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BringtheNoise

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Everything posted by BringtheNoise

  1. Fallout 4! In like 4 1/2 months, its real.

      28GB is actually a pretty good size considering how well BSA files are usually compressed (think 7zip ultra compression).   Uncompressed 20 some gigs of BSA texture and mesh files would probably consume a 128GB SSD with little room for anything else.... so be aware that if you unpack it, you'll probably want a lot of space available.    I can see FO4 on a 240GB SSD with mod's taking up over 100 gigs of space (and that is without unpacking the 28 gigs of original game files).... Best make a backup of the base game files before you add mods. That way if you have to do a clean up and start from scratch you don't end up taking a day or two to re-download it off of bethesda.net or steam.   The questions I have: How high a vertex/poly count are they taking the mesh/nif's? Since the base games is designed for the PS4/XB1 I'm hoping vanilla body meshes will be close to SAM and CBBE at a minimum.   How high a quality level are they taking the textures? Skyrim had what 512x512 texture sizes (due to xb360/ps3 limitations) and the Bethesda PC HD packs had some 1024x1024 textures. Modded Skyrim PC users are used to 1k, 2k, and 4k texture sets. With some 8k sets being available for a few mods (and people who have cards that can handle 8k textures).   So what will be the base textures size for fallout 4? 1k, 2k, and/or 4k for everything? Texture compression? DXT1 or DXT5 compression on the textures or raw R8G8B8 uncompressed textures? For the consoles I can see 2k DXT5's to help reduce size of the texture bsa file. For PC's where 2GB vid cards are pretty much now standard and 4GB and multi card solutions are on the high end with 4k monitors. I could see 4k and 8k textures becoming the norm in a year or two of FO4 modding (and that is if vid cards and monitors stay at the UHD level, if they start to go higher then all bets are off).   Also will they limit the meshes to using square textures (like skyrim), or will that change?
  2. No arms, tried everything

    Don't load a save, dont start a new game... when trouble shooting go strait to the Bethesda test room.   at the main menu bring up the console and type in "coc qasmoke" This will default you to a male character and place you in the Bethesda test room. Now undress your character (so you can see if all the body parts show up correctly for the next step)   Next bring up the console again and type in "showracemenu". Now change the sex to female and see if the body is screwed up in any way shape or form. If the default female nord is okay, then go to the race section of race menu and go down to the custom race you were using and see if it loads correctly. If you have no issues at this point, then you can verify it is either in the way you are starting the game (bound animation stuck on character) or in the previous save from a different drive calling on textures that are not in your current load order / texture path.     If you can load the save from a previous drive and get a missing face, bring up race menu via the console option, switch presets on that race and see if the head comes back.... if it does then this verifies the save was calling on the wrong texture file for the head.     Note: you listed you use CBBE as your main race type (your second post where you listed what you had installed), but you also listed the temptress race and that you have an old save with that race. I have only seen the temptress race in either UNP and UNPB (Temptress off of Nexus and Angelic Temptress off of LL). So if your armor replacer sets are cbbe, then your temptress race unp/unpb body and texture set may not line up correctly with the main armors like iron, steal, leather, etc).... Just figured I'ld point that out.
  3. DemonsTbbpV3

