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Everything posted by BringtheNoise
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Project: Unified UNP
BringtheNoise replied to BringtheNoise's topic in Downloads - Skyrim Adult & Sex Mods
Damn and I thought this thread would have died a slow death by now.... Armors I thought Someone had converted CT77's set to UUNP, or is that the one that got removed??? Belly is as belly does, it has been and will continue to be a pain in the gut (here a pun there a pun every where a pun pun).... Back to goofing of and lurking -
There should be an option in Bodyslide's Outfit Studio to convert from UNPB Chapi to CBBE. That should get the outfit close enough to a cbbe shape to then use the brush and make final adjustments. Once you do that delete the body and insert a CBBE body and setup some bones (hdt bones and what not)... Note: those outfits were probably only bbp (no butt, or belly bones) so you'll need to add those as well as delete the breast 1 bones (npc L breast 1, and NPC R breast 1) from the outfit or shits not going to end well... Also note that one or two of the items don't use the default chapi shape... I remember the rope bondage one being that way, and will take some work to make it fit a cbbe shape. Then again that rope one is set to press into the breasts so it wouldn't look correct on a regular no indented body anyway... Good luck...
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A more interesting question is what outfit or outfit parts are you looking to have your character wear. And do they have a proper 0 and 1 7B setup? Even if you were to get the nude suit to work, you will still be better off with outfits that have a proper high and low setup. Now if you are just looking to wear a bra and panty set when naked then get the never nude version of sevenbase/7b. But then you'ld be back to needing the SL body replacer to put on a 7B body when a sex scene is kicked off... By the way, what slot does SL set the replacer too? slot 32 or something else?
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Succubus Armor, Follower and Enemy
BringtheNoise replied to EvilReFlex's topic in Downloads - Skyrim Adult & Sex Mods
Mucking around with this one... Didn't like the original body that was in v.1a so I swap'd out the body and textures. uunp special body with the textures from angelic temptress's asian race (did keep the unp body_msn but added the labia to it with text blend). Swap'd the daedric texture for the "Glorious Daedric Retexture" and swap'd Alduin's for the "More Draconic" set. Also swap'd some of the armor meshes around with ones that have glow maps built in... A Fallen Angel NSFW I'll take a look at the v.1c and see what needs to be tweaked to make it the way I like it... One thought. Maybe add the tail to the horns/wings instead of the torso/curiass set, that way you could just throw in basic daedric armors for the torso and point to slot 32 and be done with it. -
(Disscussion) Fallout 4 Adult Mods
BringtheNoise replied to ShadowThief's topic in Fallout 4 General Discussion
For the body they could do the same as they have done with the head in most of there games. 1 nif file and 1 tri file. The nif file is the original mesh. The tri file is a combination of the different shapes that can be applied to the original mesh. With skyrim they went with 2 nifs on everything but the head (the _0.nif and _1.nif for the body, hands, and feet). Then set the game engine has to add the data from the 2 nif's together then multiply by the weight scale the player choose in game. In other words: 0 weight is 0.nif + 1.nif x 0 weight (ends up at the 0.nif), 50 weight is 0.nif + 1.nif x .5 weight (ends up as a 50/50 split between the 2 nif's), 100 weight is 0.nif+1.nif x 1 weight (ends up at the 1.nif). The better solution would have been to just use a single nif and a tri file to morph it into the 1 weight (and scale between the 2 to get the middle ground). That solution is actually close to the