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      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.

merctime

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Posts posted by merctime


  1. Hi there, Sammy...

    Just grab "refAnim project v1.3 NusBie.7z" about mid-page of the first post, then add in both new motion zips under that. "New "On Top" animation. #33", and "New "From Behind" animation. #92", inside the spoilers... Just install them and overwrite the stuff in your data folder (including Nusbie's v1.3) and you will have all that is currently available here :)

    Hey Nusbie, thank you man! These animations are great! Awesome work, cheers :D

    -Merctime

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  2. Hi there everyone; I posted here because I could not find an applicable discussion post outside of the downloads section.

    My question is simple to ask, but probably complex to answer: What would be involved, and what would it take, to update this mod to the latest PK extender 2.4.3? Also, would there be a script that could be altered after to have this particular mod work well with SetBody? I.E., having this mod target the actual upper armor and not the body mesh for torso that SetBody introduces?

    Is it mainly just checking *all* the scripts in the .esp here for this, and cross-referencing with PK extender 2.4.3 and then SetBody to find out how they work with each other?

    Please be gentle, all I have really done is some minor help with translations and have no real modder skills. But, if it is something that is reasonably do-able, I wouldn't mind trying to do this :) Thanks for reading, and have fun! -Merctime

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  3. BIG EDIT: I didn't pay attention to the timestamp on your last post, Kilana. Hope I'm not too much of a 'johnny come lately' here.

    This is very interesting, I have to agree. Definitely following this work! Great job here... You make me jealous with your scripting skills! By the way, Thank you so much for sharing with the community here, Kilana. Happy gaming, and good luck to you!! -Merctime

    EDIT: Just thinking here... You seem to state you feel you need more idea's/inspiration. I'm curious... is your idea to animate these actions for this mod, or use current lovers animations? If it's current, you could just have someone (maybe me?) go through a test run of lovers animations and look at them, see what they do... and then try to 'name' various activities in the different off/def motion kf's? Or, if you are planning something more extravagant, such as animating new things, how about some moves/combo's such as:

    (hard sex type) Choke, face-slap, breast/chest/ass-slap, hairpull, facegag (a more serious 'deep throat'), head push (into a pillow/table/wall, etc), degrading whispers (like the sweet nothings thing below, but trashy/hard speak to the unwilling or those into this sort of treatment)

    (more loving type) tender kiss (body part, not mouth to mouth), clit/pussy rub, caress balls, massage (body part), 'sensual snuggle/hug' (like, hugging someone tightly to you during thrusting/being thrust into), whisper sweet nothings (verbal arousal?)

    Also, have you considered having some sort of 'preference' type setting, where this or that NPC may prefer giving/recieving Anal over Vaginal, may really like kissing, may like to be choked or talked badly too, and thus those actions do more 'damage' to them? If so, how about a token of sorts (note: I am no scripter, just thought the word token fit) for the PC to initially choose/set some preferences, and then throughout play, develop new 'moves/combos' they are more susceptible to? Such as, during play, the PC was raped many times, and thus is now more apt to 'orgasm' or take damage from harsh language or rough treatment such as hairpulling or slapping/choking?

    I hope this is not like, information overload. I was just tossing out idea's out there, but like I state... I am no scripter. I have no clue how or even *if* these idea's can be implemented... Just had me thinking about this as I read through the post. Looking forward to reading your thoughts or input on these, or just as hopefully, these idea's spring new inspiration to your own ideas?

    Lastly, how are you thinking this will work in conjunction with Lovers RaperS or Joburg/LandE, if at all? If you go for Joburg, would it be possible to marry the LandE idea of lower armor health inspiring rape desire more quickly into NPC's?

    OK, I promise, last idea from me for a bit :) Sorry for getting carried away here, but I *really* like the idea of this so far, and the direction it seems to be going. I wish the best to you! Hope something in this wall of text was of some use at all to you.

