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ReMeDy

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Posts posted by ReMeDy


  1. I do have a question: With the custom portraits, do those only show with vanilla cultures, then? And they're a regular picture, not a specific in-game style portrat? That's kind of what it seemed like from reading earlier in the thread. I was wondering, because I have all the non-music DLCs, and I'm definitely getting generic portraits for the vampires, Selene, and Harley. But I'm also a new culture from the After the End mod, so if that messes things up, there you have it.

     

    Disable the After the End mod. Custom cultures do not work with static portrait swaps, considering CKII needs to understand what culture you're playing in order to "hook" the portrait onto your character/s. The game takes whatever culture you're using and compares it to a file in the interface folder, matching your culture. If your culture isn't there, the portrait doesn't how to assign itself.

     

    The pictures are not specific in-game style portraits. They are regular pictures. The portraits Dew uses are:

     

    94jqjkC.png

     

    Come to think of it, that's one more requirement I'll have to latch onto my portrait mod are custom culture mods. They can be made to work, but the files of those cultures have to be edited. For example, in the Game of Thrones mod, it adds valyrian, whitewalkers, ironborn, etc. so I'd have to edit all those files to make my mod work with it, which I will when Game of Thrones releases an updated patch to work for Horse Lords.

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  2. I feel like courtiers should maybe have lower odds of going shopping... literally everyone in my court has negative cash because they keep buying clothes that only last a year

     

    Can they keep buying clothes, even with negative gold, or how does that work?

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  3.  

    I think the most impressive part about it is the patience and focus you must have executed. It's quite impressive and your work on making it as functional as it is, is greatly appreciated.

     

     

    I probably loaded CKII over 200 times wracking my mind around those four property slots, missing DLC, etc. I had to teach myself most of it, because everyone on Paradox kept thinking I was trying a cultural approach, and many would describe parts of the process, but they wouldn't provide any files or samples. I think a lot of people at Paradox pretend to know more than they let on.

    What's disappointing is it's not exactly a mod I can release on Steam due to the complexity of it. It's one of those mods that either a mod author has to add to an existing mod (like you did), or a user has to invest the time to get the most out of it. Most people on Steam don't have that kind of patience. Most will be lucky if they know how to install a mod, considering the Steam subscribe button does it for them! The mod's also reliant on art software to edit and save .dds files, so that eliminates most of the user-base.

    Hey, I'm just glad someone found some use out of it all, lol.

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  4. Aren't custom portraits fun!? :D And some wonder why my custom static portrait release had to accompany a college thesis worth of text :D. I can't figure out why Paradox couldn't have made its implementation more simpler.


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  5. Out of curiosity, does anybody have any idea why the special portraits have that strange skin disease appearence?  Some of the werewolves have the custom portrait, and Harley has a custom portrait, but everybody else looks like they have incredible acne.

     

    Do you have a screenshot? That acne might be the gfx for "boils." Make sure you have all the portrait dlc. It's possible you have the portrait dlc to work with the culture for Harley and some of the werewolves, but maybe Dew is using custom portrait dlc on portrait cultures you do not own.

    Or it could be Dew just hasn't finished those portraits yet. I haven't played the recent Dark World mod in a while.

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  6. Thanks for understanding. It might resolve some confusion for others.

    One more thing that may solve anyone's issues: I noticed you put the Mega file's .7z inside a .zip, making it a double archived file. This means anyone with NMM who plugs the .zip in with the .7z inside it, NMM won't be able to extract the files from the .7z. Some people won't notice this, because NMM will say the file installed successfully (it didn't, hence the missing bsa issue!), and people are accustomed to dropping their archived files into NMM, thinking NMM will do the rest. In this case, there's an extra step the user has to do by extracting the .7z from the .zip, then running the .7z into NMM. This double archiving doesn't seem to save any file space, so I would just put the .7z file onto Mega and leave it at that.

    And yea, yours truly did end up pulling more hair out trying to figure out why even with the Mega file, things still weren't working, lol. Anyways, thanks again for the mod. Definitely my favorite high-heel mod, and you added the heel sounds, so I don't have to worry about figuring that out for myself! Many thanks.

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  7. First, this is a fantastic mod! I can tell a lot of time and attention to detail was put into making this compilation work, and you do a great job labeling the items so that it's easy enough to add them with the in-game console. I was looking for a good high heels mod, and this works perfectly! Many thanks!

