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asd000

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Everything posted by asd000

  1. Oh, sorry.. to be more helpful(?) and actually the answer the question, I'd say:   1. Forcing a perspective temporarily would probably make the whole experience look a little smoother, if nothing bugged out. I've seen enough mods do odd things when forcing perspective changes that it might be better to just leave it up to the player (most recently, I experienced a brand new form of controls/cameras inexplicably - and un-reproducably - fucking up while testing out Slaves of Tamriel). It's not just this mod, after all, they've probably got a bunch of other things going on in the Bannered Mare at the same time. And then there's Skyrim factor (doesn't matter how well you implement the feature.. it's still being implemented in Skyrim, so who the hell knows what'll happen).   2. I'd say all the time. I'd personally find it immersive in that it would indicate to customers that you're waiting on them. I imagine it'd also be one less thing to keep track of (just whether you're serving food, not whether you're serving food and have an order to deliver), but I don't know a lot about triggering animations or doing scripts or whatever's involved here. Then again.. what if someone's got that mod that forces 1st person perspective and fucks with the field of view Oblivion-style while talking to NPCs, but Radiant Prostitution is forcing third person while carrying a tray? OH GOD I DON'T KNOW (this is why I don't make mods)
  2. Not sure if this is the thread for it, but hopefully someone here will have some idea of what's going on..   Since the spf command doesn't easily let you convert all the details of face designed in RaceMenu to an NPC I went looking around for more information and found this guide (http://wiki.tesnexus.com/index.php/Using_a_face_made_with_Chargen_Extension_on_an_NPC_for_Skyrim). The feature used in this guide (exporting .nif files and textures) was incorporated in RaceMenu, so I followed along with it.   I opened my tutorial follower mod up in the CK and changed her hair, closed her window, selected her in the Objects window, hit Ctrl+F4. I got NifMerge, used its script with Tes5Edit, etc. and successfully merged my RaceMenu .nif with the .nif exported by the creation kit into my tutorialfollower.esp folder. When I opened the merged .nif for my follower mod in NifSkope, everything looked good! The model had all the right features but the hair (number of vertices didn't match up, so I left that out of the merge).   So I fired up Skyrim and went to see if it worked.. and it was like I didn't change anything. And she had the brown face. Do NPCs just not use the files that you generate with Ctrl+F4? Is there a special step to make the game check those mesh/texture folders?
  3. Thanks for the explanation, Groovtama.  I'm pretty fascinated by all of this, but I feel like it's way over my head. I've messed around a lot with 3d stuff in the past (sculpting and rendering), but once I start looking how it actually integrates into a system like a game engine, I haven't got a clue.   So if I'm understanding this correctly, if I wanted to edit the skeleton for a custom race/character to have longer legs, I'd find the "CME" entries for both calves and both thighs, Transform > Edit and adjust the Z translation, then do the opposite for "CME Body" until it stands on the ground again? And the NPC nodes aren't anything I need to worry about?
  4. Also, while I never really used the mod in depth (made too many changes for me.. I'll come back to it one day), I know that Maria Eden has hotkeys that trigger sweeping floors, walking around with trays, etc. on your character. I'm not sure how much fancy mod-stuff that entailed (the more I look into making my own mods, the more I want to just.. not. I don't know how anyone even navigates the CK without breaking Skyrim, much less adds cool stuff to the game), but it might be somewhere to look/ask if it's more complicated than just starting an animation.   Incidentally, I now look forward to the hilarity that will ensue when SexLab and Radiant Prostitution aren't quite on the same page and a character starts getting fucked upside down with a tray and a handful of cups stuck to her hand the whole time
  5. Hey, I feel kind of silly asking this here, because I don't even know if this is the mod that provides what I wanted to ask about, but.. I have a set of sliders in the character creation/showracemenu screen called "Body Scales." I figure it's either this mod or RaceMenu, or *maybe* BodySlide, but.. I have no idea, heh. It works a bit like a RaceMenu mod that I used to use with an older version of the XP32 body that was designed to add skeleton sliders if the skeleton could accommodate them.   With the older mod, when I scaled down my characters legs, they would just get sucked into the body and I could use something like the HDT high heels mod to put their feet on the ground. If I scaled the legs up, the feet would sink into the ground and I'd have to adjust HDT's offset in the other direction. Alternatively, it was possible to just scale the entire body instead of the legs and then scale other stuff above the hips up/down to get the same proportions and keep the feet where they belonged.   With the current menu, that isn't the case at all. If you adjust something like the "thigh length" slider, it automatically changes your character's height instead of just stretching/compressing the legs from the stationary hip, and it keeps the length/scale of the calves and feet intact as well. I don't know if this is some dark scripting sorcery that does the roundabout character scaling I described above automatically, if it's a feature made possible by this (XP32 Maximum) skeleon, or if it's just a scaling option that the author of the mod I used to use never decided to implement.     In any case, what I'd like to know is if it's possible to replicate that effect in NifSkope (lengthening/shortening bones without making them thinner or automatically scaling all of the distal bones, and keeping the feet on the ground without rescaling the whole body after changes to thighs/calves)? I'd like to do a little bit of skeleton scaling for custom races/unique npcs, but I can't quite figure it out.
  6. First of all, thank you very much for putting the work into this guide. As total modding/NPC-creating noob, I've found it extremely informative and helpful. Just having a basic process to follow is amazing.   I do have a question before I get too far into things, more to find out if I'm doing anything wrong, or if I just need to find more detailed information somewhere. I notice that the RaceMenu additions to the face do not seem to be saved when I use the "spf" console command like you describe in the "Using a Custom Face from RaceMenu" section. That is, it seems to save the vanilla skyrim edits like nose type, eye type, etc. But if I use RaceMenu's "mouth type 2" (or maybe it's "mouth shape 2," or maybe there's no 2.. I can't minimize Skyrim without making Windows stop working completely, so I'm going off my terrible memory here, sorry), once I load the face in CK all I see is the mouth I picked from skyrim's vanilla options without RaceMenu's alterations. I didn't do anything big enough while sculpting to tell for sure, but I don't think my edits there showed up in CK either. It actually looks like this in your screenshots on page 8; her nose and her lips look very different in RaceMenu and CK, and the CK shot looks a lot more like the features that Skyrim gives you by default. Is this something that gets worked out later, or is there a different or more involved process for keeping all the details intact?
  7. Furious - Barbarian Gameplay

