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Salovas
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About Salovas
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I'm sure it is. Part of the original concept for this was in an update of Defeat a like a year ago iirc. I doubt he'd just throw out all the work he put into this now. I'd imagine this is going to be pretty damn impressive when he's ready to release it.
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I'm glad that it helped you! Yeah, Tes5edit can be intimidating at first, but it's pretty damn amazing what it's capable of once you get the hang of it. I've made entire mods using just Tes5edit. The CK likes to crash on me at the worst times, so I avoid it unless absoultely necessary to accomplish whatever I'm doing lol.
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I know that, but using that for something this simple would be redundant. This kind of thing would be way easier done by hand. EDIT: I just realized that sounded really snotty, which wasn't my intent. What I meant was that those instructions were to show people how to merge that data without having to use the merge plugins stuff. Effective as that may be, it'd be a waste of time for something that would be simple copypasta.
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Version 1.0
214 downloads
Released by request. This mod removes all grass from underwater landscapes. This should result in a slight (or possibly large for some) increase in performance when near water. Unless you're roleplaying a scuba diver, you're unlikely to ever actually see all of the seaweed in this game anyway. The esp consists of only 3 edits and is an extremely lightweight mod overall. It should conflict with nothing and load order should not matter. No DLC is required as none of them added new underwater landscapes. DETAILED INSTRUCTIONS FOR GETTING THE EFFECTS OF THIS MOD WITHOUT USE OF THE ESP: In my honest opinion, a mod of this simplicity does not constitute a slot in your load order. Here I will give instructions on how to merge the effects of this mod into an esp of your choice using Tes5edit. This will be a very simple process and require limited to no experience. I recommend using your merged patch, however most people do not seem to use a merged patch, so another good choice would be a custom armor mod, or pretty much anything that you will not be removing from your load order and will not be receiving updates, or else you'll have to repeat this after every update. (definitely don't use your bashed patch for this) 1. Install the mod and drag the esp all the way to the top of your load order. 2. Open this mod as well any mod you wish to use to forward the data into. I will stress again that this is best done with either a personal tweak mod you may have, or a mod that is finished and will not be receiving updates anytime soon. I personally use my merged patch. 3. After Tes5edit has finished loading, click the plus box next to Seaweed Destroyer.esp, then the plus box under "Landscape Textures". You should see 3 entries: LRiverBottom01, LRiverMud01, and LCoastOceanFloor01. Hold the Ctrl button and click on all three so that they're all selected, then right click on them and select "copy as override into". It will ask you if you're sure, just click yes. 4. A window will open asking you to select which mod you wish to copy the data into. Tick the box next to the mod you wish to merge this into and hit OK. Close Tes5edit and make sure the mod you added the data to is checked when prompted to save. 5. Go ahead and uninstall my mod, as you will not need it anymore, start the game and enjoy. Notes: It's actually surprising how much of an impact this can have on certain set ups. Especially if you're already pushing your game to the limits with a lot of other mods and texture packs on an older machine. I originally uploaded this to the Nexus, but I'm preparing to release some of my "real" mods, and I much prefer the community here at LL. Hopefully this will enhance someone's game in some way.-
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Seaweed Destroyer View / Download File Released by request. This mod removes all grass from underwater landscapes. This should result in a slight (or possibly large for some) increase in performance when near water. Unless you're roleplaying a scuba diver, you're unlikely to ever actually see all of the seaweed in this game anyway. The esp consists of only 3 edits and is an extremely lightweight mod overall. It should conflict with nothing and load order should not matter. No DLC is required as none of them added new underwater landscapes. DETAILED INSTRUCTIONS FOR GETTING THE EFFECTS OF THIS MOD WITHOUT USE OF THE ESP: In my honest opinion, a mod of this simplicity does not constitute a slot in your load order. Here I will give instructions on how to merge the effects of this mod into an esp of your choice using Tes5edit. This will be a very simple process and require limited to no experience. I recommend using your merged patch, however most people do not seem to use a merged patch, so another good choice would be a custom armor mod, or pretty much anything that you will not be removing from your load order and will not be receiving updates, or else you'll have to repeat this after every update. (definitely don't use your bashed patch for this) 1. Install the mod and drag the esp all the way to the top of your load order. 