      Hmmm... guess who deleted a folder without making a backup.     Strangely enough I was having problems with HN66's Litheria stuff. For some reason when I imported it into Max 2012 and exported as nif it was messing up the files and giving me a headache.   In the end, I went with a different approach and just made Fire type retextures for the regular outfit (and created a second set of nifs with "Fallen" in the nif name and have them pointed to the retextures. Now, I need to open the esp in the CK and add the new items in, along with the creation list (so you can make them at the forge), and upgrade list (so they can be tempered). When I do that I'll probably lower the amount of material that is required to make and temper the original outfit as well.   Eventually I'll get back around to breaking the Litheria stuff, but it will probably be for UUNP (which should be fine as UUNP includes a demonfet shape as an output option).... But I'm kinda burned out on mucking with skyrim stuff so I'm taking it easy and just playing around with the game and other games then playing with meshes when I feel like it....
  4. SAM offers custom settings per race in the MCM menu. You can preset how much Samson, or Samuel are added to each race, and further by what type of character they are (fighter, rich, poor, old, there are a couple of settings in the MCM menu for SAM). The size of the schlong, and if they have a foreskin or not is in there as well.       For Females. I'm hoping someone will build an esp that would allow you to set them by a Racemenu morph setting (per race) and then use either the CBBE Racemenu or UUNP Racemenu sets (depending on which female body type you use) for the body and armors and have it morph each female per race and weight. This would require you to generate each armor in bodyslide with the racemenu tri files...   But that may be a cpu / paprus script hog... so yeah, it is still a dream though.   Note: Sam has 3 schlongs by default, but they are all the same shape/design. They are malegenitals_0.nif / _1.nif, malegenitalsargonian_0.nif /_1.nif, and malegenitalskhajiit_0.nif / _1.nif. There is an extra mesh inside the nif that makes the cock look like its got a foreskin, and probably in the *.tri file for the genitals is something similar to a zap slider to remove that piece from the nif when the check box is unchecked in the MCM.... B3lizario would be able to explain how that works in a better way (as I'm just guessing how the tri file and mcm make it disappear when that option is unchecked).   Me, I would actually like to have "Eternal Black's" Cocks as a choice for the Khajit and Argonian races (hell I wouldn't mind EB's Male Argonian body to be turned into a Samson, and Samuel shape as well then used in SAM for the Argonians, cause the design is pretty damn cool and high enough poly count wise).     So recap... SOS is good (but you are limited to the shape of the males with the 0 and 1 nifs only). SAM gives a wider range for the male character types with a per race configuration as well as npc type configuration (and can be configured in the mcm after install). There is also a non skimpy armor set for SAM over on the site that hosts SAM. http://www.ladymoiraine.com/index.php?/files/file/1-sam-shape-atlas-for-men-recoded/ - click on download then pull the 3 that end with "-refits.7z" Eternal Black did a really nice body and genital setup for the Animal races. But it doesn't support SAM or SOS's limp/erect settings or cock scaling via bone nodes (still it is a very nice mesh/texture set damn shame it is not part of SAM).     Then there are the old ones. Favorsoul's and Sundracon's Males body meshes (and I'm not sure what is or isn't based on what any more).
  5. Please Help Me To Fix

    Lol... Stop using 2 mods that place the textures in the same location, and name them the same way.   Or.... Take one mod set and place its textures into a sub folder in the location it looks for.... Then adjust the texture paths in each nif for that mod (add the sub folder name to the path). Very Hands on, very Pita, but it is do able... but you will need to know how to move around in nifscope.... and you will need to do it for every mesh in every nif (including the go {or sometimes gnd} files which are what are called on in the inventory menu).     As for the eyes in the Kratos... well you need to see if a set of eyes are included in the mesh folder for that mod, that line up with the eye sockets of the head. Or maybe you have an add on eye mod for males/females that is getting called on when you load that race...   To be honest it looks like you some how have 2 sets of eyes going there (one set in the correct location, one set above the forehead).     Good luck your with issues... they are some interesting issues to say the least.
  6. Looking for a little help with some meshes

    The body was more of a UNP Pushup for the high weight. I loaded the item in Outfit Studio, set UUNP as the reference then set the sliders to UNP Pushup High at 100, breast height at 20, breast at 20 (this raised and reduced the size so the fit closer to the outfit).   I then deleted the base body that was in the outfit (why do they always point the textures to astridbody_1.dds instead of femalebody_1.dds???). After that body was tossed I duped in the shape UUNP was in into the outfit (named it body) and exported the nif with the name of outfit.nif (no high or low). And I exported UUNP's base shape as an object (from the reference file).   Then I closed and restartd outfit studio. Loaded outfit as the ref (body as the mesh for reference). created a new slider, loaded the uunp.obj as slider data (to turn it from the unp pushup +20 breast small +20 breast height into the standard uunp/cbbe shape). Did that fixed any clipping I could find and exported the nif as outfit_cbbe-uunp.nif (as this is the shape now). Loaded that in nifscope and made sure there were no problems. Then ran it thru mesh rigger with UUNP HDT as the reference and outfit_cbbe-uunp.nif as the target.   So The shape is UUNP/CBBE and can be loaded as an outfit in Outfit studio and turned into what ever shape you want (just remember to use the brushes to fix any clipping that shows up).   Only uploading the outfit file as it contains the body, shorts, top, and belt. Double check the dismember data on the parts and set them to what you need if you split the item up (I didn't look to see what they were set to in nifscope). outfit_CBBE-UUNP (Mesh Rigger weighted).nif   Edit: Oops forgot about the pants... The mesh you have in as pants, is also used in DeserterX's sets for the Merta Assissin, Sotteta Huntress (the nif should be in the cuise section of \meshes\DX\MiniArmorsCollection\Cuisse\MertaAssassin\ "DX_MAC_Merta_1.nif" Just open that in nifscope and point it to the texture path you have for the pants and done (use one of the ones from Gamefever's UUNP HDT conversions as it has the UUNP HDT weights set up for it already).
  7. Help With Vampire faces