way Ousnius and Expired have the Racemenu body morphs working for Racemenu 3 in skyrim. Heck the only difference between the 0 and 1 nif's for the body morphs is the seams for the ankle, neck, and wrist (the tri file contains all the shapes for the UUNP or CBBE shapes). So for a body morphing system use 1 main nif/mesh set (single upperbodyfemale.nif, lefthandf.nif, righthandf.nif, and head nifs along with tri files for each nif to handle morphing). Hell I'ld like to get Blabba (Citrus skyrim), Sevenity (sevenbase skyrim), and Dimon99 (type3 fo3, DIMONIZED UNP skyrim) to collaborate and build a single modular body with all the trimmings that would work with FO style dismemberment (where the upperbody.nif contains 6 meshes - torso, left arm, right arm, neck, left leg, and right leg). And I hope they keep the normal maps like they are in skyrim (where you can adjust muscle tone), and keep the sweat to the s file (this is refering to the dds texture layout used to paint the mesh/nif). You could probably make some kind of program to adjust the opacity to the normal map to handle going from smooth to toned for muscles. This would cut down on the amount of normal maps need to do a fitness setup (have a single normal map and adjust the opacity with 0 muscle being 100% opacity and 100 muscle being 0% opacity). Hell Blabba has a good set of meshes/nifs to start with in Citrus, but the torso would need to be broken down into 5 parts (cut the arms between the shoulder and elbow, and cut the legs between the hip and knee) then add in the neck piece and apply it to what ever skeleton FO4 is going to use. Irony if that was done you could probably reuse the UNP texture sets for skyrim (say the 2k and 4k sets) as long as the DDS format doesn't change. -
FO4 Alt Start - Live a Alternate Vault Life (Idea's thoughts etc).
BringtheNoise replied to BringtheNoise's topic in Fallout General Discussion
Hmmm thought about how to resupply the Quantum Computer system.... A fate worse then death for your enemies - Neurotoxin coated ammo and body shots... As you wake up more of the inhabitants of vault 101 you will need to resupply the brains for the supper computer. What better way then to use the brains of wasteland renegades and criminals... only they don't have there minds placed in a coma like the regular vault dwellers. No instead there minds are wiped. This would call for a brain retrieval kit and upgrading the SRD's to be able to carry more then one unit at a time. The vault automated system would review what the brain had stored then do a full wipe. Note: Not all brains would be allowed to be used, and brains there were collected from innocent people would get you penalized by the automated system (gotta figure out a penalty for hurting good people). Breakdown: - Criminals (killers, rapists, extortionists, etc): full mind wipe and installed into the hive system (as long as the brain is not broken via physical or radiological) - Innocents (good people that were hit in a cross fire and died): may or may not be wiped and added to the hive system. - Gouls (good or bad): would not be used by the system as they have radiation damage that slowly destroys there brains (not good for the hive system). This system could also be tied into NPC's that you want to keep around, but are killed off in some way shape or form (as long as you get to there bodies in a specific period of time). Useful NPC's could have there brains retrieved and placed into low end Sync's made to mimic there old bodies. Now you could have the system wipe there mind of the bad things that happened to them as they died and give them a cover story of they were injured in a fight and it took them time to recover. Or you could bring them into the fold of rebuilding the world and make them part of the system (and have them work with vault 101 dwellers in the future).... Still has some kinks here and there but the idea is working its way out of my head. -
FO4 Alt Start - Live a Alternate Vault Life (Idea's thoughts etc).
