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Vaelorian

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Everything posted by Vaelorian

  1. I think you've misread; I said it's unstable for inexperienced modders. Not unstable for people who know what they're doing.   There is a subtle difference between the two sentences, one that has quite an impact on the sentences' meaning - one I am certain you can comprehend, if you try.
  2. There is currently no mod that behaves in a similar fashion that I'm aware of.   However, there are plugins that do some of the things Untamed does, for example: -Lovers Bitch has dogs that will increase in power the more you let them bed you (with Gone Wild you can also use an NPC). -Xenius's Dryads: Guardians of the Forest has a non-hostile animals plugin. -Wrye Morph can allow you to "shapeshift" (although I would strongly recommend against using it, as it is highly unstable and complicated for inexperienced modders). etc.   Whether or not you want to take the time and make the mod out of those is entirely up to you.   If you don't mind dropping the whole "aggro" and "pack" thing and can settle for one or two animals you could just use an companion animal and have a scripted spell that applies a buff to both participants of an act. This would be much easier to script, and should only take a few minutes.
  3. That's rather odd; I have the full QTP3 pack and that particular texture is not included. Or I could've overwritten it at some point.   Regardless, thank you very much for this varenne.
  4. Just use the CS(E) to find the location of items.   Does anyone happen to have an hd version of this texture? gamedir\data\textures\architecture\skingrad\skingradstone06.dds   Anything above 512x512 will do. I don't mind downloading an entire texture pack just for it, so if you have it in some pack or other please do let me know.
  5. Getting Diablo Elves to Work?

    An omod is simply a type of file archive (much like rar and 7z) that programs like OBMM and TESMM can read and\or write.
  6. "What mod is this?"

      I must've added it to mine, then. I can upload the file for you, but you'll have to add it to the esp yourself; my esp is heavily edited and won't do you much good.  
  7. I believe I've seen pigtails on one of Chakaru11's screenshots. You can try looking at her wigs mod, or asking her directly.
  8. There is one such mod for Oblivion, yes, but it isn't available in english and to the best of my knowledge, isn't and will never be finished.   Skyrim will probably have more dragon oriented mods.
  9. I have a bunch of the texture archives stored away, but I'm not uploading them unless FF gives me the go-ahead. Last thing I want is to upset him.   The ones I have are: -Bat (with tanlines). -Butterfly (no tanlines). -Chocolate (with tanlines). -Glow (no tanlines). -White Rose (no tanlines). -White Rose (with tanlines). -Wolf (with tanlines). -Starburst (no tanlines).
  10. "What mod is this?"

      Quite obviously true, and you may notice that was what I implied with my phrasing.   Had it been easy, I would have typed something in the spirit of "The same results can be easily replicated by (...)".
  11. "What mod is this?"

      There is a way to achieve the same results.   Import the body and skeleton into blender (and I can only assume also 3dsmax), then scale\rotate\move bones to create the shape you want, use the 'Make real' function to apply the changes to the model itself, repair weight-painting as necessary by hand or via one of Gerra6's scripts and finally export the model.
  12. "What mod is this?"

    I haven't seen the bone chair thing one before, but the wall one should be included in the Merged pose. A simple search on the forum should bring it up.
  13. Spoilers, people. Use spoilers for images.
  14. Coronerra's skeleton is old, even ancient. Use Growlf's or the LAPF one (which is based on Growlf's).
  15. Try the EVE replacer.
  16. For foliage, everyone has their favorite. Me? My favorite is this: http://www.nexusmods.com/oblivion/mods/40367/ I use the Emerald version.   The author, Brittainy, has several other Lush & Gaudy mods - all mesh\texture replacers that improve the folliage in your game. Pick whichever seems to fit your style best.
  17. The texture replacer you refer to is probably Quarl's Texture Pack v3.
  18. "What mod is this?"

    Possible, though if you look at the video the guy posted the hand clips with the body during animations.   Most animations only clip with a larger-than-normal butt size (you know, they're made competently), so I instantly assumed a larger-than-HGEC lower body, which means probably DMRA. Especially at 1:32, the hand is basically inside the butt cheek, in a way that suggests it isn't the HGEC lowerbody.   Could still be the H-cup version, of course.
  19. "What mod is this?"

    Being a so-called "noob" does not excuse not reading, but I'll be nice and repeat myself; The body type is DMRA.   If you're curious, it stands for "Double Melons, Round Ass".
  20. "What mod is this?"

    Armor's called Diano Armor, available on the nexus. Should be listed as the DMRA variation over there.   The race looks like one of BellaGail's to me, from the texture and makeup composition. Could be her Vampire race.
  21. LL Nudes

    Step one: preparation The simplest way would be to use an actual movie file, open it with GOM player and just use the burst capture to get the images. You can also use Photoshop or a similar program to extract the still images out of a .gif file. That done, resize them with your favorite image editing software and then convert them to dds format.   Step two: the .nif Now all that's left is to tie them to the nif file. Under the NiTexturingProperty, you'll find the NiFlipController. Expand that, and you'll notice a number of textures. This is where your new dds files will go. If there are too many, or too little, don't fret; click on the NiFlipController, and over at Block Details you'll find NumSources. All you have to do is change the number, click on the refresh symbol, and input the images. I suggest you input the images AFTER you correct the number of images, to avoid potential frustrations. That done, go to the NiFloatInterpolator->NiFloatData and correct the times there under "Block Details". Remember to also change the stop time in the NiFlipController under "Block Details".   Step three: getting it in your game Once you've completed steps #1 and #2, you'll have a .nif that's the same as any other .nif; it can have collision, if you give it collision. It can have a script, if you'll attach one to it. And you can place, resize and rotate it just like any normal object. So head over to the CS, add a new object reference and direct the path to the .nif you just made. Place it where you want it in the game world, and you're done.   And that is all. Not difficult in the slightest, but can take a while the first time you do it. So go crazy, or don't, as you see fit, -V
  22. I believe he's asking for a mod that would allow him to switch between multiple animations for each of the functions, so for example he has three different walking animations and he wants to switch between them with a button press or spell cast.   Yes, it is possible to create such a mod.
  23. Games you are looking forward to?

    The list is, indeed, empty.
  24. Games you are looking forward to?

    Considering this:   I apologize for the incredibly long list. -V
  25. consensual vs forced

    Adding tokens after an act is up to the central plugin, however it is very much possible for a plugin to add tokens via script without actually starting an act.   I advise against the addition of a third token; it isn't necessary, and the current system of tracking is very frequently used just about anywhere. It's main purpose is to conserve resources - which, by God, Oblivion needs quite badly.