    Take what ever texture pack you are using. Find the femaleheadvampire.dds and femaleheadvampire_msn.dds and delete them (don't worry you are about to replace them). Next copy and past the femalehead.dds and femalehead_msn.dds (this will give you a second set of those with " copy" in the name). rename the copied versions from femalehead copy.dds to femaleheadvampire.dds and femalehead_msn copy.dds to femaleheadvampire_msn.dds.   Now the regular female head texture and female head vampire textures should be the same.... enjoy.   Oh and you can do the same for the male if you so feel like it. Default texture location is: Skyrim\Data\Textures\Actors\Character\Female (for female) and Skyrim\data\textures\actors\character\male (for male).   Now why I say "Take what ever texture pack you are using" is simple. The head textures differs from texture pack to texture pack. Example: Fair skin's femaleheads.dds does NOT work well with Real Girls or Mature Girls femalebody_1.dds skin texture. If you mix up head and body textures you will need to open the head texture in an editor and adjust its brightness, hue, saturation, and maybe some other stuff to get it to match up with the body texture... So use the head texture that comes with the body texture, that way the seams and colors blend together correctly.
  8. DemonsTbbpV3

    Post 701... This should be fun.   I've been tinkering with Crazy Bump (google it)... neat little program that can make normal maps from what ever image you throw at it. And I've been playing with the Resource files from Glorious Perspiration.... The end result... Well I added a tattoo set to to the diffuse map, and a added some sweat to the normal map (oh and I added a labia to the diffuse and the normal already had it in there cause it was Zquad's modified version that was in the Caramel skin set)....   The end result a Tanned and Tattoo'd texture set that looks great sweating to the skyrim tune of Kill thy Bandit (or anything that gets in your way). Modified Glorious Perspiration UNP.7z Images were taking inside and outside the Q World mod (not the greatest lighting and definitly not a safe for work photo shoot area mod, but l don't care about that shit)....   ENB is realvision or something like that along with Tamriel reloaded HD textures sets. Outfit is Merta Assassin (Fishnet version). Armor/outfit, q world mod, tamriel reloaded hd, etc are not included (TR HD is like 1.2GB's compressed if not more).... so yeah just a skin set.   If you want to look at the original version it can be found on Nexus @ this url http://www.nexusmods.com/skyrim/mods/58116/?   Note: I did include the tattoo's in a separate folder. It is in a Paint.net format (2 layers).
  9. wet body textures?

    http://www.nexusmods.com/skyrim/mods/58116/?- Glorious Perspiration. Has both a CBBE and a UNP set. as well as resource files.   If you don't like the texture set used, you can load the resource file for the diffused and swap out the skin texture to one you want, then adjust the brightness of the other layers then merge them down and make a diffuse texture with the sweat baked in, then use the specular's that come with GP and have a really wet look.   The only thing GP doesn't include is a normal map set to give the sweat a true 3d affect... but then again you could take the sweat layer from the diffuse and load it into crazy bump and make a normal map, then load that as a new layer on top of your existing normal map, adjust the opacity until its barely visable and merge it down and save. Then you would have the sweat baked into the diffuse, sweat in the normal for 3d affect, and sweat in the specular for shine....   Hmmm I think I know what I'm about to do...
  10. Need help adding my drool texture to gags using the CK

    Why not look at the ZAZ animations for the pussy. It goes into slot 61, and is set to animate from inside the pussy and fall out close to the ground. Talk to zaz and see if he could make a version that is slower and would come from the mouth. Then add that animated mesh to the gag's nif and set the gag to call on 2 slots (the gags original slot and slot 61) or reassign the drool to the same slot as the gag.   If done correctly it could give you a slow drooling affect that would actually be animated... Set the animation to slowly start to pool on the lower lip under the ball before it falls, then have it fall and disappear... then loop.   I'm not sure how they are set to work as I can't see them in nifscope but the meshes are located in the "\Meshes\ZaZ-UltimateDataPack\ZaZ - Animated Equips\ZaZ Fuidity 2.0\02 Equipable Fluids" folder.... nif name "02ALeakyPussyStickyGoo.nif" and "02BLeakyPussyStickyGoo.nif"...   Just ask Zaz if he can use something like those on the gag and slow down the animation...
  11. Estrus slime creature

