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Vaelorian

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Everything posted by Vaelorian

  1. Lovers Animations Workshop - New Thread

    I animate everything by hand. It takes a considerable amount of time, yes, but produces better results than I've been able to achieve otherwise.
  2. Lovers Animations Workshop - New Thread

    So, I'm making a pose, and whether or not I turn it into a full LAPF animation depends on the amount of interest people here exhibit.   The pose in question is a "Girl giving the guy a footjob while they're playing video-games (holding a controller)." If you want to see it, you should very much tell me so, because turning a static pose into four different stages of high-quality animation takes a considerable amount of time and I will not do it unless enough people are interested.   Should be noted that the controllers will have no wires.
  3. I would suggest one of Brittainy's mods for your grass\trees. I know you've got a different one listed, but give those a look on the nexus; his(her?) works are the best around as far as I'm concerned.   Also, grab the Demonic Frippery mod while you're at it; while it considerably decreases the number of texture styles in the Oblivion domains, and makes everything slightly darker, the increased resolution helps significantly, and the more homogenized texturing gives it a slightly more uniform atmosphere of dread. Until you butcher everything, naturally, but it's fun while it lasts.   And, while you're making your Oblivion realm look more appealing, how about increasing the tentacle population? Get yourself the Estrus Spiddalstick trap and the Furotrap mods and the visits to the realm of Oblivion will be significantly more enjoyable for your character.   And, due to the fact Oblivion has a pitiful selection of dungeon tilesets, I suggest you grab David Brasher's mods; most notably, you should look at those: http://www.nexusmods.com/oblivion/mods/31636/? http://www.nexusmods.com/oblivion/mods/36152/? http://www.nexusmods.com/oblivion/mods/38064/? http://www.nexusmods.com/oblivion/mods/38163/?   You might also wish to consider this one: http://www.nexusmods.com/oblivion/mods/40436/?
  4. "What mod is this?"

    It is indeed EDialog. One of the options should allow you to bring up the menu.
  5. Poll: my Oblivion player character's sex

    I guess I have to go with "opposite to mine", if you could call what I do "playing".   In reality, I use the console and Lovers to make a bunch of gifs. It's been over a year since I actually fought something in Oblivion.   And, seeing as I was graciously given several saved games of female player characters, it is easier for me to run around with a female PC - though the same results could've been achieved with a male PC and female NPCs. The female is unquestionably my focus, while the men are mere meat to fill her and be forgotten.
  6. By the word "hdt" I assume your post relates to Skyrim, as there is no mod for Oblivion that's referred to as "hdt".   So, wrong section.
  7. Applying a wig as custom hair

    Go to buttons menu. Delete the vertex groups (ALL of them). That removes the rigging. You cannot export a model that has a vertex inside a group, but without a weight. That vertex would have in theory been locked eternally in place where it was initially rendered.   As for the Z-axis, you will have to move the model down\up until it reaches where you want it. There is no formula, but you can try starting with around -6 in Blender or -60 in NifSkope.
  8. Applying a wig as custom hair

    Multiple NiTriShapes is not an issue for hair.   However, wigs are weight-painted and positioned to be at the height of an actor's head. Hair models are not weight painted, and have a very small (if any) Z-axis value.   If you want to turn a wig into a hair, you'll have to remove the weight-painting (fairly easy to do) and mess around with the positioning until you get it right (much more time consuming to do, but still fairly easy).   Opening a standard hair model alongside the wig in question in NifSkope would've revealed this information.
  9. Any chance for a response to my request? Link provided for your convenience: http://www.loverslab.com/topic/33986-deviously-cursed-loot-v46-2015-04-01/?p=1152949   I do not believe I was being rude or aggressive in such a manner that warrants ignoring it, but if I have offended you then I'd like to apologize; It was clearly not my intention. -V
  10. Best way to boycott Steam

