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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.
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Everything posted by Taskmaster
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I'm unable to interact with the site's UI. Fore example, in any given thread, I'm unable to move to the next page. The workaround is for me to right click the arrow or the page number, and open it in a new tab.
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hahahahah
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Over/Under on Fallout 4's first Sex Mod
Taskmaster replied to Comfortblynumb2's topic in Fallout 4 General Discussion
This was a few weeks ago. I don't remember what my exact line of thinking was when I posted that. Might've been the matter of factly tone the post gave me(which is ironic, given my own posts tend to come off in a very matter of factly tone). -
Thanks. Modified Air ENB.
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Might not be the texture you're looking for(because it had options, right?), but I have a backup: Improved Vanilla Underwear.7z
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This thread continues to be freaking ridiculous.
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Over/Under on Fallout 4's first Sex Mod
Taskmaster replied to Comfortblynumb2's topic in Fallout 4 General Discussion
Let's start seeing some proof and links to quotes. -
CBBE Skin Textures, are they all awful?
Taskmaster replied to Bonnie Lass's topic in Skyrim Adult Mods
I apologize for misreading your intent. You mentioned ideally using UUNP, which I felt was irrelevant. Arhon went on to fuel the comparison. SG's 4k textures have different highlight and shading on the CBBE version, compared to the UNP version. Both version's 4k looks like upscaled 1k/2k and overly compressed. Fair Skin's textures also have different highlights and shading between the two, colors are the same. It's a skin for lighter complexions, hence 'fair skin'. Mature skin's textures are the same in color, lighting, and shading. Adjustments are made for breasts, navel, and feet to matchup properly to the body. Nothing to do with UUNP or CBBE bodies themselves, it's your distaste for the textures, that's what my 1st paragraph was about. The 2nd paragraph from my post in which you quoted was directed toward Arhon and the direction of the discussion. The last paragraph, back to you. -
CBBE Skin Textures, are they all awful?
Taskmaster replied to Bonnie Lass's topic in Skyrim Adult Mods
Here's the link: http://www.nexusmods.com/skyrim/mods/13377/? -
CBBE Skin Textures, are they all awful?
Taskmaster replied to Bonnie Lass's topic in Skyrim Adult Mods
Sporty Sexy Sweat is. The other is a normal map. -
CBBE Skin Textures, are they all awful?
Taskmaster replied to Bonnie Lass's topic in Skyrim Adult Mods
CBBE is not the scapegoat. Your described problem, is your distaste for the textures you've chosen in color, saturation, lines, and compression, and you'd have the same distaste if it were on UUNP, or any other. Textures don't automatically look better on UUNP, because of UUNPs increased polygons. A large portion(not all, of course) of UUNPs bodies have warped UVs, which will distort the textures(this isn't UUNPs fault, but the original bodies encompassed). Even UUNP with no slider values, has distortions in the UV. Again, not UUNP's fault, it doesn't reinvent the wheel, it just gives you as many different types of wheels(even some wheels not as well crafted as others). If your frustration is really "extreme" as you say, then now is the time to take matters into your own hands, and custom edit from the various shared resources for personal use. Or... take it two steps further and create from scratch, that way your tastes, for you, won't be in conflict. -
Use a mod called Mixed Unit Tactics: http://www.nexusmods.com/skyrim/mods/57589/?
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Bodysliders in UUNP, with original body types that are higher poly count than UUNP, are not faithfully reproduced. UNPSH is one example. Many UUNP sliders have horribly warped UVs(not UUNP's fault), matching their original. Check yourself. 7B and its variants, have always been a body with a terribly warped(smudged and dragged) torso. 7BO and 7BUNP are great exceptions, as they fixed the warped torso. Even DG is not innocent, as the UV is narrowed. UUNP is only objectively better than another body type, when said body type is faithfully reproduced in UUNP. Advantage being that an armor set that was not converted to the original body, now can be used with that body via UUNP. If you're still using said original body type, and have no need for UUNP's conversions, then using UUNP Bodyslide is an unnecessary extra step, thus inefficient modding. There are bodies that are not only absent from UUNP, but some bodies aren't faithfully reproduced. So there are plenty of reasons why people don't use UUNP. And, it's only objectively better based on particular need/want and going custom. p.s. I use UUNP(custom body).
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Perk overhauls. What do you use? And why?