    Most of the ES mod is set up to be either animated objects and/or animated pieces of armor (there are no NPC's or ai packages in the mod, just spell's that kick off the animations which call on the animated objects and armor pieces).   I'm sure someone could probably figure out how to make it work, but that would be a hell of a lot of work.   Thoughts on how to: You could probably start off by coping a skeever's npc settings and ai package (since it stays low to the ground and tends to jump at other npc's it's the first thing that comes to mind). Toss the default sounds from the copied npc, change up the attack animation so it would initate the ES animation instead of biting the target. Then kick off a calming spell on the new npc so it wouldn't attack again after the animation is finished (probably need to copy the ai package and change all kinds of shit up in it as well, maybe make a new faction, and have it so after being raped the target is temporarily added to said faction).   Then you would have the makings for a slimy creature that would running around in dungeons, and would rape and impregnate female adventures (hmm I think I'd rather take an arrow in the knee then a tentacle in the ... ).   But it would call on reworking the ai package, the meshes that are called on for the character, and probably have to add the skeever skeleton to the ES nif/mesh so it would not look extremely strange when it moved around inside a dungeon.... again a lot of work.     But it is probably do able... now you just need someone that is talented enough with the CK to build your custom npc tentacle beast.
  12. What body?   Is it in the same basic slanted arm T pose at the Skyrim pose or is it in a Strait arm T Pose like Oblivion, FO3, and FNV bodies.   How high a poly/vertex count is the body. Does it have similar weighting as cbbe/uunp (no bounce, bbp, tbbp, or hdt version doesn't really matter).   Is it a slightly off slanted arm T pose (like Lady body).   If the body is in the same T pose as CBBE/UUNP you can use KGtools to make a CBBE/UUNP version. The target mesh/nif (in this case what you want the outcome to look like) will need to have the same weighting as the reference shape (cbbe/uunp have very similar weighting so go with either).   You would need to install KGtools http://kgtools.org/(that is Garra6's toolset from here on LL). You will need to build a lattice file (batch file "make lattice.bat" or something like that). Set the reference as either the cbbe or uunp base shape (can be found in the bodyslide/shapedata folders if you have bodyslide installed). Set the target as the body you want the reference to morph into. Make sure to not morph by UV since the UV's are different, and morph by bone weight, and near vertex points.   Once the Lattice is built you will then nead to run the "Clothing Converter.bat" (or maybe its "Convert Clothing.bat"). Load the lattice file as the reference, load the body you chose as a reference when building the lattice file as the target and have it convert it to the shape.   You may need to run this a couple of times until you get the shape where you want it (I had to run the uunp shape thru that process about 3 times to get it close to UNPK's shape, and even more to get UNPSH to be even close).... By this I mean use the output from the first run as a reference and build a second lattice file, then run the clothing converter a second time with the output from the first run as the reference to create a second shape... So: CBBE/UUNP - build lattice to your shape, run clothing converter with cbbe/uunp as target, output = modified cbbe/uunp nif (rename this shape so you know which one it is). Modified cbbe/uunp nif - build lattice 2 to try and convert to your desired shape, then run convert clothing.bat with lattice 2 as ref, and modified shape as target - output with be a new modified shape (that may or may not be closer to the shape you want... hopefully closer, but no guarantee's). Rinse and repeat until you have the shape where you want it..... PITA   It is time consuming, and frustrating as all hell... even worse when the pose is slightly off (I still haven't been able to make a uunp version of the lady body due to the pose being slightly off, actually I gave up on a lady body version cause the pose is just a pain in the ass to line up)....   Maybe post up screen shots of what you are wanting converted along with some mesh or nif files for people to tinker with...     Hell you can also load UUNP as a reference in outfit studio, load the target shape as an outfit. Then play with the sliders until you get the uunp shape as close as possible to your desired shape (with 120 sliders that do all kinds of things, you should be able to get really close). And don't forget you can manually type into the box at the end of the slider to go above 100 or below 0 (like -100, 250, -20, or 175... just click on the box and type in the desired number).  
  13. FNIS and Mod Organizer

      Did you do the last step, "Reset the Animations in Sexlab"? You have to install NSAP, Run FNIS, then in game, go into the NSAP mcm menu and enable the animations you want to play, then go into the Sexlab MCM menu and reset the Animation list so Sexlab will pick up the animations you enabled in NSAP.... well that's how it has worked for me since NSAP was started.  
  14. Project: Unified UNP

    (SARCASIM) No the cbbe sliders are there for show only...  (/SARCASIM).   Yes you can create a custom Preset or use any existing CBBE bodyslide Presets and build a UUNP body your way.... Kinda why UUNP works with all of the CBBE and UUNP presets to begin with. Match that with the multiple UUNP armors sets and you can have those armors in your custom/preset shape as well (just batch build after you choose your preset).     Me.... I'm just waiting on someone to make an esp/MCM setup that allows setting Shapes to each race... Ya know... like Sevenbase Bombshell to Redguards, UNPBO to Dunmer, UNP Perky to High Elves, etc etc and so on. That is what is needed now, something similar to how SAM can set up morphs for males depending on race, weight, and  character type (IE mage, fighter, etc... although I'ld just settle for high to low for each race then let mod morph the females as they come into view).   Yep... Just need someone that is really really good with the CK, scripting, and esp creation to build it with an MCM menu.   I'm not asking to much am I?
  15. DemonsTbbpV3