    Now my criticism: I don't like how you packaged your files. I was tearing my hair out learning why none of the clothes and shoes were appearing on my character model, despite having your downloaded .esp. That's when I noticed the .esp's low file size, laughed, and realize this must be a conversion of an existing mod set! You can understand my confusion, because you didn't mention "Luxury Collection" as a requirement. I see your links to the "original" items by Rayne, thinking that's what I have to download. I began to second-guess myself though, when I read you mentioned doing tweaks to Rayne's items. Then someone in the comments mentioned a Mega link. Where? You don't mention a Mega link anywhere in your topic title, nor in your mod's requirements.

    I pretty much gave up at this point, until I decided to look at the file size of the .esp I downloaded on your download page and see if they match up. That's when I notice the non-descript "link" file. I had understandably ignored this when I initially downloaded your .esp, because you didn't mention anything about Mega or requiring anything else other than the .esp, bodies, heel sound, etc.

    I'm just saying a LOT of headache would have been resolved if you had just mentioned there was a Mega link somewhere in your topic. Beyond that, thank you again for the mod. It was worth the struggle :P.

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  8.  

    Not quite it still has to be converted but I can tell you first hand from a bodyslide/outfit studio its really easy to convert any cbbe bodyslide compatible armor to uunp bodyslide compatible armor and visa vesa. Takes me 5-10 min each peice already and ive only been doing it for 5 days takes longer though to perfect the fit however.

     

     

    Bodyslide studio allows you to do that? I'll have to give it a try.

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  9. This mod's fixes mentions it corrects grey faces on certain NPC's, but I'm still seeing a grey orc face involving the master Orc enslavement path. I believe it's isolated to this mod. I also double checked to make sure he wasn't a vampire, which he isn't, and tried making my own Orc PC. There's definitely something up with this mod's Orc NPC.


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  10. I'm a big Civ fan, and this seems interesting, but good lord that's a lot of DLC...

     

    It's 75% off on Steam this weekend though, so can someone explain what I would actually need? 'Way of Life' is in the requirements, but it's not part of the 'Collection'... And now there's a lot of Horse Lords talk in the last few pages.

     

    So so should I be looking at:

    Collection ($30) + Way of Life ($2) + Horse Lords ($11)?

    Or:

    Or CKII ($8) + Way of Life ($2) + Portrait Workaround?

     

    There also seem to be other DLCs/Portrait packs that aren't in the 'Collection', so if I don't have all of them do I still need to use the workaround? I'm kinda confused.

     

    You need to use the work-around on any portrait dlc you do NOT own. To fix this, delete the mod's portrait_ files for portrait packs you do not own.

    You can safely skip the Horse Lords dlc. It has no bearing on the portrait aspect of Dark World, or my portrait mod.

     

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  11. Uhm....the whole point here is that UUNP can use bodyslide presets.  Want more bust?  Sculpt'em yourself, and with the added polys (in theory) they can look better than they would in CBBE with the same settings.  Then you can take almost any Bodyslide-converted outfit and make it match your new body.

     

     

     

    *sigh*

     

    For CBBE purists, if you want more variety of armor and clothing packs (where UNP has an advantage over CBBE), you pick one of those armors, and try to run Bodyslide on them to fit onto a CBBE body.

     

    I'd give credit to Caliente for providing this extremely handy tool for everyone without restriction nor prejudice.

     

    So I can take a bodyslide CBBE armor and conform it to match a UUNP body? Is that one of the advantages to UUNP is its conformity? In that case, why are we even having this conversation? lol. UUNP wins.

     

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  12. Upon further investigation, I've noticed this issue only happens to this one orc NPC. All other orc NPC's and races are just fine. I tested to see if he is a vampire, and he is not. I also created a vampire PC orc, and he looks just fine.

    There might be an issue specific to Alternate Start - Live a Deviant Life Resurrection 1.0's orc path. I don't know if anyone else has that mod, but I'd be curious if others have this issue with their orc.

     

    Edit: Actually, it might be related to Immerslave. One of that mod's known issues is greyed NPC faces, which he says he fixed, but perhaps he missed the orc face. Well, problem solved then.

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  13. Despite a clean installation of Skyrim after reinstalling most of my mods, this issue rears its ugly head (see screenshot). I had this issue on my last installation. I used LOOT, Wyre Bash, and FNIS. The only male replacement mod I have installed I can think of is Schlongs of Skyrim with its included male skeleton. Is there a male replacement mod I should be installing somewhere?

    Has anyone had this issue before?

     

    post-204-0-86245000-1444060058_thumb.jpg

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  14. I just wanted to say I'm glad I'm not the only one who loves the Ivy Valentine armor! You are a saint for making this. You corrected all four of my gripes with the original armor:

    1.) You separated the armor into multiple parts. Thank you!
    2.) You offer multiple color options. Thank you!
    3.) You removed the weird triangular shadow that would shoot out from the armor's boot. Thank you!
    4.) I can zap the gay ass flower in Body Slide. Thank you!