BringtheNoise posted a topic in Fallout General Discussion
From the E3 show my best guess would be that vault 101 is set to do a cryo storage of the PC and family and that the vault was completed just prior to the bombs falling (or your character just signed up for the vault prior to the bombs falling, either way).... Live an Alternate vault life. Vault Tec in there infinite wisdom decided to cryostasis only the brain and brain stem of the residents of vault 101. Placing all the brains into an induced coma. This allowed them to shut down the consciousness of each brain and connect them to a hive style Quantum computer system to process technology (what better way to do R&D then to use the brains of a vaults inhabitants). R&D has been done in many files including: Synthetic organic systems (Synthetic humans aka SYNC's) Augmented Abilities (Think X-men mutations) Enhanced Endoskeletons using Ceramic, Titanium, Carbon Nano Tubing, and/or Graphine (think top end would be similar to Wolverine's Adantium skeleton) Advanced Synaptic systems for Synthetic and Augmented Humans (faster reflexes) Semi Organic Nano machines (repair tools for the brains, used extended storage in the vault) Optical Enhancements (better vision thru R&D) Genetic Augmentation (better humans thru R&D, stronger, smarter, radiation resistant, possibly a similar road to the super mutants) Advances in Stealth systems (take the stealth boy mark I and throw 200 years of R&D improvements at it). Optimized Skill training thru Neural Subconscious Implanting (think "I know Kung Fu" from the Matrix, but apply it to anything from building homes and farms, to combat styles and weapon creation). Etc etc... The Problem is your Vault has a lot of R&D material available (200 years of quantum computing can do that), but the vault has very limited resources. ---- Tie into the back story as the vault was filled to capacity at the start of the bombings, but space and resources were limited due to the facility not being fully stocked for a 200 to 300 year extended period --- To solve this resource problem one of the vault brains is awoken and charged with going forth and acquiring resources (thru scrap material, and what not).... This is where the Player Character comes in. At the start your brain (and brain stem) are incased in a Ceramic/Titanium encasing (to ensure your survival) and then placed into a basic model Sync (Synthetic human) shell (you get to choose the basic features, but can upgrade it or replace it at a later date). One of the first tasks you are given is to go and retrieve enough material to create a better sync for your adventures (so you don't just get mauled to death by even the smallest creature/s of the wasteland). Optional task - bring back enough material to build a stealth retrieval droid (SRD). - The SRD unit (or units) job is to go pick up your brain casing and bring it back once your Sync is mutilated by something, or someone (IE you get eaten by a death claw... a day later your SRD picks thru the pile of poo and retrieves your brain casing and bring you back, then the vault's automated system cleans you up and throws you into a new sync. Sub category for the SRD would be to retrieve excess material you have scavenged (so maybe if you are eaten by a death claw the new Sync you get with have some improvements). Note you would need to place the material in a certain location and send a signal to the vault for pickup... Motivation for the player (as some people need that to roleplay something like this): 1: your family is at stake along with all the other inhabitants of vault 101 (low resources means the automated system may need to shut down some of the brain casings, and your family members are on the list to motivate you to go get the shit the vault needs to keep on running). 2. you want to rebuild your old city, but first you need to rebuild your citizens (be it in Sync's or in augmented replacement bodies). 3. you can, at any time, say fuck it and take the sync you were given and go live in the wasteland (may screw your family and other vault dwellers in the process though). Options: Once you have enough scrap/salvage acquired you can create a new and more powerful sync. - Use some of the higher end R&D and get a radiation proof Sync with a stronger endoskelton and muscle setup. - Better eyes for your existing Sync (low light capability etc). - or Lose the Sync and have the Vaults automated system create you a new body to implant your brain into (Note this would remove your brain from the sturdy encasing and kick in the games default you die you need to reload your previous save). Upgrade your knowledge of different things with the R&D systems neural upgrade tool... - Learn how to build aqua ducts, how to clear the top soil to make a non irradiated field (so you can grow crops in mass) - Learn how to be a better scout, scavenger, or if need be assassin ( combat, sneak, load bearing etc). Wake up a loved one, or just someone else from the vault to assist in collecting salvage and rebuilding your old world.... with enough salvage wake up more and more of the vaults residents (note this will reduce the amount of quantum computing the automated system has available for future R&D. Also bring back knowledge of what works and what does not to the automated system. So the automated system can figure out what new material to run R&D on and what old R&D to trash (IE some shit was researched and was a fucking wasted effort)... Off