLATION
Requires last NVSE, what is it... 4.2something.
Drop the content inside your Data folder, activate both the ESM (CamUtil.esp) and the ESP (BoomBoom.esp).
If some program tells you "hey it's marked as esm but it's an esp!", answer it that yes, you can read.
UNINSTALLATION
.(pse.mooBmooB) PSE eht dna (pse.litUmaC) MSE eht thob etavitca ,redlof ataD ruoy edisni tnetnoc eht porD
Basically, do the contrary of what you did when you installed it.
KNOWN ISSUES
- Since it's a beta, when you deploy the car till you detonate it, your console WILL SPAM A LOOOOT OF MY MESSAGES! can you disable them? yes but I don't tell you how. They don't hurt you and could help me if something goes wrong with you.
- ALMOST FULLY INCOMPATIBLE WITH PIPBOY REPLACERS! for now I'm sure that Readius works fine (next thing I'll fix) should be fixed
- INCOMPATIBLE with non-vanilla companions, just leave them grazing at home (next next thing I'll fix, at least for the most common ones) should be fixed
- PROJECT NEVADA: if you sprint with the detonator on your hand, the car will detonate, so CAREFUL!
- I can't really call it "script intensive", but well there are scripts running. If your installation is slow, something could not work fine. If you're unsure, please create new savegames and don't overwrite old ones.
A good way to understand if you're in danger: if the car doesn't do what it's supposed to do, like in the video, you're in danger.
At that point, really, DON'T overwrite your savegames. Please.
CREDITS and PERMISSION
Doctasax for his wonderful UDF tutorial
REZ for his wonderful buggy mesh resource
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.
129 downloads
Updated
-
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
