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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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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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Nina
TEMPORARY ISSUE with the voice, my bad... it can be easily and manually solved, see under Technical
Nina is a small quest mod, a pretext to introduce and place in the Mojave a voiced (...barked?) and lip-synced (...muzzle-synced?) female dog companion I created for another mod. The result is a half hour / one hour quest I created following the same rules of freedom and RP I usually adopt, with the exception that this time the goals are marked on the map.
There are a total of 5 new cells and about twenty enemies to kill, but they are quite hard and well equipped. The only real pre-requisite for the player is 25 science (even if there's still a way to avoid that). DUE TO MY INABILITY IN FINDING VOICE ACTORS, THE TWO NPCs YOU WILL HAVE TO TALK WILL NEED SUBTITLES...
It starts near Goodspring, in a shack near the Canyon Wrechage, west of Primm. It can be start by new players, but concerning the difficulty of the enemies it would be better if the player levels a little before going too far in the quest stages (north of the map).
The shack can be used as player home: it has an usable working bench (the wooden table), a working mirror (to change hairstyle), a bedroll, a fireplace and various containers.
The small quest has a precise path of clues, but it can still be done in more ways, the few steps can be faced concerning the NPC attitude and it has no ways to be broken, all the places are accessible since the begin and the player is not forced in the decisions.
The last fight will be quite hard in my opinion: some enemies will heal themselves, other will buff themselves, everyone is well armed.
IN A COUPLE OF STAGES YOU WILL NEED NINA WITH YOU! So don't fire Her even if She's annoying you.
The dog has some peculiar features, some of them will be unlocked with time (but during the beta they're already active).
If you don't want to read the wall of text, here's a video with some of Nina's features:
https://www.youtube.com/watch?v=YbjrrWO2YwM&feature=youtu.be
- After the recruitment, a new item will be given to the player, under the Help section (as for consumables). Clicking on it and exiting the pipboy will trigger a menu with some choices.
Some will be disabled for testing purposes, other are not for the player... the only two interesting ones for now are the possibility to set the follower as Essential or not (Default is Essential) and the configuration of the whistling key, which is good to do that at start.
After choosing the option for the whistle hotkey, few seconds later a new message box will ask to keep pressed the new hotkey: if the hotkey is already assigned, IT WON'T BE NOTIFIED, but in case of mistakes you just need to repeat the procedure and choose another key.
IN CASE OF DOUBLE CLICK ON THE DOG MENU INSIDE THE PIPBOY, it will disappear. But closing the pipboy after few seconds it will reappear, so... no worries!
Using the configured hotkey, the player can whistle. If in third person and without a weapon wielded, an animation will occur. The sound of whistles is different between male or female player, and there are 3 different kinds of sound. To whistle, you must keep pressed the hotkey until you will hear the sound. Whistling can't be spammed (it has around 3 seconds of cooldown).
The type of whistle determines the situation when it's used and the consequent dog reactions, you just need to play a little to understand in which way.
Whistling is an important feature which has different effects.
- If the dog is waiting, She will start following you automatically.
- If the dog is fired and near the player, She will Arouuu (She wants to go with the player!)
- If the dog is following or doing something on Her own (see Her behaviours below), She will come back to the player. THIS IS VERY IMPORTANT: the dog can get stuck because of nav-mesh and the engine, so whistling will force Her to come back and She will unstuck.
- In any cases, after a whistle the dog usually answers with a bark ("Here I am!")
- The whistle can be used as fighting tactic: if the player aims to an enemy and whistle, the Dog will approach it and start a fight when near it. This works even if you are aiming with a scope. If the dog will obey your order, you'll hear Her Grrrrr; if the target is a friend, She won't attack and instead She will Woof-Woof
THE COMMANDS WILL BE GIVEN BY DIALOGUE. This is because I really don't believe in the companion wheel, I've never seen a dog with some sort of display where I can click to command Her.
- The commands are much or less the sames of the other companions: fighting tactics, wait, follow etc. but when She's puppy She won't understand them.
- SHE WON'T CARRY ANYTHING! Where is She supposed to put all that stuff?!?
- She must eat. After a while She will be hungry and She will need to eat. You can give Her food by dialogue. If She will answer with Grrr, She's not hungry, but if She will Arf-Arf or Arouuu She will need to eat. There are 4 stages of hunger, you should hear that by the way She will answer (if She Arouuu, She's desperate)
She won't die for starvation, but She will suffer a progressive debuff on Her stats. Also, at stage fourth She will start attacking brahmin on sight! Merchants and farmers won't be very happy for that...
- She won't regenerate after combat, as other followers: you can heal Her by dialogue using stimpaks. You won't be able to use super stimpaks until She becomes adult, because She's scared by that big syringue.
- She can get irradiated, this will lead to another debuff or Her stats. You will see that because She will light on as a Xmas tree. You can cure her by dialogue using Rad-Away.
