• Announcements

    • Ashal

      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.

Vaelorian

Members
  • Content count

    620
  • Joined

  • Last visited

Posts posted by Vaelorian


  1. They were unwrapped differently. Try the other methods of unwrap and see if you get any better results, and on a worst case scenario you can always delete one half of the mesh, duplicate the other and mirror it. You will get duplicate verts along the connecting line, which you can then eliminate (but don't forget to recalculate normals if you do!).


    0

  2. Modders can and are making (admittedly small amounts of) money for their efforts. Some, via Patreon. Some, via the Nexus donations system. Some have a paypal account. Others might have other methods.


     


    Modders are also allowed to accept donations to create a new mod, provided that said mod will be available to the general public for free once made.


     


    Modders can also create 3d assets or textures for a fee, then convert them for free. The assets and textures can then also be sold on 3d stores such as Daz3d and Renderosity (or Renderotica if they are of a fitting nature).


    If they are concerned about day-one sales, they can wait with releasing the converted assets for a duration.


    This is not against the ToS, so long as the pre-converted models and textures are free.


     


    These are but a few of the many, many ways a modder can be compensated for his or her works - all they need is to look for them.


    1

  3. Simply put: charging for mods made for Oblivion is against the ToS. It's flat-out illegal.


    Had he asked for donations, he would've found considerable support. Instead he decided to demand money upfront and was ousted for it.


     


    Yes, he is talented, but that doesn't excuse breaking the law. If you are still determined to find more of his works, post a comment on his blog and see if he responds.


    I would ask you to reconsider, though: this is the sort of behavior you want to discourage, not reward.


    1

  4. If a mod is red, it means you have it active without it's master.


    That will obviously not work.


     


    If you're missing an animation file, you'll get the "pos not found" error you mentioned. Grab the Daedra Sutra and fill up all the animation slots and that error will go away.


     


    There will never, I repeat never be an official mod overhaul because of permissions and the like. If you find an overhaul - and there are plenty - do not come here seeking help.


     


    Get Wrye Bash, it will let you see what each mod's masters are, as well as allow you to set up multiple save profiles.


     


    Yes, getting a stable install takes patience, reading and perhaps the smallest amount of intelligence to follow install steps. But really, if you don't have those, what would you hope for from a tech support thread?


    0

  5. Yes, there is a limit to the number of animation files you can have. However, 283 is far, far, far from that number.


    To put it in perspective, I have over 6,000 animation files (not counting creatures), and have still not reached the cap.


     


    About your animation slowness: that is probably a setting within the animation itself. I know for a fact that Umpa's walk is slow by default.


    As for the jumping animation: that happens in vanilla Oblivion. Nothing to do about that, far as I know.


     


    Use tgm before showracemenu, and you'll be fine. This isn't Skyrim or anything.


     


    I don't use MMM or oblivion xp myself, so I can't help you there. Sorry.


    0

  6. Having vertices that do not form a face selected while using separate will create a duplicate of those vertices in the new object.


     


    In reality, only those vertices that have all of the faces (perhaps all edges are also required, but having edges that do not form a face makes absolutely zero sense in most cases with Oblivion in mind) they help create selected will be removed from the current object. Any vertices on the "border" between selected faces and unselected ones will be in both objects.


    0

  7. It is far, far simpler than that; just select the verts you want to separate, go to mesh -> vertices -> separate (hotkey: P).


    This will remove the selected vertices from the current object, and create a new object with them.


     


    The vertices will keep their weight-painting and material property as well as UV mapping.


     


    If you wish to keep the current vertices in the current object, but create another object that also contains them, you can duplicate the vertices (hotkey: Shift+D) then separate them.


    Again, they will keep any weight-painting and material property, as well as UV mapping.


    0

  8. -This is entirely the wrong forum section for this post.


    -To the best of my knowledge, 1.59c is not supported anymore and unavailable for download.


    -You should report bugs on the main thread, and they might be fixed if the developer can replicate them. If not, the problem is likely on your end.


    0

  9.  

    If by "armor" you mean her zergy exo-skeleton-body-suit-thing, that already exists in Oblivion.