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  4. Oops! Sorry, I wasn't clear, Greg. What I mean is, when using the spell that opens the "Lovers settings" menu. I was wondering how the menu in these plugins read, and if someone had a screenie of them? I won't be able to upgrade my PC for months, and I kind of fear trying to set it up for translation again hehe. I was just curious as to how the settings menu's read on these versions. Also, which version of Lovers with PK is this please? Thanks again everyone. Happy gaming! -Merctime

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  5. To the random... :C

    I used to use Reneers Varied NPC Mod http://oblivion.nexusmods.com/mods/29564 bu what bugged so this randomness. I just don't like seeing same NPCs over and over being fat and next time I meet him slim. It just kill the atmosphere.

    OK. Your not getting me. Or' date=' I didn't explain fully enough. Yes, it's random... No, it's not random like multiple times per NPC :P

    VORB checks ONE TIME per game what skeletons NPC's will use for the duration of that game. Once they are assigned one on game start up, thats the skeleton (and thus body shape) they have for the whole game. Unless of course you change it...

    Do I do it in the CS or through the mod interface?

    I see the mod adds textures for each race. What is the resolution of that texture? 2000-something x 2000-something?

    Short answer: You adjust through the CS, not the mod.

    Not sure on the texture thing, I use Ozmo's still. You'll need to read up on that. And there are instructions in this thread on how to assign special or player-made skeletons to a specific NPC, quite a few pages back. I generally use the TES4Edit method that someone suggested a page or two back.

    You generally pick a skeleton nif, name it according to the instructions earlier in this thread, adjust as you like, and use TES4Edit on the bashed patch to find the ingame FormID of the NPC and alter the skeleton there, and then build the bashed patch. At least that's how I do it, and it works just fine. Not sure how you would do this with the non-Wryebash version.

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  6. Does this mod randomly causes NPCs to be fat' date=' tall or short? Or does it set permanent height and shape?

    [/quote']

    Short answer: Yes to random, no to fat.

    Long answer: What VORB does, once installed, is randomly create a new 'skeleton' for each NPC in the game when you load into Oblivion. It creates these skeletons from a script (i think) with a bunch of different variables. None of these variables affect the height of any NPC to my knowledge. However, the variables in VORB's skeleton structure are mainly made for variety in women NPC's currently, and allows for lots of variety in their appearance. You might have some that have large butts, large breasts, or small butts, small breasts, or any combination... with alot of variety in the sizes.

    However... The way the bones are in the VORB skeleton, do not really help the males out too much. The bones that add size to the female breasts actually increase the size of the stomachs in the males for some reason, and also seem to increase thier thigh size. So for Male NPC's, the only real variety you get is from the basic Roberts Male body replacer to varying degrees of fatness. I have seen some mod recently that randomly 'widens' or 'stretches' the body of NPC's, and would love to see how that mod does that, and have that function added to a new VORB so that Male NPC's/PC's can actually look buff and muscular also.

    Note that VORB uses it's own skeleton. This skeleton works well with lovers, and If I recall it's a modified mixture of Corronera's and the skeleton from DR 5 or so, so it should work well if you use Deadly Reflex mods too.

    Also note that you can manually set a specific skeleton (which will create a 'bodyshape') to any particular NPC. Theoretically you could do this for every NPC in the game as well as the PC, but this would take a very long time to do. But, if there is a few NPC's you would like to see differently, you can update thier skeletons so that they have a more appealing form to you.

    VORB changes the way clothing/armors 'sit' on an actor's body. Due to this, any clothing/armor will need to be made ready to accept VORB's skeletons. If they are not, lets say you have instead an HGEC E cup set of armor replacers installed that is not set for VORB... Well all of the armors in that set will overwrite VORB's look and you will see HGEC E cup shapes on NPC's wearing those particular armors until they are naked... then you will see the VORB shape underneath when the armor is off.

    Last note: again, to my knowledge, VORB does nothing to alter height. That is still controlled by what race the particular NPC is. Bosmer will be shorter, High Elves will be taller, etc... like they are in vanilla Oblivion.

    I'm searching a body replacer I saw at the Nexus that stretches the bodies out, side to side. I'd like to see that put into VORB's calculations. I'll post as soon as I find this mod, its taking forever :P

    EDIT: Ok I finally found the damn thing. It's located here:


    />http://oblivion.nexusmods.com/mods/4205

    Hey, this does change the height a bit, but more importantly to me at least, widens out the character possibly. this could make males look more buffed or muscular. Does anyone know if this could be 'written into' VORB??

