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nanashi50

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Everything posted by nanashi50

  1.     Compiling the script is such a pain in the ass. I still can't get it to work.   First it couldn't find the source script and I realized it had to go into a specific non-virtualized folder (it bypasses ModOrganizer's virtualized paths apparently). Then it gave me flag errors, and Googling indicated the flags file wasn't actually in the directory and needed to be extracted first. Now it's giving me errors on the SL Framework.   Do I need the source SL scripts too? ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\temp\_ZA_ZombieSexLabizationScript.psc(3,25): unknown type sexlabframework ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\temp\_ZA_ZombieSexLabizationScript.psc(20,16): sexlabframework is not a known user-defined type ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\temp\_ZA_ZombieSexLabizationScript.psc(20,35): cannot get the length of ::nonevar as it isn't an array ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\temp\_ZA_ZombieSexLabizationScript.psc(24,33): sexlabframework is not a known user-defined type ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\temp\_ZA_ZombieSexLabizationScript.psc(24,33): only arrays can be indexed ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\temp\_ZA_ZombieSexLabizationScript.psc(24,19): unknown type sslbaseanimation ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\temp\_ZA_ZombieSexLabizationScript.psc(25,10): sslbaseanimation is not a known user-defined type ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\temp\_ZA_ZombieSexLabizationScript.psc(25,43): sslbaseanimation is not a known user-defined type ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\temp\_ZA_ZombieSexLabizationScript.psc(26,8): sslbaseanimation is not a known user-defined type (Note: I replaced the path leading to the steam folder with ###)     Edit: So I tried throwing the SL Framework source scripts into the non-virtualized scripts source folder, but now I get other errors based off those source scripts: ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorLibrary.psc(80,25): GetWornForm is not a function or does not exist ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorLibrary.psc(110,12): UnequipItemEX is not a function or does not exist ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorLibrary.psc(116,12): UnequipItemEX is not a function or does not exist ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorLibrary.psc(125,40): GetMaskForSlot is not a function or does not exist ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorLibrary.psc(125,40): cannot call the member function GetMaskForSlot alone or on a type, must call it on a variable ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorLibrary.psc(125,22): GetWornForm is not a function or does not exist ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslUtility.psc(344,12): variable StringUtil is undefined ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslUtility.psc(344,23): none is not a known user-defined type ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslUtility.psc(344,5): type mismatch while assigning to a int (cast missing or types unrelated) ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslUtility.psc(350,11): variable StringUtil is undefined ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslUtility.psc(350,22): none is not a known user-defined type ###\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslUtility.psc(350,5): type mismatch while assigning to a int (cast missing or types unrelated)   etc etc etc What am I doing wrong?
  2. Thanks, that's perfect. A reference guide + an example. Will go over the materials when I get time.
  3.   Thanks. I can code, but I'm not familiar with how to compile .psc to .pex and how to call the scripts.   Know of any good, straightforward tutorials for that?  
  4. Soulgem Oven III

      Since NiOverride "will not conflict" what does that mean? Does that mean for NetImmerse, two mods will "fight" even if they modify different nodes?  
  5. BeeingFemale

      How about using JContainers instead? Since it's an SKSE plugin, it doesn't take up an esp slot so once people install it, there's pretty much never a reason to remove it. And many people here probably already have it installed for other mods.   JContainers is also how the Violens profiles are handled.    
  6. Soulgem Oven III

      Does that mean multiple mods can change the same node if using NiOverride? If so, why does the C.A.N.S. Framework exist?
  7.   Works, thanks. Didn't realize presets were needed as well. How do people use the other files w/o the preset? RaceMenu UUNP morphs? Or something else?  
  8. Am I doing something wrong? I tried two of Dianne's UUNP slidersets but when I open up BodySlide, I don't see UUNP options--only the CBBE options and imitation bodytypes.   I downloaded all 4 UUNP files along with the Fix. I shouldn't need the CBBE slider RAR, right? So what am I doing wrong?     I've done this successfully before with Vampire Rogue UUNP. What's different?
  9. Problems with downloads

