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dongding

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Posts posted by dongding


  1. Hey there,


    is it normal that SexoutSpunk constantly shows these messages in the console?


     


    The first Array dump message (in picture) for example gave me some strange microsttuer which ended after the STD scanner "pulled an invalid form from sexout scanner" (which I suppose is an error?).


     


    Am using


    ESM Sexout 2.10.95v7, SCR (September), PregnancyV3


    ESP SexAssault, Wear-And-Tear, SexoutSex, LoversBed, Lust, Spunk, PosNew, AmraAnimation


    post-28285-0-16568100-1444044265_thumb.j

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  2.  

    Dear all,

     

    combat sex can be only happened every 5 min per enemy?

     

    Is it possible to make it like sexout-brutal raper? Can be triggered unlimitedly? 

     

    To adjust the refactory period, open the plugin in the GECK and just edit the duration of the Actor Effect 'SexAssaultCooldownSpell'.

     

    It is set to 600 seconds, including the sex duration.

     

     

    And the other one should stay at 60?

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  3. Any plans on adding some extra effects from SexoutSpunk to your mod?


     


    Like for example that the player gets traumatized after getting raped multiple times or the player getting cocky if he captured & robbed another npc.


     


    Also, which script would I have to edit if I want to give myself negative karma for robbing and raping peeps (getting negative karma when clicking one of the message box choices)?



    RewardKarma xxx

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  4. To be a valid couple, the sum of disposition of the selected NPCs towards each other must be 80+, this is of course, false for raiders.

    1) Does that mean that Raiders won't fuck anyone at all (inclusind raiders)?

     

    2) If I disable the match finder, does that mean that NPC's will search for partners the whole day and not just at that certain time?

     

    3) Would it be possible to completely disable the is a NPC near check for Raiders? I mean, their savages, it's not like that any of the raiders would care if someone is fucking right next to them. ;D

     

    4) Is this mod TTW compatible (or how exactly does the mod checks if a bed is suitable or not [since TTW comes with new references for some beds and mattresses])?

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  5. CardboardboxTaken, done :)

    dongding, theoretically, yes... but why this specific condition? %)) And how badly does each limb have to be damaged?

    Also, that will require reorganizing the MCM menu, I've already used all of the lines...

     

    It just irks me that while you're at low hp but still have intact limbs that you're not able to do anything against the rape (since you actually could escape because you still can run). With fully crippled limbs however, for example a broken leg or arm, it would be much harder to escape or resist the rape and would make things more ... "realistic". ;)

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  6.  

    How stable is SexOut + CommonRessources in its current state? Did anyone try to do a longer (50h+) playthrough with it?

     

    I recently finished my TTW install with approx 100 mods (merged, bashed, FNV'ed, yada yada) and am now asking myself if I should go with Sexout and some of its other mods or not. Are there any scripts which severely could decrease the long time performance or is there a threshold where the performance hits by scripts become irrelevant if you've got the right CPU (let's say, an i7)?

     

    100 Mods already and no Sexout yet?!?!  Wow. 

     

    I have TTW as well and have used Sexout for the whole time.  I have no issues due to having them installed.

     

     

     

    It's really hard to keep your load order at a minimum if you used to play a heavy modded NV for years. Had to make a lot of cuts for reaching the 113 mark (now with Sexout included). Would have loved to merge the Sexout plugins as well, but that's a nogo since most of them use MCM. My first playthrough load order so far:

    load order so.txt

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  7. How stable is SexOut + CommonRessources in its current state? Did anyone try to do a longer (50h+) playthrough with it?


     


    I recently finished my TTW install with approx 100 mods (merged, bashed, FNV'ed, yada yada) and am now asking myself if I should go with Sexout and some of its other mods or not. Are there any scripts which severely could decrease the long time performance or is there a threshold where the performance hits by scripts become irrelevant if you've got the right CPU (let's say, an i7)?


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  8. Hmh, strange.


     


    Another question, should TWWLodGen.esp be before or after FloraOverhaul.esp? Was randomly checking some .eps with FNVEdit and saw this


     


    TINW0OR.jpg


     


    apparently, FloraOverhaul.esp disables the lod for the trees. LOOT did the load order so I assume this is correct? Or should TTWLodGen be moved after FloraOverhaul.esp?


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  9. It's a problem I personally have not had. :/ Sorry.

     

    I only encountered this bug in Vault101 so far, New Vegas' Vault 11 for example had no problem. This problem also does not appear when loading Vault101 in GECK (with ENB enabled). Did you by chance change other stuff in your enbseries, enblocals.ini which you did not mention (since Overgrowth ENB probably is the cultprit here)?

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  10. Races made from scratch atm are quite old, and with NV engine is doesn't help much.

    I found the best quality stuff you'll find are ripped characters from other games imported to Vegas.

     

    I found some pretty decent stuff in DeviantArt from some users.

     

    Here's my char with a few custom stuff and edits :

     

    Not sure where exactly you found those race mods on deviantart. Most of the stuff there is private (showcase, no download link).

    And I suppose that you are using the Mass Effect Jack mod in your screenshots? From what I can recall is that the mod gave me a ctd when selecting the Jack Race in the race menu + the Custom Jack race (the one with hair) had a bug with the right hand (violet texture).

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  11.  

     

    Hmm. Mine seem to be working fine :/ 

    I'm not entirely sure what the problem could be. Make sure that the skeleton isn't overwritten.

     

    Both skeleton files does not seem to work (the one you posted at the start and the one which comes with the BnB Body pack).

     

    It's just strange that rifles and shotguns are not affected by this.

     

    There are some weapon mods which are not in your list that I installed. May it be possible that one of them is the cultprit?

     

    Mainly ClassicFalloutWeapon, WMX & TheArmory

     

    Are you using MO? If not, that may be part of your problem. 

     

     

    Ok then. Am not using MO.

     

    Got another question since you are using Overgrowth ENB.

     

    Do you have the same texture bug as I have with Vault Windows? Picture 1 is how the Vault windows should look like (respectively no black pixels on it) and picture 2 shows how they look like with ENB. ENB seems to be the cultprit because when removing d3d9.dll (deactiving it), the windows look normal again. Seems like as if every window in the Vault is plagued by this problem.

     

    edit: just tested the ONIX ENB preset and it does not have the black pixel bug. Seems to be the problem of the Overgrowth ENB? Have you by chance found a solution for this problem for the OVergrowth ENB?

    post-28285-0-26942000-1441120020_thumb.j

    post-28285-0-44906800-1441120204_thumb.j

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  12. Hmm. Mine seem to be working fine :/ 

    I'm not entirely sure what the problem could be. Make sure that the skeleton isn't overwritten.

     

    Both skeleton files does not seem to work (the one you posted at the start and the one which comes with the BnB Body pack).

     

    It's just strange that rifles and shotguns are not affected by this.

     

    There are some weapon mods which are not in your list that I installed. May it be possible that one of them is the cultprit?

     

    Mainly ClassicFalloutWeapon, WMX & TheArmory

    load order.txt

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