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  7. somehow the game keeps crashing on startup when I turn this mod on. Other Lovers mods work fine.

    here's the load order. is there anything I've done wrong?

    Oblivion.esm

    Lovers with PK.esm

    DLCShiveringIsles.esp

    DLCHorseArmor.esp

    DLCFrostcrag.esp

    DLCThievesDen.esp

    DLCVileLair.esp

    DLCMehrunesRazor.esp

    DLCSpellTomes.esp

    Knights.esp

    LoversRaperS.esp

    LoversAnimObjectsPriority.esp

    StockClothingArmorHGECFighterD.esp

    personality_idles2.esp

    actors_in_charge.esp

    MaleBodyReplacerV4.esp

    Beautiful PeopleV22 - MaleReplacerV4.esp

    BudongsNarcolepsySpell.esp

    EFGAddPose.esp

    StandingJOJO.esp

    BasicInstinct.esp

    bondage_sex.esp

    shinyEmotions.esp

    CTAddPose_v_1.esp

    Eroblivion.esp

    CTAddPose_ bondage_sex.esp

    Slof's Sexy Anims.esp

    77_Umpa_Animation.esp

    Sexlivion_0.4a_Full_English_v1.esp

    X.Races.Comp.esp

    LoversFSE.esp

    UChainBeast.esp

    LoversSlavePlay.esp

    LoversVoiceSSPplus.esp

    Lovers with PK.esp

    zzEstrus.esp

    LoversSlaveTrader.esp

    LoversAdultPlayPlusforSSP.esp

    LoversIdleAnimsPriority.esp

    LSTBravilUnderground.esp

    arbiter7x, Yes, that load order needs to be adjusted. Please see Gregathit's post here concerning the proper load orders (spoiler tab, bottom of post).


    />http://www.loverslab.com/showthread.php?tid=6133

    Make any adjustments according to that post, and if there are any further questions about mods you don't see on Greg's list, just ask again here after you have made those adjustments. Even though that is a small amount of mods, you may in fact look at installing BOSS located here:


    />http://oblivion.nexusmods.com/mods/20516

    And run it FIRST. Then, adjust your 'lovers with PK' mods by hand after BOSS changes your others, according to the post I gave you for it. Also, be sure you have installed all the requiered stuff for LPK, such as OBSE:


    />http://obse.silverlock.org/

    and Pluggy:


    />http://oblivion.nexusmods.com/mods/23979

    Not to be rude, but all of this information could have been found just looking around this site for 5 minutes. But, I hope this helps you get squared away, and good luck to you. Happy gaming! -Merctime

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  8. Hello LoversLab, just came back to Oblivion after a long stint. Hey, after looking around on my hard-drive, I have a copy in a zip file of the VORB conversion tool. However, before I post it here for everyone, I am trying to contact VadersApp over at the Nexus to ask permission first. I will give it around a week, as it shows him being last active there in January. If I do get his permission, I'll ask him to upload it himself here, so it will be the most current one available. If I can't get him, I will upload what I have. There are problems with that however.

    1: I do not know if this particular conversion tool is for 1.5 or 1.6 of VORB. This could cause unforseen problems and I don't have any idea how to check what version the tool is written for.

    2: This tool was compiled with 2.6.2 of Python (or thereabouts). I have 2.7.3 on my PC for the latest Wrye Bash, so I tried opening the tool and it behaved in such a fashion that I had to hard shutdown my PC (hold the power button for 6 seconds). Also, I think this tool requires Blender 2.51 (maybe?) and the nifscripts for it. It may need Nifscope also. At the very least, if I do release this in a week or so due to VA not replying, It will need people who 'know how' to decompile it, and then recompile it in the new python at the very least.

    However, if we can get this done, then perhaps the Lab here will let us have a thread dedicated to VORB-atized clothing, that we all use this tool for? I have dearly been wanting to convert some things myself of course, as I still use VORB and love it. This is just a heads up concerning the tool that I have and possible problems with it. I'll post again, folks. Hopefully I will get in touch with VA. Until then, Happy Gaming!! -Merctime

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  9. Hey everyone... AZOutback had a great idea... And this is a shameless plug for it. Please check out this post...


    />http://www.loverslab.com/showthread.php?tid=2680

    And thanks for considering it!

