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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.

GitcheGumee

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Everything posted by GitcheGumee

  1. Wolf's Recipes Redone

    Sweet titties! I'll download this in the next hour?
  2. Skyrim stability problem

    Try reinstalling the SOS mod; use the SOS Racemenuplugin.esp that can be found in the SOS fomod installer instead of the the racemenuplugin.esp.   I also didn't see a skeleton mod in your load order. If you don't have one, use XPMSE from Groovtama. The latest version is pretty nice.
  3. Deja Vu O_O

    Forty bucks for something so primitive? HA!
  4. Aradia Kato mesh issues

      Hey, it worked. I learned something important about Nifskope. Now, can anyone direct me to a tutorial to rework meshes for armor?  
  5. Aradia Kato mesh issues

      Hang on I tried this with Nifskope. I'll report success or failure.  
  6. Aradia Kato mesh issues

    Can anyone share the names of the Kato skirt files? I did this as well, but I can't seem to identify which files to work with I the CK. Thanks.
  7. Sex training center - mod suggestion/idea

    Looks somewhat like a Firefly companion temple. Maybe that would make an interesting mod.
  8. I can't get out of my bondage!

    Xaz Prison Overhaul. Download Inte's patch mod for it as well. You can set it to have Devious Devices confiscated.   Once you have those added to your game, just start a brawl in any hold, and surrender to the guards. Have fun.
  9. The Pitt Tryout - ideas and suggestions

    Have two men hold a prize fight in the arena with raping the PC as the prize? She can be tied and helpless and forced to watch the fight.
  10. Ck problem

      SResourceArchiveList2=Skyrim   There are two different resource archive lists. Read carefully. I don't know what bad things can happen if the wrong one is edited.  
  11. Ck problem

    http://www.loverslab.com/topic/32657-version-control-hell/ That might have the info.
  12. The Coming Black Empire

    Hey! I found Angrim in that cellar, so it belongs to him. It's all his fault.
  13. The Coming Black Empire

    Thanks. I may be working on other projects in the near future, so I don't think I'll be able to develop this any time soon; there is too much to learn for the scope that I want to cover.   With respect to PO patches, I'll have a look when the time comes, and maybe ask Inte about it. Skyrimll has already given me valuable insight into the poison thing, but I lack understanding in far too many areas to put it to use so far.   Thanks again.
  14. Defeat

    Lol. I kidnapped the High Queen of Skyrim, and made her walk home from Whiterun.
  15. About the keys: I don't to be able to make anything that guarantees opening a lockbox. This should be a mod that encourages player to pick more locks (not that I have any trouble; I tend to unlock Master difficulty locks at very low levels. I just like it that much).   I came to the conclusion that the player may be able to craft more lockpicks than needed, so I came up with an idea.   This idea includes making these lockpicks contraband, and making the crafting of them a crime. Any time the player is arrested, any non-standard lockpicks would be confiscated.   What do you mean, "non-standard?" -I intend to leave the current lock system in place, and somehow separate the lockbox lockpicks from those that can unlock standard locks. Something in the CK should allow these things to be kept separate; the requirements for opening lockboxes can be similar to unlocking a door with a key versus a lockpick.   Now I see that setting special lockpicks as "keys" in the CK might be the way to go. I see your point here. I just had to think it through.   Let me see if I have this straight; I can set a lock to be opened by a specific "kind of key", but make that key "common" instead of unique. I think that's possible. My head is pounding, so I won't be opening the CK until it quits; I've had enough of trying to build mods while having a nasty headache. It just doesn't work well enough.   Anyway, thanks for that help, and I'll see what I can do.
  16. Hello again folks! I've decided that it's time to stop avoiding the hard part of modding, and that means asking the right questions (I've asked many questions, but many of the responses to most of those questions have ranged from those that had nothing to do with what I was asking to no responses at all).   In this blog entry I will change that (I hope; this seems like bugfixing). I have several projects on my agenda, some I won't ask about in case someone decides to take the ideas.   Here are the projects that I will ask about.   -Open Skies Trading Post -A new lockbox mod that I want to make -A bow and crossbow enchantment that tags targets with non-lethal spells   Points to consider for OSTP:   -I'm looking for the quest scripts that do simple (I think) things like trigger quests, advance quests, and complete quests. I understand that there is more to quest building than just scripts, but I think I should start by reading the scripts. I think I will be able to understand them. If anyone cares to name those scripts, or even a few of them, it would be greatly appreciated. -Among the kinds of quests that I intend to build are these basic quests: buy OSTP from the Jarl in Whiterun as if it's a saleable property like Breezehome. Also, I need to make quests such as making contact with saw mills and mines to contract materials transactions. Later I plan to try to build a complicated quest that escorts an expedition into Blackreach which will allow for materials of different kinds.   Here is a link to OSTP: http://www.loverslab.com/files/file/1294-openskiestradingpost-09062014/   Points to consider for lockboxes:   -I would like to make tiered classes of lockboxes as in World of Warcraft; these lock boxes will be made from different classes of metals. I would like to make tiered classes of lockpicks that are craftable, lootable, and only useable with corresponding lockbox classes. I would also like to make lockpicking difficult enough that the player can't just make a ton of lockpicks and never run out. -These lockboxes will be lootable. I hope to be able to attach an activator to the inventory item as it is listed in the inventory; with the inventory open, the player should be able to highlight it, and press the activate button, and it will show a lockpicking interface, all without having to close the inventory. Any looted items will automatically be added to the inventory, as if a chest or strongbox were looted.   Points to be considered for enchanted bow and crossbow:   -I have tried to make the candlelight spell into an enchantment. It didn't work for me. The idea is to cause the candlelight spell to be cast on a valid combat target on a successful strike. This is all confusion to me. -The idea is to have the spell that is cast by the enchantment last longer with higher enchantment levels. This should make it impossible for those using lighting mods to darken nights and dungeons to lose track of runaway monsters or dead and lootable monsters. Help?   This sums up what I would like to ask about. To those who are waiting on Black Empire to be developed futher, just keep waiting; the things that I can possibly learn about these other mods that I want to develop will go a long way toward helping to make Black Empire a nicely rounded mod.   I appreciate all help, and all idle conversation (just not in any thread or blog, so PM me for idle conversation).   Thanks for reading, folks.
  17. Arachnophobia