Taskmaster replied to Gagoloth's topic in Skyrim General Discussion
A long time ago, I used ACE, and then ASIS. Then for an extended period of time I used SkyRe and swore by it. Then used PerMa from release for months, and then switched to Ordinator. Now? None. I went full circle, and don't use any of them and prefer no overhauls whatsoever. Every last one of them I used, while adding some cool and fun features, ended up inadvertently deemphasizing large portions of the game. To the point where everything in the game felt as if it had no weight to it(including what was overhauled), because all of the overhauls I used destroyed the game's ebb and flow. I never tried Requiem. -
Xarathos' Armor Workshop for UUNP Bodyslide
Taskmaster replied to xarathos's topic in Downloads - Skyrim Adult & Sex Mods
Hey, welcome back. I went through the same sort of thing. I later came to the conclusion that I didn't want to play with any of them, my game is basically vanilla now with visual upgrades, cosmetics, AI tweaks, ENB. I'm enjoying it more. -
DG is an amazing body most certainly, but it also has the UV warping problem, it squeezes the midsection, so your normal maps will look narrow on the body. It's present on the regular DG and on the UUNP DG sliders, the same as the warping with 7B(different warping). Other than that, the body is very well crafted. Outside of UUNP, I personally hold Leito 2.2 body in the highest regard. DG comes very close. Though, every single body to include UUNP has their downsides. How much that impacts what you're wanting from the game, is going to vary quite a bit. For example UUNP has a problem with UUNP She-Hulk(regular UNP SH has more polygons, so UUNP slider of the body lost a lot). Some issues come down to how Skyrim handles the body meshes as well, like both the left and right arms having some weird scaling issue between each other(very noticable, regardless of body, even vanilla).
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Ordinator does more with perks than just adding more, they modified a lot of the original ones, too, and even removed some(ones that aren't simple damage/defense increases) entirely.
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I guess this explains why my normal maps have odd warping in certain area on the abs and legs on UUNP. Sometimes varying wildly from my zbrush sculpting. 7B was the absolute worst offender though, with the UV warping - 7BO was better about it. With UUNP custom presets, I avoided using 7B UUNP sliders entirely, due to the torso alone.
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Is Skyrim *actually* worth playing after mods?
Taskmaster replied to Wadarkhu's topic in Skyrim General Discussion
100% agreed on these points. -
Is Skyrim *actually* worth playing after mods?
Taskmaster replied to Wadarkhu's topic in Skyrim General Discussion
We're definitely on a similar page on a few things. I must say, though, that I'm at odds with PerMa, too. And that is, I used to use it for months, then I moved to Ordinator, and eventually felt the same about that(Ordinator) as well. These overhauls, they overhaul many things about the game, but also stripped down the creative discovery and harmony of the gameplay mechanics, most likely on accident. Some overhauls have even taken out some key perks that a lot of substance going on with them like, PerMa's removal of Block's Quick Reflexes perk. Then Ordinator for example pushed Quick Reflexes up to 40 Block instead of Vanilla's 30 - which has balance ramifications on race selection with a race's starting skill bonus(may seem negligible, but it's also an early start on a way of gameplay). As a result, they create their own problems ending up with the need for more mods, in order to balance what these overhauls have done to the game, and try to bring in or salvage some depth or substance. Things started feeling more like a bunch of independent toys/gadgets, instead of a cohesive balance. Something seemingly simple, as making all Bows nock and draw at the same speed, can ruin the balance of bows compared to not only themselves but other weapons in the game. Which ends up connecting to loot tables and quest rewards, and then connected to enchantments and poisons(rate of application), and smithing weapon types(higher tiered weapons weighed more and drew much slower), and it goes on and on. Then far eventually, the whole structure can get messed up, down to the motivating gameplay factors to complete a quest to progress your character to fruition, thus feeling like there's nothing to do in the game - so you just mod it, but don't play it. Personally, I got wrapped up, and caught up in modding the game to the teeth, that there was so much about the game I never even knew about. Things like being able to block while dual wielding is already possible in vanilla, as well as being able to silent roll without the perk, just to name two out of many. It all comes down to what we want from the game. I've learned my lesson, and when Fallout 4 comes out it's going to modded extra lite(texture/mesh replacers, new quests, new dungeons, is about it). I think that the overhauls are more like overhauls for an already modded game. With all that said, overhauls are very fun and great in their own right. I just don't think them, and a lot of other mods are for me anymore, that's all. -
Is Skyrim *actually* worth playing after mods?
