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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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nanashi50
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Posts posted by nanashi50
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On 11/16/2015, 8:15:54, kentTemt said:Horrible Harassment and Get Stripped! are the two mods that come closest to satisfying your request.
If those are the closest, that's a shame since they actually do the opposite.
Aside from their immersion-breaking issue of not being able to fight back, those mods make it more dangerous to be in crowded areas. The more NPCs, the more likely those mods activate, and the PC can do nothing to fight back.
For the stalker mod I'm referring to, it's more dangerous to be in a deserted area, as that's when the stalker might take action.
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I came across Shocky's ch17 blog entry and it made me wonder if there are any mods that add stalkers to Skyrim.
FNV's Sexout Assault did something similar (NPCs will follow and attempt to assault the PC or followers). Is there anything similar for Skyrim? (and let's exclude the ones that require the PC to be naked or in wearing DD items, as those are for specific types of playthroughs)
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Has anyone tried EHSE - Reactive Combat ? It's a sister mod that is still being developed, unlike Action Combat. Supposedly the two shared the same stagger scripts, though EHSE has continued to be optimized.
I'm not sure if EHSE has the parry mechanic. This reddit page says it does, but there's no mention of it on the mod's description page.
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43 minutes ago, milzschnitte said:Well, Slot 52 is defined as "underwear", but I think I change the Slot.
Could you find out a slot that may fit? I don't have any clothing mods so I can't check it out.
But I think the next version will have an "Enchantment" for that, not specific items.
Yeah, but there are (1) actual underwear mods that probably use that slot, so while it's okay for the sanitary napkin panty to conflict, a tampon shouldn't and (2) a lot of mods that don't follow the standard guidelines for slot usage. I went through a number of mashable mods in TES5Edit and it seems most mashable armor mods don't follow the standards to varying degrees.
SpoilerFor example, many shorts and skirts use slot 52 instead of 49 (e.g. Brokefoot's various mods, UNP Leather Clothes, Aradia Kato, etc). And for other mashable pieces, many mods don't follow the guidelines in certain spots. zzjay's wardrobe mod is generally pretty good, but certain misc parts don't use the recommended slots, like a sleeve using 48 instead of 58/59 or a bag using 52 for some reason. Then you have mods like Ashara's Elven Knight and Princess of the Woods, which are all over the place in slot usage...
Because of this, it's probably impossible to find a slot that won't conflict. But slot 60 is one option that is less conflicting than others (when I checked, it only conflicted with Ashara's mods).
If you're going to change the tampon into an enchantment though, that would solve the slot issue.
43 minutes ago, milzschnitte said:And I think, when I don't forget it, I will make an option that is activate by default... somthing like "auto drop tampon"... When it's activated and the tampon was used, you will drop it, instead of carrying it around. Don't think it's neccessary to keep a bloody thingt in the inventory

Don't litter
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For the next release, can the tampon be changed to a different slot?
Slot 52 is used by some clothing mods (e.g. shorts, belts). Not sure what would be a good slot that is almost never used by anything else...
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4 minutes ago, Airianna said:I believe that to be intentional, to force the skills and perk menu to be available for the children. Also, remember, this is still a work in progress, once set I am sure milzschnitte will take care of any loose ends before the final release.
There are dirty edits related to that, but I'm referring to dirty ITM (identical to master) edits. They're identical to the master edits so they wouldn't provide any functionality like what you mentioned--they'd just potentially overwrite fixes from USKP/USLEEP.
Anyway, I already cleaned it myself. Just pointing it out to milzschnitte and others.
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Note: There are a lot of dirty ITM edits in both the esm and addon esp file.
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19 hours ago, nanashi50 said:Bug Report #1: The esp has dirty ITM records on the NPC entries.
I was using some NPC appearance mods, but the dirty edits in this reverted them back to vanilla. For anyone else experiencing this, it's easily fixed in TES5Edit until pchs makes the official fix.
Bug Report #2: In the dialogue text, the repayment value isn't shown correctly. What's shown is the base amount borrowed.
Bug Report #3: Repayment time displayed in wrong units
The repayment terms in the MCM says "days" but the value displayed is actually in hours. I noticed this when I checked the global variables. Also, it was displaying 168 instead of 7 days (168 = 7 * 24).