2. Open this mod as well any mod you wish to use to forward the data into. I will stress again that this is best done with either a personal tweak mod you may have, or a mod that is finished and will not be receiving updates anytime soon. I personally use my merged patch. 3. After Tes5edit has finished loading, click the plus box next to Seaweed Destroyer.esp, then the plus box under "Landscape Textures". You should see 3 entries: LRiverBottom01, LRiverMud01, and LCoastOceanFloor01. Hold the Ctrl button and click on all three so that they're all selected, then right click on them and select "copy as override into". It will ask you if you're sure, just click yes. 4. A window will open asking you to select which mod you wish to copy the data into. Tick the box next to the mod you wish to merge this into and hit OK. Close Tes5edit and make sure the mod you added the data to is checked when prompted to save. 5. Go ahead and uninstall my mod, as you will not need it anymore, start the game and enjoy. Notes: It's actually surprising how much of an impact this can have on certain set ups. Especially if you're already pushing your game to the limits with a lot of other mods and texture packs on an older machine. I originally uploaded this to the Nexus, but I'm preparing to release some of my "real" mods, and I much prefer the community here at LL. Hopefully this will enhance someone's game in some way. Submitter Salovas Submitted 12/26/2014 Category Other Requires
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RadiantProstitution Tweaked
Salovas replied to korialstraszbob's topic in Downloads - SexLab Framework
A bit late to respond, but yeah. You can add that keyword to whatever clothes you want and they'll work just like tavern clothes. -
RadiantProstitution Tweaked
Salovas replied to korialstraszbob's topic in Downloads - SexLab Framework
If it's an issue with SoS, I can't offer much assistance. I tried it when it first came out, but it's a bit script heavy for a body replacer for my tastes. My guess is that the patch is really out of date, and wont work until someone fixes it. You might find someone who can help on the SoS thread. I hope you find a fix! -
RadiantProstitution Tweaked
Salovas replied to korialstraszbob's topic in Downloads - SexLab Framework
Can you get SL animations to play when using other mods? I can't think of anything in RP that would affect your camera angle, this absolutely has to be a problem unrelated to this mod. The innkeeper parts are only dialogue, and don't start any animations or affect the camera in any way other than what any other vanilla dialogue would. They'll give you a quest and add some tavern clothes to your inventory, and that's all. I have this installed with about 230 other mods and never had a ctd on start up from it. I can verify that this mod does work and will not kill your game. Are you running the latest version of SKSE with the memory patch? (just throwing ideas out there) It might help troubleshoot if we can see your load order as well. -
RadiantProstitution Tweaked
Salovas replied to korialstraszbob's topic in Downloads - SexLab Framework
I'm pulling this all from distant memory. When I first installed IW, it didn't function with RP at all, and now that I'm remembering it, that makes sense because it was the first fix I attempted. After that didn't work, I started removing tray animations from half the wenches, which seemed to be the fix I needed. The tray animations however, did cause problems for me. The script would fire off, and I'd get a notification that "A wench is on the job", the client would move into his follow package, but the scene would not start. The reason I had to remove so many is because, from my observations, having the scene halted would cause the functionality to stop working all together until I switched cells. If it works for some, then I suppose my theory was wrong, but my fix worked for my own game, so I'm not going to bother overthinking it at this point. Even with so many wenches and having their trays removed though, the actual scenes that fire off is a surprisingly low number. I'm running mods that more or less have me spending large quantities of time in taverns and at most I'll see two jobs fire off the whole time I'm there. On a side note, I really appreciate your work with IW. I run a ton of NPC mods, so it brings a lot of realism to my game to have more than just a bartender running a crowded inn. The functionality with this mod is a happy plus in my quest to keep Skyrim the way I envision it. I play a male character, so I wouldn't have much use for this mod without the radiant interactions, and you've pretty much filled that gap. I'm honored that the creator himself would drop by here and impart his own knowledge on the topic. -
RadiantProstitution Tweaked