    Also while I was packing up stuff in 7zip's, and thinking about garter belts, stockings, and other naughty bits... How about some of Halo's conversion's Converted over to Demonfet? https://mega.nz/#!ihwSlJ5D!Mb7olmBfKVjI_1xh6yFG4h8a3SUaqhP1Eu9wvGPUcRQ Hmmm lets see I think that pack contains the Sin Blood Velvet Rose, Sin Blood Lethal Majesty, Halo's tumblr gifts, and Backsteppo PE Dress ( That dress is probably a conversion from FO3/FNV, but I could be wrong).... Note: I cheated like a mofo on the Halo stuff as I left the UNPCM body inside but I changed it to a Demonfet shape and applied HDT weights to them.... it works, doesn't clip (or I didn't see it clip and I make the characters jump, run, and do all kinds of crazy combat while wearing skimpy outfits).     Now back on the subject of a Fallen Angel. I've been doing some mix'n and match'n... retexture'n... brow beat'n and about have a torso, boots, and gauntlet set ready. The Torso is a mix of HN66's Goth Bra, Thong, Tattoo's, Collar, and probably something else. Along with the Jewelry from Xuniana's UN7B set (retextures by me just cause).   Torso - Combo shots of Front and Back, then a Close up of the bits....     The Gauntlets are The nails and hands from the Angelic set (nails pointed to new texture), with the Goth Bracelets from HN66's Litherian race.   The Boots are also from HN66's Litherian set (just loved the idea of retexturing the spikes with a fire texture).   Anyhow that is all very very alpha (need to move all the textures to a single folder location, and make a high and low for the gauntlets and boots).  Things still to do.... I need to hunt down a naughty fishnet texture that will work with the stockings.... And find a set of spiked arm bands for the armband bit. The Halo is easy, cause the same pack that the Angelic set pulled from has a burning halo in it Skirt... I'm think I may just do a blatant rip of the Mertta Assassin on cause that would look pretty good (hell I'ld probably use that stocking and garter set if they weren't one piece, cause that has panties in the texture as well)....  
  16. DemonsTbbpV3

    Okay I think I have the torso piece solved.... I Used the original as a base (it was a cbbe shape with breast sh slider at 60, breast width slider at -50, and butt slider at 100). Once I reveresed that to the default cbbe/uunp shape, I then deleted the base body out and duplicated the uunp body into the Cuirass (named it Demonfet_HDT). Oh yeah I reapplied breast, butt, and belly weights to all parts.... so hopefully it will not clip (crosses fingers). Once that was done I then morphed the torso piece into the DF0 and DF1 sizes (saving as Cuirass_0 and Cuirass_1). Then I had to open each those nifs and load the object data for that little jewel hanging in between the breast to un mangle it and saved again (outfit studio is good about being able to load an obj file as slider data for a single part, then just use the move shape function to place it in the correct location).   So Here is v2 (I haven't had time to test it in game yet, god I hope they work).... I'll leave the first version in the above post, until I've had a chance to make sure this version works correctly. Angelic Armor and Weapons - Demonfet HDT v2.7z   And yeah the Garter is the same from Sin Bloods Velvet Rose (Although I like Halo's version where the clips are separated from the garter belt). The Stockings are probably also from a version of the Velvet rose, but the UV map is different from the set Halo converted.  Halo's conversion has the stocking texture as part with the panty texture (even though they are 2 different nif's). Halo's UV has the stocking at a slight angle in the middle of the texture. The uv for the stocking in the Angelic set starts at the top of the texture and moves down to about 3/4 of the texture. Irony Both Halo's and the Angelic stockings stop at about where a boot would start (does not go to covering the foot).   What can I say... I've been playing with stockings that cover the foot, and full Pantyhose sets that go from the toe's all the way to the hip over the last week or two... Why: Cause I like those silky bits with the beautiful lace patterns (or fishnet patterns when required)... I am a sucker for stockings and garter belt (garter straps are good too). Anyway I've tossed some stocking meshes and stuff in the uunp thread (fuk if I know where in that thread though)... but they were mostly weighted for uunp not for the tbbp demonfet weights. So they clip at places even if the mesh lines up fine in Blender, Bodyslide, Max (the weights are different for the thigh, pelvis, calf, and feet). To be honest... Cell, and crew worked the piss out of the weights for UUNP so that it wouldn't bend funny when doing multiple poses (thank Guk for constantly pointing out where the weights could be improved). And I'ld wager UUNP HDT weights are actually better the Demonfet's... But that is just my opinion on that subject.    
  17. DemonsTbbpV3

