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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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Small Animator [Fallout New Vegas]
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Introduction
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This is like the... third or fourth animator I do. It's a tool I use often, and everytime I find they can be done better so I redo everything from scratch...
However, this time I feel this is my Definitive Animator and probably the only one I'll update (especially if Lutana will have changes).
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Description
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In short, this mod gathers the animation files installed by other mods and allows to play them on the player or to some target. It is fully configurable via MCM. After being installed, it will be disabled by default, so it needs to be enabled via MCM, as the Welcome message will warn. Inside MCM, under OPTIONS, you can select I NEED HELP to gather few more infos about the mod, directly in game.
To acquire a target, you need to point to an actor and TAP the Main Hotkey (Default I). If no actors are present, Player will be selected as target.
HOLDING the Main Hotkey will call the Idle menu. The animations are chosen scrolling with W/S or mousewheel, then to confirm TAP Main Hotkey again or press left mouse button.
Loop mode ON / OFF can be chosen with Grab (default Z)
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Video
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Gathering animations
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By default, the mod will load only the animation files inside its subfolder "aSA":
Data\meshes\characters\_male\idleanims\aSA
I included a bunch of files in that folder, just to try the mod on the fly. They require a compatability skeleton.
However it is possible to tell the mod to gather the other animation files on its own: on MCM, under OPTIONS, there's "Use all IdleAnims subfolders", after selecting this option it will be possible to choose which subfolders to include, choosing FOLDERS on the left menu
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Requisites
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NVSE 5beta2+
Lutana
UIO
MCM
(Optional - but, in general, strongly suggested) - some compatible skeleton, like Deedes, Astymma or BodyMorph.
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Default Keys
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>>> IN GAME
Main Hotkey (Default I) >>> TAP: acquire target; HOLD: open Idle Menu
Reset Hotkey (Default O) >>> TAP: soft reset; HOLD: hard reset
Trigger favorite animations: Numpad 1-9
>>> IN IDLE MENU
Forward / Backward or Mouse Wheel: scroll up / down (mousewheel is faster)
Grab: Loop mode ON/OFF
Confirm: Main Hotkey (Default I) or Left Mouse Button
Bind favorite animations: Numpad 1-9
Hard Reset: Reset Hotkey (O)
>>> IN HUD CONFIGURATION
Follow the infos on the screen
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Q/A
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Q. An example of how to use it?
- Download an animation mod (i.e. search POSE in some mod repository and you'll find a lot of them.
- Extract the content as you usually would do, but don't activate the ESP since you don't need it.
- Go in game, go in Small Animator MCM.
- In the first sub-menu OPTIONS, choose "Use all IdleAnims subfolders"
- In the third sub-menu FOLDERS, check that the pose mod's folder is checked (every folder should be checked by default, so in case un-check those you don't want to include)
- Go back in game, keep I pressed and choose on the menu the pose you want to trigger. Enjoy!
- Eventually, download more poses / animations and follow the same procedure.
Q. Can the menus be more responsive?
- Go in MCM - OPTIONS - SMOOTHNESS - Reduce that value
Q. My computer's old!
- Go in MCM - OPTIONS - SMOOTHNESS - Increase that value. The mod will be less smoother but will eat less resources.
Q. I quitted MCM, a sign appeared on the screen "LOADING ANIMATIONS", it leasted some seconds, during this time I couldn't move, everything was freezed.
- You probably loaded 5000 animation files in 200 subfolders, like me. Reduce them in the FOLDERS menu.
Q. Why should I hold the button for so much time?
- Why don't you reduce that time? MCM - OPTIONS - HOLD TIME - Reduce that value for your heart content
Q. I'm trying to trigger a first person animation, but everytime it kicks me in third person!
- MCM - OPTIONS - Uncheck FORCE 3RD PERSON
Q. I don't like the position of the list / the fonts used..
- MCM - OPTIONS - CONFIGURE HUD
Q. I have DARNUI, I can't see the menu right!
- MCM - OPTIONS - CONFIGURE HUD
Q. It uses the same hotkey of <insert mod name>!
- MCM - HOTKEYS - Configure them as you prefer
Q. Why Enable / Disable?
- If you don't use the mod, and you disable it, it will eat less resources
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Credits
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hlp - NVSE
Luthien Anarion - Lutana
JazzIsParis - UIO
Pelinor - MCM
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For modders
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A possible way to force hide the hud (but not block the mod) is BuildREF xx002D73 and Call it passing 1 as parameter. Passing 0 it will come back to normality.
152 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
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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
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Description
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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.
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Purpose
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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)
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How to use it
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Please watch the video here, until the end:
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Installation
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- 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.
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Incompatibilities
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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
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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.
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
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Credits and love
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hlp, JazzIsParis, luthienanarion, Odessa, prideslayer, doctasax, tomm434, Umpa, Xilandro
567 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