- She can look for food if you ask Her, much or less the same thing Dogmeat was doing in FO3. After She finds something edible, She will bring it to you.
- She can hunt: this is a funny feature in my opinion. She will look for creatures in the nearby cells, all you need to do is following Her. During the hunt it's possible to whistle, to recall Her or manually point Her to a target.
If, after asking to hunt, she will Arouuu, it means there are no creatures nearbie. IF SHE WON'T HUNT OR SHE WON'T AROUUU, WE'RE IN DANGER! See below under Technical.
- Even if Her name is Nina, The Courier doesn't know that. So you can give Her the name you want. You just need to select the right option by dialogue (I think I'll call you...) and then insert the name on the box, after that She will be renamed. You can change the name all the times you want.
- You can set Her a new home location, when She's fired She will go back there. The Default location is the starting shack. If She will be disappointed, She still obey your order. Simply She's making you notice that She doesn't appreciate your choice.
- Nina hates crows. She will attack them on sight, you can't do anything against this.
- When the time passes, Nina grows. She will pass through 4 different stages (4 ages), you can notice it because... well, She becomes bigger, first, and then She will change the sound of bark, from acute to low. Her stats will change, When She will be big She also will be able to knockdown enemies. PS NINA WON'T GROW IF SHE'S LEFT AT HOME... She must be your companion.
- Nina must... pee. Everyone has to pee from time to time, right? She will look for a tree and She will go there to pee. If there's a combat, first She will fight and then She will pee. On interiors, she won't pee (she's well educated). If you whistle, She won't pee. So, if She gets stuck going to pee, whistle!
- Nina will get stuck. This is because of the engine / navmesh of the game. Whistle to unstuck Her! Fortunally the more She grow, the less these problems will happen.
- When Nina's small, She won't be able to climb over the stairs. Since puppies have serious difficulties in that, I find it quite pretty. Don't worry, because She can warp (see below).
- Warp: if Nina will be too far from you, She will warp automatically behind you. She won't warp if She is going to pee or if you told her to hunt. But since whistling will stop Her current behaviour, She will automatically warp to you.
While during the tests I didn't find peculiar problems, I'm aware to the fact that a heavy modded environment could cause problems to Her hunt script: I tested with many mods and everything was working fine, but then I activated an ENB and it broke the script.
How to understand better if your environment is too "heavy" to be handled: If you tell Her to hunt, She will take 10-15 seconds to decide what to do. In case She can't hunt (no enemies near Her), She will Arouuu. IN CASE SHE NEITHER RUNS TO THE CREATURE NOR AROUUU, THE SCRIPT CAN'T BE HANDLED IN TIME BY YOUR ENVIRONMENT. This is a dangerous situation, it could even lead to bad consequences on new savegames
Anyway, I suggest to not overwrite important saves until She will be out of the beta (next stage will be script optimization)
CAREFUL: the last place (the factory) is heavily cluttered, it could lead to slowdowns on older computers.
TEMPORARY VOICE ISSUE AFTER THE INSTALLATION:
I renamed the file's extension so it wasn't bothering the managers... but this led to break the path for Nina's voice! Two manual solutions:
- Rename the folder under Data\Sound\Voice\Nina.esp in Nina.esm
OR
- Rename Data\Nina.esm file in Nina.esp
I will correct it in a future patch
The beta is much or less complete, but the Debug mode will be On: messages will appear on top left of the screen.
Until it's classified as beta, many behaviours of the dog will be already unlocked since the begin, for testing purposes.
FEEDBACKS WILL BE VERY MUCH APPRECIATED, better if PM.
Unpack manually everything under Data or use FOMM package manager
NVSE REQUIRED!!!
There could be problems if Nina is hired at the same time with Lenoire from Beyound Boulder Dome. But I never checked it. It's just a feeling.
CK for the invaluable help on dialogues and translations
Viktoria K. for the amazing skin of Nina
M. for the music
LoversLab for the host
Beth / Zenimax for the wonderful playground (doghouse, in this case)
No permissions granted until it will be out of beta
145 downloads
Updated
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Small Animator - Fallout NV
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Description
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A smaller version of AnimTool, not much more to say. It allows to invoke on the fly 9 different animations ingame, using 9 different hotkeys. Everything's configurable via MCM.
Actually there are included 3 unarmed combat animations (a spin kick, a kick, a punch with the palm of the hand) and six vanilla dances. To change them, just replace the files located in the path Data\Meshes\characters\_male\IdleAnims\aPA. You must use the same exact name of the existing files, so you must replace them.
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Installation
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Use a mod manager or unzip everything under data, as always
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Requirements
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NVSE only. However the 3 unarmed combat animations are BnB, so you need a compatible skeleton
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Not much more
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http://youtu.be/d2EWQ1NdjP4
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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.
191 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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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