Salovas replied to korialstraszbob's topic in Downloads - SexLab Framework
If you go that route, here's the patch that adds the keyword to the IW wench clothes. It should save you the trouble of opening the CK. https://www.dropbox.com/s/d21r3knhkx587se/RPWench.esp?dl=0 -
RadiantProstitution Tweaked
Salovas replied to korialstraszbob's topic in Downloads - SexLab Framework
I would, however there's two problems. I use the last version of IW, not the new one. He made all the wenches essential, named, and non respawning, which made me reluctant to upgrade, as I liked it better when it was more generic. If he still has the old version up, that wont be a problem. The second problem is that it's a modified version of the actual esp, not a patch. I'm not sure if I'd be allowed to share it or not. It is a really simple thing to do, just time consuming. Look up the AI packages in T5Edit and just remove the drink tray animations from them. Bear in mind, however that they still will not whore themselves unless you load up IW and Radiant Prostitution in the CK and make a patch that adds JobWhore to the unique tavern clothes that IW uses. -
RadiantProstitution Tweaked
Salovas replied to korialstraszbob's topic in Downloads - SexLab Framework
DOH! It's been so long that I actually forgot about that, but yes, followers don't seem to function right if they're not sandboxing. I use Simple Multiple Followers which has an automatic sandbox option on it, but I've had it so long that I forgot that I ever had this problem. I'm not sure if they even will do anything when not sandboxing. EDIT: To shed further light on this, I discovered a check in this mod a while back to see if the NPC is marked as busy. I'm assuming that is the culprit, which is most likely also why the Immersive Wenches wenches would not operate when holding a drink tray. I'm assuming any currently running animation, or following package will mark them as busy and cause them not to engage in the radiant functions. -
RadiantProstitution Tweaked
Salovas replied to korialstraszbob's topic in Downloads - SexLab Framework
I'm actually not sure why that function would quit working for some people, but it's been a curiosity of mine since first seeing it on the forums. The only thing I can think of is that the NPC's inventory would have reset, thus forcing them to unequip or lose the amulet. It happens over time. I can say that the function is indeed working for me and I've never had an issue with it. I've even added the Jobwhore keyword to mod added clothing or npc outfits added by mods and has worked exactly the same. Immersive Wenches uses a modified version of the Tavern Clothes which I have edited to have the Jobwhore keyword on it, and they've functioned flawlessly (I had to delete their tray holding animations though, or they'd be marked as busy), so I can't think of a reason why the amulet, which functions the exact same way as the tavern clothes or anything with the Jobwhore keyword would quit working. Your best bet would be to make absolutely sure the NPC's are actually wearing the amulet or use the CK or Tes5Edit to add the amulet to their default outfit. As to your second question, I don't use SoS, so I can't give an answer for that. I'd look at the dates of the patch and the latest release, and whichever came last is probably all you need. Also, if it seems like NPC's aren't working right, hit the reset button in the MCM. I do that every now and then for good measure. I've also noticed that NPC to NPC interactions will not work for me regardless of time of day unless I uncheck the "NPC Schedule" option. Not sure why that is. Hopefully my ranting will be of some use to you. -
RadiantProstitution Tweaked
Salovas replied to korialstraszbob's topic in Downloads - SexLab Framework
Hopefully someone here can point me in the right direction with a technical concern. I've been using this mod for ages, since back during the early days of it's original author, and was looking to make two minor changes that I can not for the life of me find where to edit. 1. I'm trying to remove the possibility of a prostitute refusing to service you, as it makes no sense for them to be turning me down while they're on the clock. I think there's a speechcraft check or something, I'd rather it just function without a chance to fail. 2. Back in the old days, prostitutes would only work inside an inn, now they will work anywhere, which is a plus. However, I'd like to find a way for them to function only in interior cells as whores getting down in middle of the town square is killing my immersion. I've opened this mod no less than one bagillion times in Tes5edit looking for what exactly I need to do to change these factors with no luck so far. I'm starting to suspect I need to edit the scripts, which I have no experience in. If someone can verify that's the case, I'll just learn how to edit scripts real quick if need be. EDIT: The answer to #2 was hidden in plain sight. I feel dumb for not seeing this before. On the low chance anyone cares, I can explain how I did it, though I haven't jumped in game to make sure it's working yet.
