• Announcements

    • Ashal

      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.

A.J.

Contributor
  • Content count

    1,958
  • Joined

  • Last visited

1 Follower

About A.J.

  • Rank
    Feuerschwinge

Profile Information

  • Gender Female
  • Interests New Vegas, Fallout 3, Skyrim

Contact Methods

  • Bio ... ¡Ay los conejos, cómo están! Mira, sequitos. Ella los tiene... claro, demasiado... ¿Tú nunca has tenido conejos? Yo sí, en mi casa, muchos. Yo sé mucho de conejos. Oye, que... ¡Ay mis miños, mira los nabos cómo les gustan! Pues que me perdones por lo del tartamudeo, que es a veces soy muy bruta... De todas formas tú te pasaste un poquillo. Vamos tú comportamiento no estuvo bien. Lo sé porque muchos hombres se han aprovechado de mí siempre. Yo me he dado cuenta, pero tarde. Si me hubiera dado cuenta antes, pero... Sin ir más lejos, fíjate, el mundo árabe cómo se ha portado conmigo...

Recent Profile Visitors

5,396 profile views

24 files

  1. Stamina - Options [FONV]

    ------------
    Description
    ------------

    Update 1.3 - Introduced consumption while Swimming. This will start only after that the Courier is in the water for at least 4 seconds. This will happen even if the Player isn't moving (because to float you must move), and then the stamina consumption will become higher if you move.
    Changed the overall formula: now Running and Swimming (and maybe Unarmed, I don't recall) depend by the ratio between Carry Weight and Max Carry Weight.


    ------------
    Description
    ------------

    A plugin that uses the Stamina bar hud to consume stamina. It can be considered a REALISM plugin.
    For now, it adds 4 options, all configurable via MCM, every option can be enabled / disabled singularly, as the amount of stamina they drain.

    - Consumption when running (yes, not sprinting, the common NV run). At the actual value, the stamina drains very slowly, but it drains. With middle values, you can probably run from Goodspring to Primm.

    - Consumption when wearing a medium or heavy armor
    The amount of consumption depends by the value on MCM and the difference between your STR value and the requirements (threshold). The minimal threshold is not configurable: you require 6 STR for medium armors and 7 STR for heavy armors.

    - Consumption when wielding a weapon with an higher requirement of STR - this is pretty bad. To make an example, a simple 10mm machine gun require at least 5 STR. If you're a technician-kind of character, probably your STR is low and now you will have more issues in handling these weapons.

    - Consumption when fighting Unarmed or Melee. It subtract a certain value of stamina every hit you does, it doesn't matter if you hit or not. This value depends by the MCM value and your END value.


    -------
    Install
    -------

    Unpack everything inside Data and activate the ESP, or use a mod manager. Load Order is not influencing.
    While both MCM and Stamina bar are not listed as Masters on the ESP, they're pretty much required.
    When you'll start the first time, the extra options will be all unflagged, they must be activated via MCM.


    -------------
    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.

    87 downloads

    Updated

  2. FPS Counter [FONV]

    ----------------
    Short description
    ----------------
    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.

    ------------
    MCM Options
    ------------
    - 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.

    -------------
    Requirements
    -------------
    - 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.


    -----------
    Installation
    -----------
    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.


    ------------
    For modders
    ------------
    aFPSLowFPS event dispatched everytime it goes under the threshold value.


    ------
    Video
    ------


    https://www.youtube.com/watch?v=l4jF2xa0Tts&feature=youtu.be



    -------
    Credits
    -------
    hlp for NVSE
    JIP for UIO
    Pelinor for MCM


    -----------
    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.

    118 downloads

    Updated

  3. Interiors for NV

    Description:

    These are some of the interiors I used and still use, merged in a single ESP. Some are better cluttered than other ones (new ones are usually better), but generally they're not that "empty" since I like cluttering. They can be used for different purposes / modified / whatever you want, just read permission.

    Maybe in the future I'll add more of them, but for now there are only 35 fully navmeshed cells, essentially:

    - Two basements
    - Two big buildings: 2 floors and 3 floors
    - Three "dungeon" kinds: a heavy cluttered shopping center with a main hall and 3 separated cells, a shop that leads to a cave, a dark lab / slaughterhouse with a good quantity of gore
    - Fourteen houses: different tilesets, various kinds (houses/rooms/motel rooms), some vanilla recluttered, some new shapes, some classy and some dirty
    - One utility / industrial kind
    - Three shacks (one with a cave below on a separate cell)
    - Three shops (two made by two separated cells)
    - A train station interior


    Technical:

    - All the cells are prefixed with aai + name/category + number, their names contains a small description
    - The lights are as I liked them, maybe they're not for everyone's taste, they're balanced for vanilla. Emittance should be setted (I didn't check if it kept it after the copy)
    - Doors are not linked, even the ones to the sub-cells, so you can use only a part of them.
    - Full navmesh > needs to be finalized when linked
    - I removed scripts, activators, markers, audio markers and thousands unique IDs, replacing with vanilla, I hope I didn't miss anything, in case let me know
    - Even if I changed all the unique assets with vanilla ones, the cell called aaIBuilding01 still needs an extra tile to fill a small gap. To notice it, you must climb the stairs and watch over your head at the end of these. I included the mesh in the archive, but I didn't create a new ID so that everyone will call it as he prefer concerning his mod. That tile should fit good snapping the grid

    - Since I modified them to be vanilla compatible, to copy an interior inside your ESP you just need to:
    >>> Load your ESP and this one, flag your ESP as active.
    >>> Don't touch anything, just load the new cells in the render window and take a look, choose the one you like.
    >>> Duplicate that cell, rename it as you wish, save.
    >>> Reload your ESP all alone now: it should contain the new renamed cell inside.


    COC:

    I didn't include COC Markers. If you still want to take a look ingame, you probably will land on the ceiling. Anyway, these are the names of the cells to COC:
    aaiBasement01, aaiBasement02
    aaiBuilding01, aaiBuilding02
    aaiDungeon01, aaiDungeon02, aaiDungeon02a, aaiDungeon02b, aaiDungeon02c, aaiDungeon03
    aaiHouse01 to aaiHouse14
    aaiIndustrial01
    aaiShack01, aaiShack02, aaiShack02a, aaiShack03
    aaiSoph01, aaiSoph01a, aaiSoph02, aaiSoph02a, aaiSoph03


    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.

    66 downloads

    Updated

  4. Interior retexture - 3 set

    These are some little retextures I did while creating Alice. Nothing great, if you hear me, but maybe someone could still like them and use them. I mainly did them to reduce the sensation of deja vu I usually have when I enter in new buildings ("oh... this is not a station, this is the Sarsaparilla Factory!").

    Keep in mind this:
    - Some textures are twice the resolution of vanilla
    - Some textures lack of Normal Maps because I liked vanilla ones over them, it allowed me to reduced the size
    - A LOT of textures lack of MipMaps (because of the size thing...) but you can easily do them in few clicks with GIMP or Photoshop. Or don't use them if you can stick with it.

    Unpack the content inside Data, it will create meshes\LL\etcetc. and textures\LL\etcetc. I included meshes with already the path changed, so it's less work for you. They could have different names, but still they include the original name on them, so you can easily understand which tile are they corresponding when you'll create a new tile ID in the GECK.

    There are 3 sets, here some pictures of how they appear ingame:






    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.

    54 downloads

    Updated

  5. Kiss

    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