    FYI for anyone that wants UUNP armors in a Demonfet Shape....Demonfet is a preset for the UUNP Bodyslide package.   The following link is a UUNP search in the Armor section on Skyrim Nexus. http://www.nexusmods.com/skyrim/mods/searchresults/?src_order=2&src_sort=0&src_view=1&src_tab=1&src_name=uunp&src_language=0&src_cat=54&src_showadult=1&page=1&pUp=1   How to build Demonfet armor shapes in Bodyslide. Download Bodyslide from Nexus (install the uunp part as it is an option on install). Download the different UUNP conversion sets that have been created (and any original armor sets they call on). Start up bodyslide and set the body/outfit (top left corner) to one of 3 types: Unified UNP, Unified UNP HDT, or Unified UNP Special. Set the Preset to: UUNP Demonfet (will set the low body to Demonfet 0, and set the high body to Demonfet 100). In the Groups section (top center) click on the down arrow and select the groups you want to build. Once you have the groups you want to build selected hit okay. Down at the bottom left click on "batch build" and let Bodyslide run.   The Bellow screeen shot is how I currently have bodyslide setup and the groups I choose to build (which I did just to see how long it would take). With the groups (in the image on the right side) selected I did a batch build and built 520 pieces (divide 6 and that comes out to around 86 armors, the CT77 sets are Gamefever's UUNP conversion of CronoTriggers CBBE Vanilla Skimpy Armor set). It took about 10 minutes to build all 520 pieces for my system (which is an old AMD A8 3850 2.9Ghz quad core).     Zquad1 I've got a request. Jordick did a 7base set of the Angelic Armor. Most of it was easy to convert over to Demonfet. But there are one or 2 meshes in the torso part that were completely mangled (they are mangled in Jordick's version) and I can't seam to find the original version (to try and un mangle the parts).   The main one that is mangles is an amulet that hangs between the breasts (I'm guessing its suppose to be a cross, but its so mangled that I can't really tell Tis not a cross but some kind of flowery shape...).   That shot is the Angelic Armor being worn by Serana (BVFE - Serana UNP -converted to uunp special demonfet and weight set to 100).   What I would like is to make a version of that in Black as well (aka a Fallen Angel) and keep it just as naughty.... Which would look nice with the Alu Fiend Cambion mod (http://www.loverslab.com/topic/44892-alu-fiend-and-cambion/). The problem with that is I created a set of dark textures to use as an alternate, but they actually don't show in game for the breast covering bit, and some of the other stuff (may be the way the nifs are set to have a transparency combined with the textures when turned black).     Anyhow I've pack up a DF conversion Jordick's set (including the black textures that I made), so could you take a look at it (it does come with a bow, arrows, and a sword... but I usually don't touch those in game). Maybe once you done with it you can add it to your main section (with a media fire download like the rest of your stuff). Note: The Halo comes from the "Angelic Halo and demonic Horns" mod off of nexus - http://www.nexusmods.com/skyrim/mods/11005/? The Stockings and Garter Belt come from the SinBlood Velvet Rose armor set (there is a unpc version on halo's site). Not sure where the garter straps come from, but they are nice enough. Not sure where the wings on the shoes, or the angel wings come from originally (seen them in a couple of sets). The torso seems to be a mix and match of different pieces (I think the cloth bits are from the eternal elven or something like that). May need to clean up the mesh shapes on the cloth (I think they got distorted when I moved them). You can google "Angelic Armor and Weapons - 7B Bombshell BBP.rar" for the original version (I can't find the link in Jordic's Blog page). Found the original ... going to take a look at the bits http://eiheispot1.blog.fc2.com/blog-entry-37.html   Doh looking in the original versions meshes the 0 body is a cbbe shape and the 1 body is something completely screwed up (they vertex count is not even the same between the two). Jordick probably used the 0 as a reference and went from cbbe to bombshell which distorted the flower bit.     ....And other shit I need to do.... I also need to Pack up the reworks for Colorful Magic armors (pretty much all the females armors have been redone to a Demonfet high weight as that mod only has a high weight option), and the Daedra of Cold Harbour goodies... Oh and probably pack up a rework of the Serana (cause I switch the skins over to mature skin young, and the meshes over to a demonfet uunp special set). Those will probably be just the specific meshes and any updated textures that I used... as the original mods are very large.
  18. "What mod is this?" VI