    I'm particularly fond of the Fire version, which surprised me, because I didn't think red would work, but I love how the yellow and red work together and complement my character's hair color.

     

     

    post-204-0-72114900-1444017613_thumb.jpg

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  15. I also use the Temptress race and have effortlessly installed Apache's, SG Hair, and even bizarre ones, like HDT physics hair. The hair sits on top of the race, so Temptress shouldn't be your cause. Try applying the hair to a basic race, like a Nord. If the hair still doesn't work, then either the hair mod or something else is the culprit.


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  16. I did a clean installation a while ago, and one thing I overlooked was I somehow managed to use a Temptress race's head with a CBBE body while still using the Temptress race. This is surprising, because the Temptress race has its own body it forces upon its user, but I somehow managed to bypass these files and use the CBBE body! I know this because I checked the time stamp and file sizes, and my Temptress files are 100% the same as their originals, meaning I never touched them.


     


    I know this seems backwards to ask, but does anyone know how I could have possibly done this? Most likely I was using an in-game spell or MCM to force an in-game body swap from the Temptress race to CBBE, which I believe would have still retained the race and head while giving me the CBBE body. Any idea if there's a mod that does this? The few I've tried want me to put my files in custom folders, which is NOT what I want, because then Bodyslide is too stupid to overwrite them. I need to find a way to body swap to the meshes/actors/character/character assets folder.


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  17. Several sex mods I've downloaded from LoversLab are orange. They're wanting .esm's in a certain order, but if I move them around to satisfy the mods, some of the .esm's don't like that and start displaying orange. For example, Sexlab Dialogs wants ZaZAnimationPack above both Sexlab and Sexlab Aroused, but if I do that, then certain .esm's start to bitch.

    I'm not looking for what order I need to fix my list, but I am curious if there is even a way to make ALL my mods green, or am I wasting my time?

    The one's that are orange are:
    xazprisonoverhaul

    Sexlab_dialogues
    sanguinesDebauchery
    da_alternate_start_extension
    ImmerSlave

    Deviously Enslaved
    Alternate Start - Live a Deviant Life

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  18.  

     

    agreed, 16 was set to do two things. One, keep it very much legal with courts. Two, makes mechanics much easier for other mods who start working at The game proscribed age of 16. (dark world immediately comes to mind. 

    have you actually tested a playthrough with the Adult age at 8?  since it starts training at 6 if i remember correctly.

     

    If you look at the first post, it mentions that training age was changed to 1 (one).

     

     

    That's... a dash too early?

    at max, i'd personally roll for 4. If anything, instructions can be provided to change the age limits.

     

     

    Agreed on the age. It's kind of funny when you consider it... Can a child really start being "trained" at age 1? Most kids learn to walk at 10-12 months, on average. Some kids don't become potty trained until age 2. Let's all think about that, lol. We're teaching babies to become Arbitrary or Cynical while they're in diapers!?

     

    "Older children can begin learning to fix themselves a simple snack (around 4 years of age), prepare a sandwich (by age 5), spread and cut with a table knife (age 6) and wash/bathe without help (by age 7)."

    http://blog.chw.org/2012/12/learn-what-ages-children-should-start-doing-more-things-on-their-own/

    Yes, bump up the guardian age commencement to age 4, minimum.

     

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  19.  

     

     

    ---> virginity will always give child virgin trait
     

     

     

    Just a heads-up for your testing. It may be something that can be tweaked via the defines.lua, but I've not looked into it yet. A child is set to develop 5 traits before they become an adult. If you assign them a trait right out of the gate such as Virgin, then it may stunt the growth of every child by shorting them a trait.

     

     

    Whoa, wait... Does that mean if I reject a trait on a child via an event, I can get a free event involving a different trait to replace the trait I rejected? For example, if I receive an event about my child being kind and I discipline them for it, and they lose the acquired Kind trait, that won't count against the 5 trait limit?

     

    Indeed. the game tries to give the kid a chance to get 5 traits. if theres less than 5, the game will simply shove events at you to get him up to snuff.

     

     

    Is it possible for the game to simply not have enough time to feed the child 5 traits before they reach adulthood (age 16)? Let's say I have a child with three traits and they're age 15. Are you saying I'll get a heavy dose of events then momentarily to get my child up to 5, or is it possible I won't have enough time to hit the 5 cap? I think this is important to know, because late in a child's life, it might be wise to just accept whatever traits occur, because I don't have time to be dicking around changing out traits late if time is a factor.