    Edit: Didn't realize I quoted someone, I didn't mean too... Oops!

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  10. Ok HanPL, go ahead and find the PM I sent you with the .esp. It should be 'nearly' everything you've translated so far. Only thing was, there were a few lines that made me go 'wtf are the writers talking about?' hehe. But, I'd say I went over 99% of what you've done so far. Might ask you what you think about the lines I didn't change because maybe you know something I don't about what they are trying to say ^.^

    Looking forward to this plug-in... I too loved the minor addition that Damsels in Distress added to the game... This one looks to really add alot to the game in that area... And I can't wait for it!

    Edit: Damn! I think I was just a bit too slow on that uploaded file, and I think I sent it after Han went to sleep! Sorry bud!!!

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  11. Dude, Obscure, I bet that's it for you. Yeah, I would go ahead and just remove that Cbashed patch, and just put another blank one in there, and rebuild it regularly. It should be as simple as that. So, delete the bashed patch you have, go into the Mopy folder and look for the blank bashed patch, copy it into your data folder, and make sure it is named EXACTLY as the one you previously had, and in Wryebash make sure that under the "Author" tab under the "mods" tab the new bashed patch reads "BASHED PATCH" that is with all caps. If you allready knew all of that, please disregard, I don't mean to be insulting... Just going over basics. Once you rebuild the patch regularly you should be golden... And I am keenly interested in finding out if that works for you. If it does, it's definately something to let the Wryebash team know about for future Cbash work. Thanks for the updates on your progress, and I hope you get it solved!

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  12. Ok what you said about the "eight values" is what I meant. Basically, this. If you are using a skeleton that is NOT the standard, I.E. you change the eight values for it, you MUST ALSO use those same values in the skeleton that is located in the 1st person folder. This should mean, that if you are not using any modified skeleton in the _male folder, that you should NOT have to modify the skeleton in the 1stperson folder, as they are both default VORB skeletons. I believe what 11Z11 has found, is that this new 1.6 VORB uses and recognizes a new naming convention for using NON RANDOMLY ASSIGNED BY VORB skeletons for NPC's; My only question is whether this is ONLY for companions, or if this naming of the skeleton to 'aab" etc must be done for any old NPC as well.

    Also, 11Z11, I did not mean to insult you or insinuate that you don't read readme's, its just a standard question that I ask when I am stumped and have no idea how to help, just to be safe. It sure seems here like you know what you are doing, so please don't take it like I am bashing you in some way. I do appreciate your findings here. My only intentions were to try to find some way to assist you, or at the very least offer something you might not have thought about in order to help.

    Considering the playing of male/female characters, well I actually have 5 or 6. I use WryeBash's profile manager feature, and incorporate seperate bash patches, for each character. So in my data folder, for 5 characters, would be 5 bashed patches, named Bashed Patch1 through Bashed Patch5. I have each set up bashing different mod types for each respective character according to how I want to play them. The problem here is, VORB still only recognizes ONE player character skeleton (well two, if you count the one in 1st person folder) as playable, so unless I want my males to have really large bellies (as that is how it translates to them with those breast bone values) I need to overide my custom bombshell with VORB's default skeletons in each of the _male and 1st person folders each time I switch to playing my male characters and rebuild the patch again EVERY time or it won't take. I think the rebuilding of the bashed patch is a reqiurement because of the "VORB..." skeleton option in the rebuild... that tells me (but I don't know for sure) that the bashed patch stores info from the skeleton in it. Why I have to rebuild it when I am using a different bashed patch in that line-up, I don't know, I just know that I have to do it. or get wierd results.

    If you are using male characters, and still not getting your 'body' graphics in 1st person, I don't understand why. It seems to me that the default skeletons in both folders should not produce that. But, to be safe... I'd re-install and overwrite what you have with the default skeletons in both folders (KEEPING IN MIND THEY ARE DIFFERENT AND SPECIFIC. 1stperson MUST go in 1stperson folder, _male MUST go in _male folder...) and then rebuild your patch.