The MCM messages also always update every in-game hour. Can that be changed? Seems unnecessary to remind the player every in-game hour... Probably not worth the script load either.
Bug Report #2 continuation:
After I had enough to pay back the debt, the dialogue text says I have the full debt of 3400 (it should be 6800). The proper amount is deducted though (6800). I'm guessing the dialogue text is just reference the wrong variable on both debt initiation and repayment, but it only affects the text.
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On 10/11/2015, 5:07:50, pchs said:Loansharks of Skyrim20151013 Beta
Bug Report #1: The esp has dirty ITM records on the NPC entries.
I was using some NPC appearance mods, but the dirty edits in this reverted them back to vanilla. For anyone else experiencing this, it's easily fixed in TES5Edit until pchs makes the official fix.
Bug Report #2: In the dialogue text, the repayment value isn't shown correctly. What's shown is the base amount borrowed.
Bug Report #3: Repayment time displayed in wrong units
The repayment terms in the MCM says "days" but the value displayed is actually in hours. I noticed this when I checked the global variables. Also, it was displaying 168 instead of 7 days (168 = 7 * 24).
The MCM messages also always update every in-game hour. Can that be changed? Seems unnecessary to remind the player every in-game hour... Probably not worth the script load either.
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In the MCM there is a section titled "Washing Out Sperm" and it mentions the following:
-Unassisted "safe zone"
-Water-assisted "safe zone"
-Anti-Sperm Essence "safe zone"
Two questions:
1) How is washing out performed?
2) What is Unassisted and Water-assisted?
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2 hours ago, Groovtama said:Did you unequip your weapons before you updated, like I wrote in the uninstallation instructions?
Didn't realize you need that for upgrades as well as uninstall.
Here is a separate question that got lost in my earlier post.
I managed to fix one jslot preset and wanted to confirm this looks correct. The arrow is held in the palm instead of the fingertips. Is this normal? (I never looked at it that closely before)
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11 hours ago, Groovtama said:If you dual wield you use dual wield animations, if you do single wield you use single wield animations.
For this, I meant the equip/unequip animations. There's only one set (1hm_equip, 1hm_unequip) that is used regardless of single or dual wielding.
In v3.21, there was an option to choose whether to use single or dual wielding 1hm equip/unequip animation.
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12 hours ago, Groovtama said:XPMSE 3.31 is not at fault because the 3.31 rescale code is exactly the same as in 3.21, EXACTLY.
If you use AGO disable its rescaling code, because it rescales non-sense.
AGO was not in in those screenshots.
I used an old profile of an archer character that I used previously that did not have any issues when I was playing.And the only thing I changed between those two screenshots was the version of XPMSE... I wasted an entire evening testing and disabling mods and isolated it to XPMSE. Not sure what else it could be... changing the version of XPMSE back to v3.21 fixed the issue.Will keep testing.By the way, even when it is working correctly, is the arrow supposed to be in the character's palm? (instead of it being at the fingertips).
UPDATE: I found some of my older RaceMenu jslot presets do not have this issue. I'm not sure what is different between them though--the weapon scales all look like they're at default settings.
Any idea which slide I should be checking?
I found the exact two preset files where the error occurs. It's a v1 and v2 of the same character preset. Inside the text of the jslot of the v2 file (where the error begins) is a lot of additional text, but I'm not sure what it's associated to.
See spoiler for the added text.