shoots that could come from this type of system: - resetting factions stances thru a new sync that looks completely different. As the humans you deal with on the outside of the vault would have no clue you were who you were cause you are in a new Sync. You could even take this to another level by having multiple Sync's created and stored in the vault (allowing you to take up a different identity to do different tasks). Karma's a bitch sometimes - use one sync to kill off certain people (collects bad karma to the sync and not to the player character). Then go to the vault and switch back into a different sync that has good standings in that same community. Note: It would be STRONGLY ADVISED TO NOT CREATE A SETTLEMENT NEAR THE VAULT.... as that could make the discovery of the vault and your Sync's known to the different people of the wasteland (word of mouth killing your ability to switch sync's and go about doing naughty things in one and having a good nature in another). Completely side twist to this system Your character is not the first person the vault has woken up and the Sync that was available IS known by some of the wasteland residents (be it for good or bad karma) as that Sync was used by the previous vault asset to do retrieval jobs. This could give you a side mission of going and finding the previous individual and trying to get them to come back, or report back what happened to the previous individual... there is no telling if the brain encasing can take extend energy blasts (or if they just fucked off and left the rest of the vault dwellers Shit out a luck). Just some thoughts for an Alternative start for FO4 (I thought it would be kinda cool to throw in the whole R&D quantum computing bit with no resources to test out the R&D data so you end up being a Guinea pig as well as a worker for the system)... And yes: IT could use some tweaking here or there and would probably completely break Bethesda's Perk, Skill, and what not system... but who gives a fuck about the defaults any way???- 1 reply
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(Disscussion) Fallout 4 Adult Mods
BringtheNoise replied to ShadowThief's topic in Fallout 4 General Discussion
Actually that could tie into the FO4 LAVL idea I put up in the non adult section (Live an Alternative Vault Life). Synthetic Human system (just called in SYNC's) in that idea.... But the original FO4 LAVL idea would be non adult based, but could have adult content tied into it easily.... -
(Disscussion) Fallout 4 Adult Mods
BringtheNoise replied to ShadowThief's topic in Fallout 4 General Discussion
Super Mutants and Belly Distortion HDT SMP vaginal and anal female body model with Citrus style morphs (from skinny little A cup to the "Baby Got Back" Manga body type). HDT SMP Cock and Anal male body (Maybe take SAM ideas and turn it into a NiOverride set so males can be short to tall and fat, skinny, or Musclar jocks. HDT SMP Hair so you don't have to worry about the hair clipping into the HH rack of the super breast blow out. HDT SMP cloths... Form fitting but with just the right amount of jiggle in the open area, also with wavy cloth for other area's (and with HDT SMP it would probably prevent meshes from clipping into each other). Something other then the HKX animation sets (which is just a fucking kf animation run thru the havok physics tool). And the ability to add remove change animation files without an add on tool like FNIS (as some have stated Fore's does not plan on making another toolset like FNIS, cause it was to fucking hard). Worst case figure out if FNIS can be converted to FO4 if they are staying with HKX animation types (tweaked version of the engine, so it shouldn't have to be built from scratch). Good guns that shoot strait and hit where the fucking cross hair is (for fucks sake even with ever perk upgrade in FNV the guns still show wide). How about weapons that adjust damage based on ammo type, and barrel length. IE 20" barrel match grade 308 firing light grain high velocity rounds do more damage then 14" barrel firing the same round. Hmmmm first mod I'm gonna looke for is either a HK 417 or an FN Scar 17 (hmmm love me some 308 winchester).... Now on to naughty ideas... Fision Dildo and Fusion Butt plug (to recharge your spent Cells and maybe over charge a fatman...oh what a but plus that would make). Alien designed Zaz or DD equipment.... nothing like a set of gravity cuffs to keep your slaves on the ground. Symbiot milking harness (not sure where to go with that idea) Doc's that can make your loosest sluts tight like a virgin, for a fee (and next time don't rent them out to the Super Mutants okay). Better yet, doc's that can tweak your slaves so they can take a mutant all day long and be tight as a virgin right after (makes for a better slave, well for the owner anyway). Remote fence for the cuffs, collars, and toys for your slaves... if they cross the line, the cuffs pull them to the ground (making it so they can only crawl), the toys vibrate to the point they are to busy with orgasms to think about escape, and lastly the exploding collar in case they keep on going even after all the warnings (hell the collar is actually part of FO3 and FNV so it will probably show back up in FO4). Worst stuff would be Alien made body control unit that you would attach to the back of the slaves head giving you full control over there body ... -
Glad to see the mad orange has rolled this out... probably play with it at some point in time.