    To my knowledge the only reason to modify the VORB skeleton in the 1st person folder is if you are making modifications to the standard skeleton in the _male folder. As I have said, these two skeletons seem to be different but MUST share the same 'values', and by that I mean the eight values, as you say. the BIP01 things, that VA has told us make up the scalable bones that can be modified. If however, your playing males, and just use the default skeletons, I am clueless as to why you still recieve this graphical problem, as both skeletons should start out with the same default values and match.

    Example. If I change my skeleton in the _male folder like this:

    BIP01RBreastTransform scale 1.734

    BIP01LBreastTransform scale 1.734

    ...etc, etc, basically changing the values in each of the eight bones that they can be changed, then I need to change the values of the DEFAULT SKELETON IN THE 1stPerson folder to match them accordingly, or I will not see my body in 1st person mode! Again to remind, you can't simply copy and past the _male folder skeleton into the 1stPerson folder, it will cause CTD's at worst if not every time as they are in fact different skeletons. You MUST use nifscope or something to make the same changes to the 1stperson skeleton.

    (1stperson skeleton)

    BIP01RBreastTransform scale 1.734

    BIP01LBreastTransform scale 1.734

    etc, etc, making sure all eight bones have the same values between the two. I know I'm repeating myself alot here, but at least to me this shit is confusing. Now, you should have 2 different skeletons with the same values and now should not have any issues of not seeing your body in 1st person. However, again, this does not make sense that you wouldn't be seeing your body in 1st person if you make no changes in the first place! I am really confused on that. I hope you get it cleared up, and please post here again, so that we can find out what you find. Best of luck to you both, and to anyone who is trying this mod. Sorry for the huge and scatterbrained post, Ive had too much coffee and not enough nicotene :\

    Happy gaming! -Merctime

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  13. Is it possable the collision is set for the Shoes from some mods - so they do not sink/Blend into the adjoining terrain.

    Perhaps if you Convert meshes other then shoes this may work for you?

    I think that is what is happening, so that the High heels don't do as you say and sink into the ground. Now that you mention it... And thanks for bringing that up!!!

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  14. JohnNAv: so it works for you? the conversion site? my uploads are just stuck...during the part right before you're supposed to categorize

    11Z11, this is most likely due to some weird thing that has to do with the clothing meshes themselves. I ran into a similar, or perhaps the same, problem as you have. The conversion site would accept my uploads, and as I waited for them to finish, the conversion process would hang to around 40 to 67%. For HOURS, even a whole day. I wrote VA about it, and he let me know that when he checked the clothing I was working on, that in fact the clothing meshes themselves had 'collision data' on them. And the conversion program at VA's site cannot convert them... So the process just hangs and cannot complete. This is bad for 2 reasons. 1) the awesome clothes can't be used with VORB until someone who knows how to remove collision data from clothing models does so and 2) probably the worst, it stuffs up VA's website with models that cannot convert, so others may not be able to get they're conversions done either. Please, if you run into this happening, put that particular set of meshes away somewhere, and note that they cannot function right yet. That will keep the site free from bottlenecking and allow others to convert clothing for this amazing mod. At this time I don't have a fix for it myself, as like I say, I have no idea how to remove collision data from a model. I think this is a strange thing, as I am told that collision data is not standard for clothing models themselves. FYI, the mod I was trying to convert was Bisquits real high heels Vipcxj. I wrote to Bisquit, Vipcxj, and VA about this and got replies from them all. But as the clothing models are Bisquits, he is the go-to guy, and let me know he doesn't have time to visit that particular mod atm. Granted this was around a month ago or more, so something may have changed. I write all this, so you may have some idea as to why the site might not work properly for you. You might try, converting something different just as a simple test. And remember to read the site please... only torso, leg, or full armor type models, no feet or such. And be careful! If you try to convert some clothing that is larger than the HGEC E cup, you might be able to successfully convert, but the results will be outlandishly large due to the skeleton size changes via bones that VORB puts in place.

    Also, glad to hear you got your Companion working, and thank you for the update on the new 1.6 skeleton naming convention. I wasn't aware of that. Maybe I'll have to try the custom bombshell skeleton I made on an NPC to test that out.

    Hey, if you guys convert anything cool, could you post it here or at least tell us what you have converted with a link to what it is? That would be awesome so we can use it too ^.^ Just a thought! Happy gaming folks...

    -Merctime

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