Spoiler} ], "transforms" : [ { "firstPerson" : false, "keys" : [ { "name" : "NodeDestination", "values" : [ { "data" : "MOV QUIVERDefault", "index" : -1, "key" : 40, "type" : 2 } ] } ], "node" : "QUIVER" }, { "firstPerson" : false, "keys" : [ { "name" : "PWS_PLUGIN", "values" : [ { "data" : 1.174122333526611, "index" : 0, "key" : 30, "type" : 4 } ] } ], "node" : "SHIELD" }, { "firstPerson" : false, "keys" : [ { "name" : "PWS_PLUGIN", "values" : [ { "data" : 1.174122333526611, "index" : 0, "key" : 30, "type" : 4 } ] } ], "node" : "WEAPON" }, { "firstPerson" : false, "keys" : [ { "name" : "NodeDestination", "values" : [ { "data" : "MOV WeaponBowDefault", "index" : -1, "key" : 40, "type" : 2 } ] } ], "node" : "WeaponBow" }, { "firstPerson" : false, "keys" : [ { "name" : "NodeDestination", "values" : [ { "data" : "MOV QUIVERDefault", "index" : -1, "key" : 40, "type" : 2 } ] } ], "node" : "HDT QUIVER" }, { "firstPerson" : false, "keys" : [ { "name" : "NodeDestination", "values" : [ { "data" : "MOV WeaponBowDefault", "index" : -1, "key" : 40, "type" : 2 } ] } ], "node" : "HDT WeaponBow" }, { "firstPerson" : true, "keys" : [ { "name" : "NodeDestination", "values" : [ { "data" : "MOV QUIVERDefault", "index" : -1, "key" : 40, "type" : 2 } ] } ], "node" : "QUIVER" }, { "firstPerson" : true, "keys" : [ { "name" : "NodeDestination", "values" : [ { "data" : "MOV WeaponBowDefault", "index" : -1, "key" : 40, "type" : 2 } ] } ], "node" : "WeaponBow" }, { "firstPerson" : true, "keys" : [ { "name" : "NodeDestination", "values" : [ { "data" : "MOV QUIVERDefault", "index" : -1, "key" : 40, "type" : 2 } ] } ], "node" : "HDT QUIVER" }, { "firstPerson" : true, "keys" : [ { "name" : "NodeDestination", "values" : [ { "data" : "MOV WeaponBowDefault", "index" : -1, "key" : 40, "type" : 2 } ] } ], "node" : "HDT WeaponBow"UPDATE 2: I resaved the two jslot presets in question to try to standardize the file. The text that is different changed a bit, but it looks like it's related to XPMSE (it refers to the XPMSE plugin).
I'm not sure what to make of it since on the sliders, it seems like the weapon settings are default... Groovtama, are you able to identify the issue?
Spoiler], "transforms" : [ { "firstPerson" : false, "keys" : [ { "name" : "XPMSE.esp", "values" : [ { "data" : 1.174122333526611, "index" : 0, "key" : 30, "type" : 4 } ] }, { "name" : "PWS_PLUGIN", "values" : [ { "data" : 1.174122333526611, "index" : 0, "key" : 30, "type" : 4 } ] } ], "node" : "SHIELD" }, { "firstPerson" : false, "keys" : [ { "name" : "XPMSE.esp", "values" : [ { "data" : 1.174122333526611, "index" : 0, "key" : 30, "type" : 4 } ] }, { "name" : "PWS_PLUGIN", "values" : [ { "data" : 1.174122333526611, "index" : 0, "key" : 30, "type" : 4 } ] } ], "node" : "WEAPON"UPDATE 3: I disabled XPMSE.esp so there wouldn't be a weapon slider option, but when I resaved the preset with XPMSE disabled, that additional text did not get removed (maybe RM3 behavior to not delete?).
However, deleting that text DID fix the issue. I have no idea what that text controlled though (the weapon sliders weren't even enabled...). Groovtama, do you know?
I need to know since I still have to fix my latest character preset. I was able to fix it on the older presets since I found the exact two files where the change occurred. However, my latest preset file has changed too much to be able to do a DIFF to identify what text to remove to fix the issue.
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2 hours ago, milzschnitte said:No, the Nexus and the LoversLab files are the same.
I forgot to remove the Baby_Item.nif and the other Baby files after my re-re-re-upload, that's all They are already removed and unused. On nexus I've removed them that's why there are a few files less.
So the LL version has extra unused files?
Also, I noticed the widget hotkey triggers even when the console is up. This doesn't happen with other mods. Can that be fixed? Kind of annoying to be doing a "help xyz" and having the widget pop up and making the console hard to read.
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Back with a second issue. I upgraded to FNIS 6.0 and XPMSE v3.31. I also added Archery Gameplay Overhaul and used the FNIS patch for it.
I saw on the nexus page Groovtama had a comment saying XPMSE handles lengthening arrows through a node, so I am not using "Proper Arrow Length" or anything like that.