      For the Green armor on the right: That is a retexture of the Dark Lilith Armor (comes in 7b, cbbe, unpb, etc) for the Torso. The person that took the screen shot removed the flip part of the collar, and the skull head from the nif. They left the main collar that the body covering attaches to. http://www.nexusmods.com/skyrim/mods/13067/?- cbbe http://www.nexusmods.com/skyrim/mods/23334/?- unpb http://www.loverslab.com/topic/38362-project-unified-unp/- bottom of opening post UUNP variant. There is also a bbp version in Shocky's 7B thread (bombshell, cleavage, or natural... can't remember which version). Also Shocky did a darker texture set then the purple/black set that comes with it by default (I use Shocky's textures myself).   The gloves are from the temptress race (the one with the leather glove and the linen arm wrap that goes up to the elbow).... Are also included in the Brokefoot Mashup that includes the Temptress armor (for those that don't want the temptress race).   The Stockings look like many of the different stocking textures, but the shoes however have a 3 strap top on an open high heel type shoe (which I haven't seen one that has that yet, it's nice). The arm bands I'm not sure about... as the Temptress set has 2 bands on each arm, and that set is only one per arm.   The Set on the left: Bra Plate and Belt (no clue). Thong is included in the Temptress race, along with the right leg upper straps (on the stocking).... is also included in the brokefoot mashup as well as the Art of Magic and innerwear (damn that thong gets around). I think DesertX uses the same thong mesh in some of his sets (like sotteta huntress thong). Shoulder/Pauldrons could be a re-texture of the set that comes with the skimpy Nightingale armor replacers (again not sure)... or could be from something else. Nails - Yeah I want those as they don't look like HN66's Mage nails (but they mightt be, who knows).   Body Type and Textures are unknown, could be anything now that UUNP is being used regularly.
  19. Compiled Body Textures List [Please Add More]

    Caramel Skin set by Sevinity - http://www.nexusmods.com/skyrim/mods/58951/? Multiple UNP Texture sets with the Labia painted into the Normal and Diffuse maps in the Demonfet thread (by Zquad1) http://www.loverslab.com/topic/20648-demonstbbpv3/?p=725821- Very first item in post (has fairskin, caramel, and a couple of others).   Something to note: SevenBase users (and all derivatives like bombshell, cleavage, un7b, demonfet, 7b oppai, 7b natural, and a couple of others) should avoid skin sets that place the shadow under the breasts to high and/or dark (in both the normal and in the diffuse textures). Those texture sets may cause a strange shadow affect on those bodies types in game. Reason: The 7B (and all variants) use a raised breast on the unp UV mapped body, this stretches the area where the under boob shadow resides in most unp based textures (SG renewal, real girls, and some others show it in game really bad). The Normal Maps that Sevenity includes in the Caramel set reduce the under boob shadow, but for skin sets you will need ones that like Sevenity Caramel also remove/reduce the under boob shadow on the diffuse as well. Fairskin's works pretty good. I just looked at the Spring Kiss 1.0 and 2.0 and they both show (it will also depend on how you have skyrim setup enb/no enb/sweetfx/etc).
  20. Is that a Mesh and Texture set, or just textures? If just textures... then you'll need to move the items in the texture file. I would suggest opening the file in question in something like paint.net, create a new layer and move it to the bottom then paste a unp texture into that layer. Now with the Tit Kit texture in the upper layer, set the opacity of it to about 75 percent (this way you can see the unp texture underneath). Now highlight the entire texture set for Titkit and move/adjust until the nipples liine up with the UNP texture that is the bottom layer.   I never played with the tit kit cause well UUNP offers increased nip size, shape, etc with a couple of sliders in bodyslide (or in game thru the racemenu morphs).   Have fun with the conversion project.   Oh yeah, final steps would be to delete the unp texture layer, turn the opacity for the tik kit layer back to 0 and the save the relocated texture.
  21. [Request] Aradia Kato UUNP Bodyslide?

    http://www.loverslab.com/topic/26714-melodics-conversions-thread/- There is a version in there. That is a BBP version, shouldn't be to hard to run the meshes thru mesh rigger with UUNP HDT as a reference to convert them over to HDT weights.
  22. Mod Organizer VS. new Nexus Mod Manager v0.6