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What he said.... 1. Install bodyslide and run it (has to run outside of skyrim so it can bulid the mesh files). 2. In the outfit/body option (top left corner) choose "Unified UNP Special" 3. In the Preset option (right bellow outfit/body) choose "UUNP - UNP" 4. Click the build button This will generate the femalebody_0.nif and femalebody_1.nif and place them into your skyrim location (or into your mod manager over write folder if you use MO). 5. In the outfit/body option choose "Unified UNP Hands" 6. Click the build button This will generate the femalehands_0.nif and femalehands_1.nif and place them into your skyrim location... 7. In the outfit/body option choose "Unified UNP Feet" 8. Click the build button This will generate the femalefeet_0.nif and femalefeet_1.nif and place them into your skyrim location Next run the texture blend that comes with bodyslide. In the top left corner choose "body and feet" for the "Set" option (top left corner), then choose "color" for the "Type" option (right bellow set). Then in the center choose which version of the labia that best matches the texture you are using for your unp character. You can double click on the preview option in texture blend to see what the skin will look like with the labia blended onto it. Once you find the one that best matches your texture set then hit the blend button (bottom right) and texture blend with create a new texture for your character with the labia built onto it... Note: Once you do the body texture then you need to do the normal map. So choose "body and feet" again then choose "normal" And a different list will show up in the center (this time is should just be 1 option) high light it and choose blend. With all of that done you will have replaced 6 meshes (body, hands, and feet - low and high) and adjusted 2 textures (femalebody_1.dds - this is the color texture, and femalebody_1_msn.dds - this is the normal map). Then fire up skyrim and get naked and double check to make sure all seams line up (wrist, ankle, and neck) and the labia shows up and has color to it. And if you want it to work with sexlab mods... Install the xml files that come with bodyslide and what ever is needed on your end to enable hdt physics on the npcs (can be modified nif's for male hands that enable collision, or the use of the hdt physic's object loaded onto each character... that choice is up to the end user). Oh and use SOS cause it probably doesn't work with SAM or flavored souls male mods... Have fun
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(Disscussion) Fallout 4 Adult Mods
BringtheNoise replied to ShadowThief's topic in Fallout 4 General Discussion
And now you know... The Elder Scrols series is based 10,000 years post 1950's WW3 and in Fallout 4 we start the Khajit line of tiger babies.... Actually my thoughts would be lovers bitch or what ever it was called for Oblivion = Players Character as female character and her new furry companion First things first... Need naked bodies, need animations, need skeletons (skeleton first, then body, then animation in that order). Which means need tools... And since it is an updated version of the Creation engine (gamebro, skyrim, fnv, oblivion) hopefully the tool sets can get updated shortly after the games becomes available. -
Fallout 4 Discussion Thread
BringtheNoise replied to BruceWayne's topic in Fallout 4 General Discussion
At the beginning when you build both the male and female characters they give those 2 characters a baby. Since it was also stated "you emerge 200 years later as the SOLE survivor" I'm guess the kid is probably just cannon fodder for the back story. IE: it was 1950, you were married with a kid (newborn)... WW3 happened you all went into the vault. 200 years pass by you emerge alone from the vault (spouse, child and everyone else in the vault dead).... now you get to go rebuild in the post apocalypse boston and will probably have mental issues to deal with (lost family and spending 200 years in cryo would probably fuck up any bodies head). Really we will not know about the other people in the vault until that information is made available. I'm hoping the nif file format (mesh files) is similar to skyrim so current tools can be tweaked to start making goodies for it as soon as it becomes available (Tools like the Blender toolset, Max toolset, and simple stuff like bodyslide). I'm hoping Mod Organizer can be tweaked to make a version for FO4 when it becomes available as well. Would love to see a large amount of the Sexlab, APPS, Zaz, and others frameworks can be ported to FO4 as well (but first we will need nude bodies, animations, and skeletons). I really wish they would have touched the body option that was available in the character creation section (went face, sex, body, done for options). I hope they add climbing to the options, so many things can change when you can just climb up onto a balcony, or thru a broken window that would change the game play (hope