    I haven't tried this one yet, but let me just say this one of the coolest mod concepts I have ever seen.   Especially in the category of combat tweaks/overhauls, it's usually stuff like, "more damage, staggering happens more often, etc." Taking one of the game's resources and completely re-purposing it for a new style of fighting is awesome.
  8. Hey, this is kind of a shot in the dark, but I figured I'd ask since I'm fairly new to any real complicated modding (I did make a mod once, in which I nerfed the fuck out of the disarm shout because I was sick of hunting for my followers' weapons after every single draugr fight, but that's about it).   I'd like to do something like an NPC replacer, but I'm not real sure where to begin. I asked SpyderArachnid because they made the first Skykids replacer mod, but it's been so long since that mod came out that I was directed here (to en_hawk and Johann specifically). Is there any good information you guys could direct me to as a starting point for this, perhaps? I've been able to find guides on creating things like new standalone NPCs, but I'm not sure how much those apply to replacing NPCs' appearances - especially NPCs who've been heavily modified already by stuff like Skykids. The biggest things I'm having trouble with revolve around how to create or use specific faces (the few times I've experimented with that, I always ended up with unedited all-sliders-at-0 adult heads and other weird effects), or possibly edit skeletons to change proportions slightly (I assume that there's no way to save stuff like RaceMenu sliders on NPCs in a mod, so the skeleton itself would have to be changed somehow?).   I've got some expierience with several different 3d applications (Blender, Hexagon, etc) but so far the byzantine content creation process of Skyrim is stopping me from getting to the point where any of that is even useful. If you guys could help me figure out where to begin I'd greatly appreciate it, and if you can't.. well, I'll thank you anyway for creating and continuing to support this mod and the eradication of potoato heads in Skyrim.
  9. Spouses Enhanced 1.7.3 (14-Oct-2015)

    Alright, thanks again
  10. Spouses Enhanced 1.7.3 (14-Oct-2015)

    This mod looks really cool. Thanks to TheDudeGuy for coming up with it and WraithSlayer for resurrecting from the dead (along with Solutions and Radiant Prostitution - thanks for those too, heh)!   I'd like to give it a shot since I'm getting rid of Submit and I realized that there's a dearth of mods that let you do any kind of sexing that don't involve combat, specific quest events, or godmode spells. Before I do, can anyone give me an idea of how heavy the script overhead is? On a scale from.. texture replacement to Epic Gameplay Overhaul, how much does it make Skyrim's poor little script system do at any given moment?
  11. I don't use the Populated mods, but I do use Interesting NPCs and Inconsequential NPCs. When I had the wenches mod installed, the Bannered Mare was...crowded. I have no doubt that simply walking in there would've crashed my game without the various stability tweaks/patches that are available now.   Personally, I feel that it goes way overboard and is a tad over-designed (a lot mods are, of course, which is understandable since their creators mainly just intend to add features to the game that they want, so extra features are never really extraneous.. but unless you really want the exact same thing, the mod is going to feel like a waste). It adds 3-4 wenches to most taverns, which makes then outnumber customers in a lot of the smaller ones, so that starts to feel a little silly after a while. It also replaces random encounters and radiant events with wenches who just kinda.. walk somewhere, so it makes traveling around a lot less interesting. In my game, it felt like 80% of the encounters I ran into on the road were pointless "wenches" NPCs, but it probably wasn't quite that bad. Also, you can't really uninstall the mod because it does so much more than just add a bunch of NPCs to the world.   If you just want an extra NPC or two in a few inns who wear tavern clothes, I would avoid this one. It ends up changing a lot more about the game than that.
  12. Slaves of Tamriel (Updated 5/23/2015)

