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DocClox

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Everything posted by DocClox

  1. You got a mission from Falkreath? I didn't think there was a driver there. On a completely different subject, maximum dirty: That was what I spent yesterday afternoon working on. Still not sure about those handprints on her shoulder blades though. And I promised myself at least one dirty paw-print for the level 10 texture.
  2. New QAYL Tats

    They're going to be added in. They need a bit of coding support though. Currently the rosettes, team name and number are all separate tats. These are going to be all-in-one to free up a couple of slots.
  3. New QAYL Tats

    All right. More "tat" singular at the moment.     I know a bit more about tat-making than I did when I started making tattoos for QAYL, so I'm going to give them an overhaul over the next few weeks.   I'm also going to do something that a lot of folks have asked for and consolidate the tats a little. At least, I'm going to combine the three separate ass-tats into one. The belly tat will still need to be separate, and trying to consolidate the Meat Stamp is probably going to be more trouble than it's worth, but this approach is going to free up a couple of slots.   The price for this is that the player is always going to start out #4 in Team Cunt. Then again, that was always going to happen anyway, once the races start, so not a lot lost there.   I'm still planning to make the individual bits available as unlocked separates if anyone wants to use them recreationally   Here's the updated rosettes.     I'm trying to make them so they look friendly and reassuring to potential attackers. Just in case they were feeling a bit shy or anything.
  4. Yeah, there are some nasty bugs at about that point. Single run missions are starting to look pretty solid, but multi-run ones and forced missions are really pretty buggy still.
  5. That was 0.10.7z. If I'd known I'd do this many bugfix releases I'd have called it 0.10.0.7z 0.10.5.7z didn't upload for some reason. That should now be fixed.
  6. I thought that upload went quickly. I should have checked. It's there now. Like I say, there's isn't really anything of interest except a button that will send you to simple slavery - and that depends on an as yet unreleased experimental feature in SS.
  7. 0.10.5 is up. Don't get excited - it's just to test an interop feature with Simple Slavery. If you have 0.10.4 then you're effectively up to date. Blender 2.75 and Quick Project. There's a tutorial on my Blog explaining how I do it
  8. Sumliminal Message

    Hey, that's cool. It means it's working as intended.    The trick is to take one of the rectangular blocks and just to consider the top right quarter. Then you'll see a daedric "S" and a "C" in red, with the other letters arranged around them in orange, going clockwise from the top right.   Now if only I could spell "subliminal"...
  9. I mean do they appear on your toon if you select them through the MCM? I'm trying to work out if it's a problem with my code or with slavetats. Some people have been reporting problems with the latest racemenu
  10. Heh heh heh heh heh Well, I want to ride around on that cart myself, so that's definitely going to happen. Leading the pony ... again doable. Just really need a follow package for them.
  11. I don't think that should affect anything. Can you add the tats through the slavetats menu?
  12. Doable. The taxi cart will let you ride on it, and if you tell a yoke follower to activate the cart, they should attach themselves to it. After that it's just a case of putting the follower under player control so you can drive the thing. The tricky bits are going to be around disengaging from the cart, handling roll-over, that sort of thing. I'll have a think.
  13. As Quick As you like Not Working!

    That's about as far as I've got so far. I will get back to it
  14. Right! 0.10.4 is up. It falls a little short of what I had planned. I can't get the new tat library to work for some reason, and I spent forever trying to work out why my formlist of NPCs wouldn't return me an actor. (Because it's filled with BaseActor objects is why! D'oh!) Sorting that out (or shamelessly fudging around the issues) used up the time I had planned to debug the ride scene, so it gets pushed back a bit. Also, the MCM screen is there, but without the new tatlib working it doesn't do much. There is a certain amount of bug-fixing and tightening up of the dialogue however, and I scripted a lockout state on the cart summoning spell, so those of you getting cart spammed should hopefully find the extra spells don't do much apart from make a bug purple special effect. Next tasks are to finish the tat lib, finish the ride scene and sort out the hand in scene when you deliver the cart which is bugged in several ways. But first, purely for a change of pace, I might spend a little time sorting out some dirty handprint tats...
  15. Sumliminal Message

    Ding! Coco wins the prize! Somehow, it tickles me to take something so crude and make it into something so elegant.
  16. I don't remember the eating sex slaves one, but it's not generally one of my fetishes. I do appreciate some of Dolcett's stuff, but that's more because of the depth of submission implied than the actual cannibalism. The chaurus sex trainer devices I'll plead guilty to
  17. I'm trying to make some dirty overlays for slavetats. I can make the overlays without issue. Where I run into problems is when I load them into Blender. I need to load them because I need to be able to smooth over the seams in the UV. What I do is create PNG textures, load them into Blender, hide the seams, export back to PNG and then load the files in the Gimp and export them to DDS. The trouble is that the dds files are far, far darker than the PNG textures appeared in Gimp. If I can see the textures in Blender, the result will be almost solid black in-game. If the textures are right in-game then they're practically invisible in Blender and I can't see to smooth out the seams. I know very little about textures and DDS format. Can anyone give me a pointer or two here?
  18. Subject of which, did you see the new plugins for Blender 2.6+ and nif were released last week? The developer (ghostwalker is it?) reckons it's pretty much working now.
  19. Yeah, nifskope is the thing I'm struggling with most at the moment. I've been messing around with Gimp and Inkscape for years, and I've done a tiny bit of Blender work, even a little animation. But the NiF is terra incognita. Still, it's like you say: if it was easy, everyone would be doing it
  20. Yeah, Koffii had nothing bu praise for Substance Painter as well. For my part, I'm not sure I'd get enough use out of it to justify the outlay. I'm pretty much a scripter who occasionally dabbles in modelling and textures
  21. Look on the data tab - it'll tell you which mod every file came from.   Or open the mod's information window from the context menu in the main area and choose "conflicts". That'll tell you who's supplying skeletons and which one won
  22. Dirt. Dirt. Dirt.

  23. I'll add a note to the download page about the skeletons. That should help. A link to the correct mod as well. I'm hoping to get a release out over the weekend. Features: MCM option to disable tatsMCM option to choose a colour for the tatsMCM option to select the (currently incomplete) UNP version of the livery.BlockGenericRemoval keywords on the tack. Hopefully that'll keep mods like Cursed Look from pre-empting your running gearThe "ride-for-a-ride" scene should be presentThe Simple Slavery link should be present and workingNew dirt tats. These look more like dirt and less like a suntanPossibly start of a Merit/Demerit system to regulate your relationship with the drivers.Seems like a lot when I write it all down like that...  
  24. Not sure what I was doing, but the problem seems to have cleared up by itself. (always worrying when that happens). Is blender supposed to be able to save dds files? Mine tells me that the format support is read-only. Probably means I'll need to still work with PNGs when smoothing over seams.
  25. If anyone's interested, I could have a look and see if I can find the "Damsel In Distress" mod I did as the first part of SSG. The whole point of that one was to give the player an RP reason to go a-slaving. It would need a little updating to work with SexLab but that shouldn't be a problem. I've got some voice acting files somewhere around the place that I never got around to applying as well.