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  20. To anyone with portrait issues: The requirements were already mentioned in the topic, but try the following:

    1. Make sure you have all of the official portrait DLC installed and enabled. The various "portraits_" files in the interface folder will conflict with your CKII installation if you do not have all of the official portrait DLC. If you don't have the portrait DLC, as a work-around, you can delete the portraits_ files, but that would break Claire's portrait, depending on her culture.
       
    2. Make sure you're also running the latest version of CKII, or any version that was released after Horse Lords. The portraits mod takes advantage of a special p11 property slot introduced since Horse Lords debut.
       
    3. Make sure you're not running any other mods using gfx associated with blinded_eyes, red_dots, or boils. Those gfx are reserved for my portraits mod, which means they're now reserved for Dark World. CKII is not very friendly regarding multiple user mods being enabled, so when in doubt, disable everything, then slowly re-enable one mod at a time.
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  21.  

    ---> virginity will always give child virgin trait
     

     

     

    Just a heads-up for your testing. It may be something that can be tweaked via the defines.lua, but I've not looked into it yet. A child is set to develop 5 traits before they become an adult. If you assign them a trait right out of the gate such as Virgin, then it may stunt the growth of every child by shorting them a trait.

     

     

    Whoa, wait... Does that mean if I reject a trait on a child via an event, I can get a free event involving a different trait to replace the trait I rejected? For example, if I receive an event about my child being kind and I discipline them for it, and they lose the acquired Kind trait, that won't count against the 5 trait limit?

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  22. A huge requirement issue was brought to my attention by flarebright on the Paradox forum. If you don't have portrait pack DLC, but you have major DLC installed, such as the Republic, then characters you're missing portrait packs on will have missing heads.

    bEP1fqx.jpg

     

    The reason this is happening is because in order for my mod to hook to portrait pack DLC content, I needed to include DLC specific files in my mod's interface folder in order to find these portraits. The problem is if the user doesn't have the DLC for the portrait packs in the first place, the game gets confused, because it's reading in my DLC custom portrait files for portrait pack DLC that doesn't exist!

    If this is happening to you, the simplest solution is to buy all the portrait pack DLC, but there is a partial work-around to this: You must go into my mod's interface folder and delete the portraits_ files for the DLC's you're missing. This will fix the missing heads, but you will NOT be able to apply static portraits over the fixed heads unless you disable the major DLC associated with those characters! For example, Doge characters are created with the Republic DLC, so you will have to disable the Republic DLC to remove those characters, then you can add static portraits over the characters that have replaced the Doges. I understand disabling major DLC to make my mod work for all characters is an awful solution, so your best bet would be leaving the Republic DLC enabled and settle on the fact you can't edit certain portraits. Sorry, there's nothing I can do. Blame Paradox.

    Tip For Mod Authors!: With all this in mind, to improve compatibility with your mods, when using my mod on generated characters (ex. in Dark World, the character Harley), have their default portrait be from a Western portrait. Basically, make their default head as vanilla as possible. The player isn't going to see the face anyways, since you're applying a static image over it. This will ensure my mod finds the portrait, so it can be replaced, and isn't getting confused by DLC portrait packs, because Western portraits aren't reliant on DLC.

     

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  23.  

    No worries - I can definitely understand the time crunch! Just figured I'd point things out where I can.

     

    Also seemed like some of the events were less described, like how two of the other training options (vaginal, anal) didn't seem to have anything associated with them, just the success/failure result.

     

     

    Yea speaking of which, I'm confused how to most effectively train someone. Right now, I'm just spamming a variety of training options, hoping a slave who can do multiple things is better than one who can only do one thing very well, but maybe this isn't the best approach?

    I think one thing that hurts the system is there's no percentage of success or failure when hovering over the options. It would be cool to see that so the player can follow along with the slave's progression and know when to take the plunge on some of the tougher options requiring more training to succeed without breaking the slave.

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  24. What I like about this mod is you have a great framework for various ideas someone can build on to make their own mod -- a generated NPC (Harley), custom religion, event quest line (Succubus), random events, and custom traits.


     


    When I ever get the chance, I was thinking of making a big random event mod with various sexually explicit "choose your own adventure" options. Similar to the "Merry Men" quest line, involving Robin Hood. Ideally, the random events would be based on context too, so if your character was imprisoned, certain events would fire off. I don't even know if it's all possible, due to any limitations I don't know about, but it sounds like it'd be fun to work on.


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