    I run Skyrim thru MO (folder location: B:\Skyrim Tools\Mod Organizier with Skyrim in the Steam folder on the B drive). I run Fallout NV thru MO (folder location D:\Games\Fallout NV Mod Organizer with FNV in the D:\Games\Fallout New Vegas folder SSD that Steam is on is running out of space so I had to set FNV to a secondary drive that had room for it and MO). I run Fallout TTW thru the FNV's MO setup (and it runs without a hitch).   NMM tries to do to much, and suffers from the "Gotta have every bell and whistle installed" syndrom. MO - Simple Virtual Drive setup, setup a couple of paths for your tools like, bodyslide, tes5edit, FNIS, Loot, Savecleaner, BSA, extractor, Nifscope.... Damn near kiss method simple. Uncheck a mod in the load order on the left to disable it, Update a mod (or create a new folder set with a new version, just so you can see if you like the update... and if you don't uncheck it and load the old).   The Tricky part is doing merge mods. But that can be simplified by installing one of the mod's via mo's install option. Then installing the other mods directly into the folder that was created from the MO install (that way you have all the esp's, bsa's, textures, and meshes in a single folder). Then run Tes5edit thru MO (with the merge scripts installed in Tes5edit) and merge the esp's . Lastly move the original esp's into a backup folder with the MO sub folder and move the new esp from the over write folder to the folder where the esp's, bsa's, meshes, and textures are.... then uncheck and recheck the box in the mo load order (left side of mo), this will enable the merged esp in the skyrim mo load order on the right. Just FYI make sure none of the armors, weapons, spells, etc share the same last 6 digits in there item id's between esp's you want to merge (as somethings that causes the tes5edit merge script to blow up in your face)... And be very careful about merging mods with actual scripts and seq files (as they sometimes do merge well together).   But Anyway MO works, is easy to setup shortcuts to the tools a moder will use to get a Bethesda game running smooth... NMM is more of a pain...   And if you need to do a backup of your MO setup... then just go to where you installed MO, Right click the MO main folder and use 7Zip to make a compressed backup. I wouldn't for mine cause it's like 77.8GB's (doh maybe I shouldn't have so many mesh, texture, and what not reloaded sets installed).    
  23. could we get some easier vaginas?

    Lol... I haven't read all 3 pages of this, cause I'm not that bored.....   BUTT HURT SIMPLE STEPS FOR CLAM AND COCK PLAY....   0. Install HDT with good HDT xml files (and while you are at it... GoogleFu some "HDT Collision by femalehead and male hands" and place those nifs into mo/nmm/or what ever you use and make sure they are not overwriten/replaced). 1. Install Bodyslide, choose UUNP Special, and the shape you want then hit that Build button. 2. Fire up Textblend, add bits to the color and normal maps of the UNP textures you are using (cause yeah uunp is UNP duh). 3. install SOS or SAM (haven't quite gotten around to figuring out the collision for SAM hands just yet)... So SOS and SOS textures. 4. install Sexlab, (and FNIS if you haven't done so yet), and XPMSE... now run FNIS for users... 5. Fire up Skyrim via the SKSE shortcut (you've got that installed right, its required for most of this shit to work like HDT requirement). 6. Go in game get your sex on (male/female sex and make sure it is not an oral or anal animation) and check to see if the clam is opening when the schlong is being placed inside it.... if it does then good...       If it doesn't then something did not get installed correctly or you overwrote the meshes from step 0... doh
  24. Google "Skyrim Vampire (body type you like)" - replace the "(body type you like)" part with the body type you like. There is the Newmiller Vampire Stuff, Fox 49, Dark Lilith (not really vamp but fits the idea of vamp's and succubi), Skimpy Vamp Vanilla replacers (CT77's kit has some good ones), SAM Dawnguard refits (for the SAM system), Lustmord (which you have already), Vampire Hunter stuff, and some other items...   There is also a Royal Vampire Re Texture set that includes stand alone armors (one set is black, purple, and silver... and the other is black, gold, and red).   Just Google Search... Look on Modtype, DragonPorn, Nexus, LL, and other pages..... you'll find some interesting armors/outfits. As far as weapons ... There are all kinds of weapons for Skyrim... Some with Vampire or Vampire Hunter Themes and some that are not but just look cool as all hell.   Remember GoogleFu is Good for you!
  25. Make this tali follower nude?

    Load the armor/outfit in outfit studio and create a zap slider for the bit you want to remove, then build the modified armor in bodyslide with the zap slider set to 100 (section of outfit will be removed). You will need a body inside the outfit after that... which means you will need to reshape the outfit to what ever base body you are using (uunp, cbbe, 7b, etc).....   And well, I'm not really interesting in the gas mask girl from Mass Effect so... have fun learning how to convert and tweak armors/outfit....   It is not really hard if you have bodyslide/outfit studio already installed...you will just need to read up converting with BS/OS (clue find a body that the armor comes close to and use the convert function in OS, ie load the reference that goes from shape x to cbbe).