    Do we seriously need a dozen topics or more about this? Or could you please stick to already existing threads?
  11. At first I thought this was breaking Bethesda's own EULA. Then I read that they're getting a cut.   And now all I can do is sit here, in my room, shaking my head and thinking: Who thought this was a good idea?   Because, let me tell you, the "Triple-A" industry has already eroded any kind of faith I had in it, and that includes Bethesda. The only thing this will do is cause more piracy, suspicion and loss of sales.   Because I do not see Skyrim and Oblivion as games; they are, to me, platforms that allow me to install mods and have barely no entertainment value on their own. I buy them to acknowledge the hard work put into the engines and locations which I can later enhance with my own time, doing what I want.   That desire to support disappears instantly when they start charging for the mods too.   And yes, I know that stating outright "I will not purchase any future games made by Bethesda unless they re-think their business practices" might get me a warning or a ban because it "encourages piracy" - but let's be honest here, we're all thinking it. In an age where people can have several hundred outfit mods compressed into one, and run several dozen mods besides, the total cost for a modded Skyrim install can be somewhere in the thousands if each of those costs even 5$ - out of which the mod author will see only 1.25$ if what was stated previously is correct (and I've no reason to believe otherwise).   And, you know, at that point I'd rather just buy 3D models instead, because they're made of higher quality and don't need bug-fixing like the original Skyrim release did. They don't have progressively more savegame data as you come across nirnroots and reanimate corpses and whatnot.   Now, I will finish my little rant here with a question that should probably sicken you all: What if bug-fixing mods (like the Unofficial Skyrim Patch) start charging for money?   Because this is what the industry is coming to, ladies and gentlemen.
  12. Greetings,   I have yet another suggestion. This one is basic, and should be very easy to implement. I would like to have a hotkey that increases the likely-hood of the next DDCL event firing, and one that decreases it. Preferably configurable, understandable if not (in which case one that guarantees an event and one that guarantees there will not be an event would be best).   I would like to have those keys purely for "on-a-whim" or "roleplaying" or whatever-you-wish-to-call-it scenarios, and wouldn't mind if they were locked away behind a toggle on the debug section.   For example: I came across a dungeon filled with all-male bandits, save for the final room which had one token female and a chief male. And I thought to myself: "Gee, it would be pretty funny if a cursed loot event fired when I looted her" so I fiddled with the MCM settings to make that happen before reducing the settings back down again.   I do not believe the hotkeys would "cheapen" the mod, or "ruin" it in any way; those who would use the "no-event" key frequently could just as well lower the odds for an event to achieve the same effect and, supposing you decide to place it behind a toggle in the debug section of the mcm menu, it would be effectively equivalent to simply using the debug command itself - only more expedient and somewhat less extreme (not losing current devices).   But, at the end of the day, my best argument is that they will be fun to use in such scenarios as I described above.   As always, I will understand it if you choose not to comply, but hope you will.   Thank you for your time, -V
  13. If you want general suggestions and tools, there are quite a few similar threads already open which contain many suggestions. Might as well look at those.   If you want something more specific, be more specific.
  14. First off, this is in the Oblivion section because no-one in their right mind would use Blender 2.49b for Skyrim. This could be relevant to Fallout, I suppose, but I assume there are numerous things that the games don't share which could cause an issue if I attempted (one such example would be the loop sequence in animations), and I don't want to take risks.   So, a while ago my blender install stopped exporting all NiGeometryController's NiFloatInterpolators, and I'm not sure why. For those of you unfamiliar with NiFloatInterpolators, they are the data blocks that the game uses to tell it when to activate a particular morph, and without them a NiGeometryController is useless. In my case, I am trying to export an animated static - which worked just fine previously, and now doesn't.   The files that are exported work properly if I add the NiFloatInterpolator blocks to them manually via NifSkope, but it is a time-consuming task that I wish to avoid if at all possible.   So, if anyone has any idea as to what I might be doing wrong, or can suggest a potential solution, I'll appreciate it. -V
  15. My export settings are identical to yours. Added every single object to the nla strip, didn't help.   Not entirely sure why would you assume I believe a morph file is equivalent to an animation file (I do not).   EDIT: After lighting candles at the Temple of the Enlightened Ones, and performing rituals I dare not mention, I have discovered the source of the issues: my Python version. Downgrading it fixed the problem.   I suppose that's what I get for flirting with Skyrim and updating without making sure it was backwards compatible.   Thank you for your suggestions everyone. This issue is now solved.
  16. As I have completely removed my entire Blender install following a previous suggestion, I will skip that step this time.   I have uninstalled and reinstalled Quicktime, with no luck.
  17. And this is where I wonder just what I was doing at the time of my last post, because that's the wrong file.   Yes, you're definitely right, that is indeed my default setup for animating.   Attached the correct file to this post.   As a side-note, I've tried exporting your file with no success.   Thanks for all the help, -V t.7z
  18. Alright, here's an example basic animation. Nothing complicated.   If you find something I did wrong, or something that's missing let me know. Of course, if it exports fine for you, I'd also like to know that.   Thanks, -V test.7z
  19. Unfortunately, despite erasing all presets, settings, scripts etc and reinstalling everything from scratch, I still cannot export a proper NiGeomMorpherController.   If anyone has any other suggestions, I would very much like to hear them.   Thanks, -V
  20.   Yes, sorry, NiGeomMorpherController in shapekeys is indeed what I meant. I could provide an example but - as mentioned above - it is literally the case with any mesh that uses shapekeys.   Thanks for trying to help.
  21. "What mod is this?"

    There's a model (clothes + face + hair) of Lightning floating around. I don't know if it's the XIII version, though. Throwing the item in any companion's inventory will make him\her look like Lightning.
  22. Creatures Overhaul - Workshop

    Post #4 could use some updating, if not with the files themselves then with links to the posts that contain the files. I, for example, had no idea the goblin skeleton and model were finalized.
  23. Replied to the topic you opened.
  24. Sharp items can be found with a configurable probability (which, by default, is extremely low). Keep opening containers and you'll find one eventually (it'll give you a message, it's not an actual item) or use the safety command to release yourself and set the chance higher.
  25. Sorry, we couldn't find that!

    Tried just now. I am able to download the mentioned files without issues.