     

    What? WHERE?!?!?!

     

    I've looked!

     

     

    You didn't look hard enough, clearly. However, as I am a kind and benevolent soul, I've attached it here for your convenience.

    Yes, this is the original archive I got it from, and it includes a bunch of other outfits you probably don't want. I was too lazy to extract and repackage.

    The_Mod_is_From_Underground.rar

    0

  10. -There are no such meshes.


    -While doable, it will be rather difficult to do; the reactions are geometry morphs, while AP are simple bone animations. The two are nothing alike.


    The simplest way would be to go through every single dialog and make it apply an animation that has only got the genital movement. This will consume dozens of hours, though, and will not apply to any mod-added NPC or altered dialog.


    The more complicated way would be to tie it via script. This would only need to be done once (which is good) but will be difficult to execute. I don't even know where to begin, frankly.


    0

  11.  

    The body is indeed a diablo elf. Get the 6 in 1 download available on the site (use the search function for "Diablo" in thread names).

    The one you want is the chocolate variation from it.

     

    The body type is New Manga, not DMRA. First of, it has more of a flat ass. Second, the nipples area is more pronounced.

    I believe there is a NMRA body in Setbody you could use if you prefer the larger ass.

     

    Yes, the save file for this character was made available at some point, and I have a copy I could share in a PM.

    You will need to perform some edits on your end to get the character to look exactly as you want her, though - namely, you will need to use nifskope edit the head mesh to have a gloss value of 1000, and perform a similar action won the body, lowerbody, hands and feet.

     

    Oh, and the milk lines seen in the second picture are either a photoshop edit or a custom texture.

     

    Thx pal, after some research, I've found some mod called XEOSP++ and MBP, do I need those too?

     

    No, you don't need either of those.

    There *is* a version of the Diablo Elves (the original one) in XEO. The 6-in-1 has a greater selection of textures and does not alter every single character in the game.

    You can still use MBP and XEO if you want to, you just don't need them.

    0

  12. The body is indeed a diablo elf. Get the 6 in 1 download available on the site (use the search function for "Diablo" in thread names).


    The one you want is the chocolate variation from it.


     


    The body type is New Manga, not DMRA. First of, it has more of a flat ass. Second, the nipples area is more pronounced.


    I believe there is a NMRA body in Setbody you could use if you prefer the larger ass.


     


    Yes, the save file for this character was made available at some point, and I have a copy I could share in a PM.


    You will need to perform some edits on your end to get the character to look exactly as you want her, though - namely, you will need to use nifskope edit the head mesh to have a gloss value of 1000, and perform a similar action won the body, lowerbody, hands and feet.


     


    Oh, and the milk lines seen in the second picture are either a photoshop edit or a custom texture.


    0

  13. The problem with your metaphor is that here, you can just make a back-up of your esp; if you do "fuck up your car" it will only last the few seconds of copying it from the backup and pasting it to the data folder, overwriting the one that you "fucked up".


     


    As for you making mistakes... Well, obviously? Everyone makes mistakes. That's what you learn from.


    Hell, just today I fucked up a model's UV map in a way I previously thought unsalvageable. None of the usual UV unwrap settings got it back, so I spent a few minutes tinkering and got it back to the way it was.


     


    My point is, none of us were given the knowledge or the skill to mod. We weren't hit by planetary radiation or the infinite power of Christ one morning and suddenly knew how to do things. We learned by attempting things and learning from our failures and successes.


     


    So yes, yes you can do it if you try.


    0

  14. Check your OBSE plugin versions. Make sure they are compatible.


    Also check your OBSE version while you're at it.


     


    If both fail, check your Python version.


     


    If that also fails, I'm out of ideas.


     


    Hopefully, one of those will do the trick.


    0

  15. *Shrug* change the combat settings to only have the player used once all followers are dealt with, and you're golden.


    Don't like the slave city under Bruma? How about making it into an underground central slave-trade city with tunnels leading in from every city? Because it's bloody easy to do.


    Don't like disco lights? Remove them.


     


    It's all just a few clicks with the CSE. Less than an hour to complete all of the above.


    0