that keep skyrims run, sprint, jump, and duck options though). I do like how you can build and modify weapons, and buildings.... I'm hoping that carries over to the modular armor as well. In the after show he mentioned that some of the building options would be perk based I'm guessing that is going to be along the lines of: can not make x items unless you have y perk... kinda like skyrim's smithing tree where you can't make ebony items if you have only unlocked the iron perk. Which would make sense... you can't tweak a plasma weapon unless you know how (or you would blow yourself up in the process of trying). That should make weapon mod's a hell of a lot more interesting as the modder will have to figure out not only the base design but what different items added to it and how it would change the weapon. As for the Player body... I'm hoping they went more along the lines of SAM then default skyrim. IE: Use 3 base meshes as the reference shapes (skinny, fat, and musclar) and let the user adjust to the shape they want. This would make building the female character more fun. Add in height and have each non mutated npc random in those characteristics.... and that would allow for a more diverse NPC pool. I wonder if the UUNP or CBBE Racemenu Morphs could be added into the character building function??? And I hope they have some good kill cam moves, oh and decent game pace cause for shooters I like more interesting paces like GTA V, Saints Row 3/4, as well as FPS games like COD... so slow ass game play is gonna suck for a shoot em up. -
Quick As You Like! (A Devious Adventure)
BringtheNoise replied to DocClox's topic in Downloads - SexLab Framework
I wonder if anyone has played around in the qayl test area in a while (that is where more alpha stuff is). do a help qayl at the console to get the location then console over to it, just be careful to not save while in there (it is all Doc's alpha test stuff). There is also the last scene he did (I can't remember the name of it) but it can be kicked off by starting the quest and via the console and it should teleport your player to a certain location.... might need to install this again and see if I can remember the quest and cell names... -
Project: Unified UNP
BringtheNoise replied to BringtheNoise's topic in Downloads - Skyrim Adult & Sex Mods
The Breast01's (Left Breast 01 and Right Breast 01) you are seeing are in the outfit. The bone list will list all bones in the reference and the outit. You can delete them before you save the reference (in your process format), this way when you reload OS and start the template they will not show up in the bone list. -
Project: Unified UNP
BringtheNoise replied to BringtheNoise's topic in Downloads - Skyrim Adult & Sex Mods
For the wrist, check and make sure the forearm bone is not on the wrist seam (LLar - Left Forearm and RLar - Right Forearm). The Forearm twist 1 and 2 do need to touch the wrist seam. the Main Forearm bones should stop at one vertex ring just before the wrist seam. This allows animations to twist the wrist to match the hand. 7BO is a 6950 vertex count if I'm remembering correctly (that does not include the vagina or the 3d hair mesh). So yeah a strait bone weight transfer from that one will not work as the vertex index and count are different. You could possibly try using Mesh Rigger, but I've had mesh rigger rip seam welds, and do weight over spray.... so pro's and con's. The main bones for the arms are the upper arm, upper arm twist 1 and 2, then the forearm, forearm twist 1 and twist 2 (so 6 main bones). Along with checking the clavicle bones as they need to match up to the upper arm set (main and twists) or the shoulders will bend incorrectly.... Fucking hated working on those, thank god someone else does that shit now hmmm.... I wonder when Blabba is going to finish up Citrus (the hands and feet were smaller, so maybe they would make a better choice to move to if Cell were to move to anything)... -
Project: Unified UNP
BringtheNoise replied to BringtheNoise's topic in Downloads - Skyrim Adult & Sex Mods
On Halo's new hands and feet. I did a quick look and noticed they have the same issue as the originals (if I'm not mistaken), that is they have one half the amount of faces/vertices as the wrist and ankle seams. This will not be a problem for most of the UUNP shapes, but will have possible issues for Dream Girl as that wrist and ankle seam have a more rounded setup. The lack of the extra vertices/faces on the seam means that the ankle on the feet and the wrist on the hand will have a flat section where the body has a rounded section. This results in gaps and is the reason I added extra faces/vertices to halo's first set of hands/feet and why they are called UUNP hands and feet now as to distinguish them from halo's set. This may need to be done again if the hands and feet from the second version are to be converted over. Oh and asking Halo for permission, would be a wise idea as well. -
Can someone please help me understand the body types?