However, the arrows look misaligned and are too far back and going through the character's hand. Screenshots below:
Edit: Actually, I'm having a similar issue even when not using Archery Gameplay Overhaul... I even loaded an old MO profile with an archer character and now that one has this problem too (arrow sits too far back). I can't help but think this is related to the XPMSE or FNIS update...
Edit 2: This is an XPMSE v3.31 issue. See post below.
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3 hours ago, milzschnitte said:Released on nexus again
Is the file supposed to be different? It has less meshes.
meshes/BeeingFemale/ folder on nexus file has 48 files vs LL version w/ 53 files.
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I upgraded from v3.21 to v3.31 and noticed the option for single wield vs dual wield animations was removed from the installer. Now unsheathing and sheathing 1 handed weapons always results in the dual unsheathing animation.
Is there a way method to get the single wielding equip/unequip animation? Or am I missing something?
Note: I confirmed the cause of it is from XPMSE v3.31 as unchecking "Style Fitting" in the XPMSE MCM menu reverts it back to my normal animation of a one-handed unsheathing animation.
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44 minutes ago, CPU said:I will let you know. But I just hope (HOPE!) that Bethesda used at least DX11 for this game. So a ENB system will give less results compared to a DX9 or DX10 game.
Shouldn't that be a known thing? They didn't announce that with the engine details? Maybe it means it's not worth talking about as a selling point...
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I won't be playing FO4 for a good long time (will wait for bugs to be ironed out and mods to come out), so I won't be able to experience how FO4 looks first hand. But from the little I've seen and what I've read, will ENB even be necessary for FO4?
The biggest thing ENB did for Skyrim and FNV was to add better lighting, and FO4 comes with volumetric lighting and other things. For Skyrim and FNV, once you went ENB there was no going back because of the huge difference it made.
Does FO4 essentially have some features of ENB built-in?
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Someone asks whether mods will be allowed on nexus. The fact this question even requires consideration by Bethesda is very concerning...
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On 11/2/2015, 5:35:14, Goubo said:Gonna try to release the update real fast now before FO4.
?? It's not like FO4 will be moddable any time soon. Probably six months for the CreationKit (Bethesda said Q1 2016) and then however many months after that for a SL-equivalent framework to be created.
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I'm getting an email digest even though I have email settings disabled on all my notification settings.
How do I fix this? I consider this to be quite problematic. I don't want LL email digests being sent to me.
Edit: I found the issue. In "Manage Followed Content" there is another option for notifications. Not sure why there are two places to control the same settings.
Either way, the upgrade seemed to have changed the notification settings on one of my followed threads.
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That whole kill the competition thing is interesting for a strong-eats-the-weak type character. Wonder how it could be applied to outside of skooma dealing characters...
Is there any mod that could be used to lure people to a dark alley and off them there? Otherwise you're limited to having a sneak character kill them outside (not viable if your character isn't sneak-based) or in their home (but that might mean more unnecessary collateral. And is there any mod that would enable disposing of bodies? (could be as simple as treating them as inventory item to dump into barrels)
Immersive Speechcraft can be used to lure them. You can also insult them (call someone's mother a "horker") and they'll attack you. Then it counts as self defence and you can kill them in front of the guards. It's just self defense
I'm not sure if they will follow you anywhere, like inside houses and through the city gates.Bury The Dead or Clean up your Corpses allows to bury their corpses but I don't use it, I just leave them behind houses somewhere in the corner of a city or dump them into the sewers if I'm in Whiterun.
Getting rid of competition can be applied to hunters and bounty hunters. There will be less people to hunt animals and you can loot their corpses for free meat and fur, they always spawn with some extra stuff.
Are there any NPCs that talk trash toward the player character? Aside from Nazeem?
I thought it'd be interesting for a character to pay back NPCs that wrong him/her, but it feels like there are very few NPCs that cause tension with the player character.
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Any mods to add stalker NPCs?
in SexLab Framework
Posted
http://www.loverslab.com/topic/50094-radiant-prostitution-322-29-oct-2015/
I looked over the description and features but had trouble figuring out which you were referring to. Is it in the description? Or is it part of the "Random Quests" that are not detailed much?