    First of all, amazing mod! As far as the theme and atmosphere goes, I don't think I've ever seen a better one. I hope you stick with it and end up with something as complete as this one deserves.   As expected (given that this is an ambitious work in progress) I ran into a bug a little ways into it. Everything through the initial "work day" went fine, I got into the cell with 45, and I pressed E on the trough before the guard came by to check everyone's numbers and feed them (I wasn't sure what was going on, and it was an interaction option so I tried it).   Somehow this fixed the camera over my character's head (I played the whole thing in 3rd person as opposed to using a first person mod, if that matters). I could still walk with the arrow keys and even change direction with the mouse, but the camera stayed facing one direction, and the prompts that you get in the crosshair (talk, use, etc.) were still based on the camera and not which direction the character was facing. This also had the effect of preventing me from saving, so I couldn't try to restart the game and continue. I tried turning TFC on and off, and while free camera worked normally, toggling it off put the camera back in that buggy spot.     As much as I enjoyed it, I don't know when I'll have time to start over and try it again. Good as it is, it's a pretty slow process no matter what (that's not a complaint). How much more is there to do to "finish" the mod after going to the cell and eating?
  13. Defeat

    I just came back to Skyrim after not playing for a while and it looks like this mod has been developed a lot since the last time I used it. I love it so far, so thanks for all the amazing work Goubo   I have a question (for anyone who's a little more familiar with this mod than I am) about the NPC vs. NPC stuff. It seems like when I used to play with an older version of the mod, they were raping the hell out of each other. I'd be walking down the road and see messages about bears attacking vigilants of stendarr. Hard fights weren't so bad because Lydia would inevitably distract a couple enemies (sorry Lydia). Now it doesn't happen ever, regardless of where I set the sliders for health thresholds, knockdown chance, etc. I think it's because I still have the box checked for only doing it once everyone's out of combat (I can't alt-tab from Skyrim without breaking Windows, so I'm not sure exactly what the option is labeled.. the tip states that scripts are optimized for it so it's highly recommended to be left on), and once everyone's out of combat they're all dead, so there's no one left to attack. This isn't a complaint or a problem - I just want to make sure that I've got it running as intended.
  14. Hey, apologies if this has been asked and answered previously, but every time I did a search I was only able to find info about piercings and stuff.   In order to get the hang of this software I picked a piece of equipment at random from my mod folder with intention of making it usable with UUNP. I ended up going with the "Ashara Princes of the Woods" armor (http://www.nexusmods.com/skyrim/mods/18008/?) because it doesn't look too complex.   So I followed the steps in Guide 1, with the exception that I went with the Unified UNP HDT template. I deleted the armor's body, dialed the UUNP body to UNP High (the body the armor is designed for), and moved the armor a bit so it lined up properly (it was offset a bit, but not drastically - it was still roughly in the right area). It fits almost perfectly, but the nipples are kind of a problem. They're poking through the armor, and the only way to get them under the armor with the breast dials is to deform them pretty dramatically, and leaving them intact and molding the armor to them makes the outfit a little too.. pointy. Is it okay to use the brush on the body for this sort of detail?
  15. Project: Unified UNP

    Thanks, that explanation helped out a lot. I didn't realize that you had to pick a body type and build it to create the body itself with all of the sliders. The mouseover text all refers to outfits, so I figured it was somehow specific to that.   Now to break all of my clothing and armor mods..
  16. Project: Unified UNP

    Hey, I feel like this is probably a really stupid question, because I haven't been able to find it asked or answered anywhere here or on the Nexus on anything relating to UUNP, Bodyslide, etc., but I'm really not sure how this all affects the game.   Right now I'm using UNPB and a bunch of UNPB armors, clothing, UNP skin textures and so on. This changes every female NPC because it replaces all of those meshes and textures. I've also got a couple of mods that replace individual NPCs' meshes/textures. When I downloaded Bodyslide 2 (UUNP apparently comes in it now, so I think I've got that too) and installed it with MO, I noticed that there was nothing conflicting with UNPB, because it doesn't actually replace anything initially.   From what I've seen of the tutorials and playing around with it a little, Bodyslide seems like a really powerful mod for converting stuff to custom body types with unique weight sliders, but where does that leave my characters in the game? Is there a way to make a body replacer (so far everything I've seen is about clothing), or should I keep UNPB installed? And if I do keep it installed, will my character and all the NPCs walk around in UNPB form until someone puts on a customized piece of clothing? I guess I'm just confused about what this mod actually does in the game, since I found it when I was updating to the XP32 skeleton (it said "use UUNP" and UUNP said "use Bodyslide") and nothing seems to entail an actual body replacer. I updated RaceMenu as well, but I don't even know if the extra sliders will work with UNPB (or vanilla game models, for that matter) - and since sliders seem to be based on changing what you start with rather than creating some kind of independent shape, I have no idea how I'd replicate a shape in the game if I'm starting from UNPB.
  17. I like the mod quite a bit, but the hostility of the other NPCs is kind of a problem. I waited for a couple hours and got teleported to a cage along with Bashnag and the "get in your cage!" message. Unfortunately, the cage (which was too small anyway) was surrounded by NPCs who killed Bashnag, heh.