    Maybe ask for a level designer to help? I would, but I don't have experience to do great things, despite ideas that I have.   For those who are interested and have an easier time following instructions than I do, here is a link to the CK tutorials, which includes level design.   >https://www.youtube.com/watch?v=gDKivlGmia4&list=PLD5AA9F15CAA68B07   If people were really interested in seeing good mods develop, there would be more interaction among the community; we would have a lot more community projects, and, therefore, many more well rounded mods.   Let me encourage someone to step up to this challenge. I have wanted Arachnophobia to be a great mod since I found last year. How many other mods would be great, but for the lack of direction and cooperation? Let me use the APPS Development Team as an example; this is what I'm talking about. It is team work that is going to produce something different and fresh to all of us.
  18. I'm sure this is scary work, but I would like to see followers get arrested. I'm not the only one who has said this, but it was stated, in some terms or another, that it wouldn't be happening. It isn't because it's impossible, but extremely difficult to handle followers.
  19. Arachnophobia

    Maybe try moving the spider lairs outdoors to remote locations, possibly at the edges of the map. The PC can be cocoonedans hang from a tree or whatever just as easily as from a cave ceiling.
  20. Arachnophobia

    Hey, Kayzn! I would like to say that I would love to have Arachnophobia in my load order along with my mod The Coming Black Empire. During the test of that mod, I was also using Arachnophobia, and I found that when the spiders attack in large numbers, it was great for harvesting Frostbite Venom, which, in my mod, can be refined at a cooking pot.   This isn't an attempt to promote myself, but hopefully some small encouragement can come out of this; that someone actually is building a mod that can really use it as a resource, even though the main thing about Arachnophobia is that it really is fun when it works.   Keep your chin up, people enjoy your mod.
  21. OK, Inte, I should have included more info, but I tend to be... HEY LOOK A SQUIRREL!   Instances in which this hanging issue occurs: -There are all instances of PO interacting with Sexlab. -A guard may stand at the jail cell door and... just stand there. -A guard may open the cell door... and just stand there. Sometimes the game engine or whatever sorts this out after a time, but not often. -A guard may enter the cell and... just stand there. -A guard may rape the PC... and then just stand there. -A guard may exit the cell after raping the PC... and just stand there... with the cell door hanging open. Sometimes this is caused by conflicting pathing with the guard that is scheduled to patrol the inside of the prison. (Especially Whiterun) -The jailer may hang at any time during escorting the PC, especially when the PC is standing too close. -During the pillory scenes things get messy.   --At any time the scene can hang;     ---At the initiation of pillory rape (no matter who is selected, jailer, townsfolk, follower).     ---In the middle of the scene (this appears to be the most common instance).     ---When the jailer is about to escort the PC back to jail. -This problem has been accompanied by the ability, and I can't remember how I accomplished it, to end up having the player standing freely, apart from the pillory. I try to talk to the jailer, and the message says he's busy. -Actually I do remember how I managed to be free of the pillory; this occurs between the beginning of the scene and scene itself, as Sexlab scences cause the PC to stand upright. It also happens at the end of the scenes when the PC is also stood upright. It's at these points in particular that the scenes hang. -I have observed, with certain versions of PO, that the sound still plays while a scene hangs.   That's all that I can think of right now, but, like I said, Xaz said it's a Sexlab problem. My real difficulty is that this problem has occurred in every combination of versions of Sexlab and PO that I have used. I'm thinking that, if it is a Sexlab problem, that a patch can be reverse engineered to solve it somehow.   Thanks again for all of your hard work, and I hope I haven't made the idea of hiding under a rock appealing to you.
  22. Thanks again, Inte. Looking over all of the work that you are pouring into these patches, I feel bad for bringing this up, but there has been an issue brought forward by many PO users, including me; this issue causes NPCS to get stuck doing nothing before, during, or after PO triggered animations. It seems to cause scenes to hang indefinitely. Xaz has stated that this is a Sexlab problem, but I am wondering if there is anyone who can fix the Sexlab problem, that seems to only exist while using PO, by patching PO to force a fix in Sexlab. Sorry for the brain-grinding, but this is the only thing that keeps me from keep PO in every load order.
  23. Inte, thanks for taking the reigns and fixing issues with many popular mods. You have made a huge difference.   So does the latest patch include all relevant patch info from previous patches to allow for only one file download?
  24. Making furniture nonstatic and lootable

    Well, I couldn't help myself, and I opened Jaxonz Positioner in the CK, but I have no idea what I'm looking for in there. Maybe I'm looking at the wrong object.
  25. I saw a mod that was released a while back on the Nexus. It allowed furniture to be picked up and tossed around using havoc physics. I'm interested in starting a similar project that has been bugging me for a while. If anyone can link that mod, you are awesome. Thanks, folks.