Taskmaster replied to Wadarkhu's topic in Skyrim General Discussion
Skyrim is an RPG with a lot of freedom, and a lot of progression. So your character can hit broken stages fairly quick if you allow it or not. The difficulty slider while not really a "true" difficulty system, it scales incoming and outgoing damage, to help put the breaking point of progression further down the line. Some underlying mechanics scale well regardless of the slider(Illusion, Sneak, Alchemy, Enchanting, Smithing), either due to level requirement effects or gameplay ideas that aren't scaling with the slider's incoming/outgoing damage. I think what you're looking for, are mods that police after your gameplay and encounter zone tweaking mods. Policing after your gameplay, no mod is ever going to be able to solve that one - it's intrinsic, as with all RPGs. Encounter Zones: Separately, mods like WTF Encounter Zones, PermaZONES, and High Level Enemies can deal with encounter zones. WTF Encounter Zones can allow you to essentially create your own encounter level zones, using a formula. Or completely random between levels 1-50(meaning you could be fighting a level 50 Imperial Captain in Helgen at level 1). Using the formula you can have level 100+ enemies. PermaZONES the creator changes the minimum level of every zone in the game, increasing it, as well as increasing the maximum level. Places like Bleak Falls Barrow have a starting level of around 18, and can go as high as 40 or so. All encounter zones in the game are "hand" tweaked. High Level Enemies keeps it vanilla, but adds new versions of enemy types starting at level 10. Basically the game is vanilla, but there are new vanilla spawn types in the game that are leveled where vanilla would cap off. For example I think bandits in vanilla game, top out at level 28, but HLE adds level 30, 40, 50, 60, level bandits when your character hits that level. However, these scale with your current level, and it's only to the new enemy added that could spawn in place. So if you're at level 35, the level 40 would be a level 35 bandit(scaled to you), instead of vanilla's 28 topped out. And, there's an option to just have everything in the game level with you, akin to Oblivion(this feature might be to your liking, though it's a different feel of progression). With an RPG and progression, it's about the feeling of being weak AND strong. So, you need to get "rekt", you need to faceroll, and all in between, to give credence to both extremes and the overall sense of progression. Vanilla has this, but depending on skills chosen without monitoring yourself, you could hit the faceroll end of spectrum in a hurry and sometimes it can remain there for large gaps. Many mods can keep you on one extreme or the other, of always getting owned, or always remaining godlike. A big issue with some mods that alter encounter zones for high levels, is that it breaks a lot of how the game is supposed to scale. For example mods like PermaZONES and WTF Encounter Zones, can totally ruin Illusion and Enchanted item scaling. Illusion spells even as a Vampire could cap out effecting enemies of level 50 and below, but with some of the encounter zone mods enemies staying up in the 60s, thereby removing some of Illusion's gameplay layers, then this would force the need to install yet another mod, to counteract that, and the cycle continues. Interestingly, high leveled encounter zone mods, level off Sneak, since Sneak calculations are also based on the Sneak levels of NPCs(so higher level the NPC, if they have Sneak as a tag, it might be much higher than yours). Lastly, there are some mods that you can slow your character's leveling, and some where the difficulty slider incoming/outgoing damage is adjusted. -
Is Skyrim *actually* worth playing after mods?
Taskmaster replied to Wadarkhu's topic in Skyrim General Discussion
The whole Dragonborn character thing is written in such a way, to where the player can interpret it as them being a "demigod" or simply someone who can close dragons out by absorbing their souls. Open ended enough to fuel RP, with digging deeper allowing things to start defining themselves specifically, if need be. That's also the case for the factions, so they can be imaginatively molded within reason, by the player on a per role basis. My problem with a lot of overhauls and mods in general, is that often times while these mods rebalance, retweak, and even add new things, I've found they end up taking away from the balance depth Skyrim already has within it - even some mod descriptions bashing what they changed or tweaked. To the point where many users don't even see it anymore, and think the base game is some pile of hot garbage, and *insert mod* is objectively better(when it isn't). Even USKP ended up being just as much of an overhaul as it is a 'bug fix' mod. They've made so many balance tweaks and changes, under the guise of them being 'bugs' when they're opinionated changes.