      Same.  
  10.   Ah, good eye. Thanks.
  11.   Yeah, as I went through the tumblr account, I realized most of the armors are mashups.   Any idea on the torso piece?   For the skirt, do you know what armor that may have been taken from? Since it's just the skirt part. The modder on that blog seems to only use nifskope, so it must be from a mod that broke up the robe into the skirt piece.  
  12. Anyone know what armor mod this is?   It's from mearalikesmead's tumblr: http://mearalikesmead.tumblr.com/post/129195806544/some-action-shots-with-shizuka-im-not-really
  13.   I haven't tried 1.60 yet, but I saw these two users talking about it:   http://www.loverslab.com/topic/41270-creature-framework-rc10-updated-2015-4-13/page-15#entry1294101   http://www.loverslab.com/topic/41270-creature-framework-rc10-updated-2015-4-13/page-16#entry1317658   http://www.loverslab.com/topic/41270-creature-framework-rc10-updated-2015-4-13/page-16#entry1318532   http://www.loverslab.com/topic/41270-creature-framework-rc10-updated-2015-4-13/page-16#entry1318539  
  14. More Nasty Critters is listed as fully compatible? The Creature Framework, which is part of the MNC package, has numerous people indicating there are problems with the mesh swapping in SL 1.60.
  15. SkyUI - show armor slots

      Going back to my original question, what scripts did you need?   http://forums.nexusmods.com/index.php?/topic/499516-skyui/page-1620#entry27948189 In that post, schlangster says the 5.0 source scripts are the same, except for SKI_ConfigMenu and SKI_Main.
  16. There are various zombie-type apocalypse mods out there. My preference is Draugnarok.   How do you roleplay it? Any ideas? Just surviving gets old fast.   I had one playthrough where the character had a motive for going around helping fight back the invasion in various cities, but that got old after a while. It's barely a step above surviving. That just becomes a cycle of fighting zombies/draugr non-stop and the purpose kind of gets lost.
  17.   In a world where there are essentially zombies already (draugr) ?
  18. I think there are mods to build fortifications, but I don't think there's a mod to get the zombies to wander and attack your fort.   Also, does no one really have any comments on this? I would've figured an apocalypse-type playthrough would've been a popular thing many people attempt at least a few times...
  19. UUNP HDT Vanilla Convertions

      Okay, good to know. Didn't know he keeps his status on the other mod's comments page.   As for the textures, I meant the body. The UV mapping would be for CBBE textures so exposed skin in certain areas will look wrong.    
  20. UUNP HDT Vanilla Convertions

    I'm a little confused why this is discontinued. gamefever states on the description page that he won't make a UNP version.   Even if he's making a bodyslide version, it's for CBBE, not UUNP. Textures won't match and there won't be UUNP sliders.    
  21. Necro'ing my old topic instead of creating a new topic to ask the same question.   I have an itch again for an apocalypse-type playthrough, but the same issue came up again: I'm not sure what else to do besides surviving, since that would get old fast.   For those of you who have successfully done zombie apocalypse roleplays before, what other goals do you have besides surviving? Any other mods you use to make that happen?
  22. SkyUI - show armor slots

      Those look pretty old o_o.   Anyway, what happens if we use v5.1 with your version that's meant for v5.0? I'd like to hold off, but grimy keeps updating his mods and they now require v5.1 of SkyUI.
  23. SkyUI - show armor slots

      You need the script source files to create the swf files?   Does the SDK for 5.1 have what you need? https://github.com/schlangster/skyui/wiki   Not sure what file you need, but the SDK only has two script source files: ConfigBase and QuestBase.
  24. RaceMenu V3.2.5B

      Yes  
  25. RaceMenu V3.2.5B

      Mostly, yes. You can probably recreate 90% of your ECE character in RaceMenu.   The ECE morph sliders were added to RaceMenu. You just need to find them. The top morph sliders are the non-ECE ones and need to be disabled (set to 0). The ECE sliders are generally near the bottom (sometimes they're near the middle). To distinguish from the default slides, some of the ECE morph slides have a "2" in the name while others may have different wording (e.g. type instead of shape). It's a bit inconsistent.   The key is figuring out the corresponding morph slides (often labeled as "shape" or "type"). The regular sliders may also need some figuring out (the naming isn't exactly the same for all of them). Once you figure that out, then it's just a matter of re-setting all the slider values.   This won't be 100% the same though, as there's still the issue of the head shape. I found there is no setting to match it completely. There are various head morph options, but I don't think any of them are the same as the ECE head. You just need to find the one that's the closest.