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      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

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Posts posted by Vaelorian


  1. All I really want out of whatever paid modding thing comes to pass is that the community doesn't let itself get carried away with worst-case scenarios and fingerpointing again. Last time was pretty ugly, and people underestimate the damage that got done by our own frenzy. Let's just take whatever comes as it comes, and make up our minds about things then, when we actually have something to base that on. I'm sure there will be problems, but most of those will be fixable. If we accept bugs in the game as something to fix, and bugs in a mod as something to fix, bugs in a mod delivery system can be granted the same level of (grudging) forgiveness. Being no stranger to fielding bug reports, I can tell they're a lot more likely to be taken seriously, tracked down and fixed if they're made in a reasonable manner.

     

    In the end it all winds down to placing responsibility where it belongs. If a modder doesn't care about bugfixing, get rid of that shit, and if paid, ask for your money back. If a 'cornerstone mod' gets paywalled, maybe it doesn't get to be a cornerstone mod anymore. People dislike a modder's practices, they're free to release something that can compete. If that means this modder has to re-think his approach, all the better. If buyers buy stuff they can't run because they're on console or dinosaur PCs, then the responsibility lands on them. Sure, we're allowed to have concerns, but if the potential for bad things to happen were the only thing we considered when deciding to do them or not, nothing would ever get done, good or bad. Casting suspicion on everyone involved in paid modding just because they have the potential to screw people over, and a few of them might, is hardly fair. Even Valve can be cut some slack when they say they expect the community to help police it; it's no different than what we say here, really, when we go "don't expect us to inspect everything, if there's a problem just report it".

     

    Used to be when there was buzz about a new fallout title, people would just speculate about where it would be set. :-/

     

    You effectively listed everything that makes piracy so prevalent. I'm shocked you haven't even noticed it, and I'll leave you to figure out just why what you posted is effectively every cracker's wet dream - both from a psychological standpoint, and by looking at the mistakes of the past.

     

    And, before pitchforks are raised, no I wouldn't pirate it myself; I buy my games when they're on sale. Until then? DotA2.

     

    So, indeed, time for DotA2.

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  2. There are no legal "non-steam" versions of Skyrim, the CK or anything related to the two.


     


    If you choose to install one, you run the risk of viruses and whatnot. True, it is small, but it is there.


     


    Will it work? Depends on how it was cracked, and that would vary from file to file.


     


    Hopefully someone who has more experience installing the CK can help you getting it to work; for me, it was a simple double-click -> done process.


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  3. The process can be generalized into these simple steps:


     


    First, you must open the compressed files which contain what you wish to rip; there are various utilities for this, and the ones you need change depending on which game you wish to rip from.


     


    Second, you need a program to import that file. Again, the program you use will depend on the game you wish to rip from.


     


    Third, once you have it in a 3d modeling program, you will need to add collision (if it is a static model, like a desk or a table), weight-painting (if it's a clothing piece) etc.


     


    Fourth, you need to export it to a file type that your game can read.


     


    Obviously the above is extremely general, because I don't know what game you wish to rip from. I would suggest against attempting to rip from console games, as that opens a whole new can of worms (getting the console games' files on your computer and importing them), but yes, you can rip voice files.


     


    Another thing you can't rip is particle effects as each engine does those differently. For example, in the game Alice: Madness Returns, Alice's hair is made of particle effects and thus cannot be ripped without extreme determination and dedication, that could probably have re-created the thing in less time.


     


    It is a time-consuming to learn for each game, as each game has it's own file types you must deal with and different animation\rigging quirks, so I would suggest getting all the files you think you might want from one game before moving on to the next.


     


    Good luck,


    -V


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  4. You should probably switch to OBGEv3. If you like tweaking settings, there's a controller version that can allow you to do that.


    Screen effects is simply inferior in every where - including the huge delay when it starts.


     


    Doesn't use the latest shaders, and hasn't been updated in a while, but neither has Screen Effects.


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  5. big_red_riding_hood_by_darigaz89-d67q5ci

     

    revy_by_darigaz89-d7rxc4s.jpg

    I want to know what Face, Skin, Clothing, Body, Eye, and (race??) Hair mods are being used to achieve this level of detail for player characters.

     

    This is absolutely gorgeous, and so far I've had no luck in finding anything even barely similar.

     

    Where do you find things like this? Amazing.

     

    While not implying that the above screenshots were necessarily photoshopped, the author has been known to use the program to add detail and fix things like AO and whatnot.

    You can just ask him either here or on the Nexus; he frequents both sites.

     

    Other than that, 4k textures and a healthy dose of ENB\OBGEv3 can get you fairly close to, if not on equal levels to, an unphotoshopped image by him.

    You may wish to note that all his screenshots include console'd lighting (either setting the sky to whatever he'd like, or positioning a lighting prop to provide the best illumination possible, or both). This also helps increase the level of detail in the image.

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  6. Whether or not animations will work for a given creature depends on it's skeleton; creatures that use the vanilla skeletons work. Others don't.


    Creating animations for new creatures takes up a lot of time, and frankly we just don't have animators who would do that.


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  7. Hit the grab key (by default) to cycle through animations. Use the lesser power you were given to bring up the options menu and allow the game to use animations that aren't the standard 1-10 (this is disabled by default) to have it appear randomly without you having to search for it.


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  8. LAPF's skeleton should and does work fine for everyone else.


    Reinstall the skeleton, then run TESMM's BSA Redirection.


     


    The Lovers error you are getting is the game attempting to select a position you don't have an animation installed for; for example, you have an error telling you pos 54 is missing.


    Go to the Daedra Sutra, find a pose you like. Manually rename all nine files, plus any additional static mesh files, to using the 54 prefix as required and put them in the appropriate folders in your data folder.


     


    It really isn't rocket science.


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  9. Not entirely correct; there has been ripped content posted on both this site and the nexus.


    However, you are required to provide full disclosure and take no credit for the original assets, and on the Nexus you aren't allowed to post ripped content without the explicit permission of it's owner(s).


     


    You may also post the mod on... For example, http://up.mnty.net/and just post a link here.


    You may also share ripped content via PMs.


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  10.  

    No, *everything* by hand. It's the most reliable way to get high-quality results for me.

    Perhaps you've had better luck with other methods, but they've never worked exactly the way I wanted them to for me.

     

    Can you show any samples what you mean by high quality in a clip ?? maybe there is a better way acchieve the same thing. by hand is very time consuming also if you are doing by hand how do you pin down the legs so it does not move FK does not really have the option to keep the leg or hands pinned down.

     

     

    Here's a gif of an animation.

     

    post-306824-0-65902600-1431317317_thumb.

     

    Foot positioning is done by very careful rotation and very small position adjustments. They aren't "nailed down" technically, but visually you won't see them move in the slightest, and the stretching (caused by position adjustments) is practically non-existent.

     

    I chose to showcase an incomplete and very much flawed animation of a threesome instead of a more complete twosome because you've specifically asked about foot positioning and there's just more feet here.

     

    If you have any more questions, please feel free to ask, and if you have any tips on working with IKs\lpos\whatever, I'd love to hear them; hell, if I learn how to properly use automated tools and can produce animations quicker, I could just create whatever animation I want to without considering the time it would take and I would post animations rather than asking about interest.

    -V

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  11. There is a mod that adds some girls the player can pay, but they don't have an actual establishment they work in or anything. I believe there is a mod that'll make NPCs approach the player, but it does not include a brothel either to the best of my knowledge.


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  12. 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.

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