BringtheNoise replied to Lazy Leno's topic in Skyrim Adult Mods
BBP, TBBP, and HDT are bounce types. BBP and TBBP are animated bounces (as in built into the animation most of the time). HDT is Havok object physics (as the xml and havok engine tell the game what to bounce and how much). Body types vary in size and shape. I suggest getting the latest version of bodyslide off of nexus install the uunp set with a unp skin texture and then run body slide choose uunp in the body/outfit setting (top left corner). Then click the preview button under the high or the low and one at a time take the body sliders from 0 to 100 (just remember to put the slider back to 0 before moving to the next slider). This way you can see in the preview window what each body type looks like (breast, waist, thigh, shoulder, arm, etc). Once you find the size you like then click the preset option (section drop down in the top left under body/outfit) and find that preset and load it. Note: the Low version is what is used for the 0 weight in game and the High version is the 100 weight in game. The game itself with take those 2 shapes and morph between Low and High for weights from 1 to 99. -
Project: Unified UNP
BringtheNoise replied to BringtheNoise's topic in Downloads - Skyrim Adult & Sex Mods
They are listed as unregonized, next step would be to double click on the "Unregonized" and it will load into the "Modification Preview" windows on the right side. Next hit the preview button at the bottom right and it should fill in all 3 windows on the right side. The top one being the original, the second one being the modifier, and the bottom/third one being a blend of the first 2. Once you confirm in the preview screen and are sure the blended setup is what you want then you can hit the build button and it will merge the 2 files and replace the original. -
The Necklace, earrings, and tiara are from the unp jewelery set (Ebony Tiara Set with Diamonds or something like that). Note: this also has a set of upper arm thin strips with one jewel on each and a set of wrist/braclet type strips again with a single jewel. This is also in the combined jewelry set but is listed as black gold tiara set... or something like that. The Tattoo's (the blue glowing set above breast, on left shoulder, on back {not seen}, and on left front leg {again not see}) are from the witch of the wild armor. The leather top/Corset I'm unsure of, but if you find it I'll take a copy The fingerless gloves look like the mesh you get in the Aradia Kato outfit.... I would have said the ones from the Art of Magicka, but the AOM gloves flare out at the wrist where the kato's do not. The pants, not sure as if the belt is part of it would probably be from one mod and if they are separate then it could be from another mod. The Elbow pads and forearm bits look like they are from Lustmore armor (just going by the texture) but the mesh would have to be separated as those from the original mod come with a set of full finger gloves. Face tatto - not sure, probably a war paint replacer or a racemenu overlay (sometimes you'll find the same design being used as both). Edit: on second thought, I have no clue about the eblow pads as that is some kind of nordic/Celtic design so it's probably not from lustmore.
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Pros/Cons for CBBE vs 7Base/7BaseBombshell/7Bo
BringtheNoise replied to gooser's topic in Skyrim Adult Mods
Oh this question, again????? Breaks out popcorn..... -
Weird performance problems in dungeons.
BringtheNoise replied to dzeni's topic in Skyrim Technical Support
Is HDT 14.28 installed? If yes, then: What version of the skeleton do you have and what version of the hdtPhysicsExtensionsDefaultBBP.xml are you running. Reason: If you are using XPMSE 2.0 or greater and a version of the hdtPhysicsExtensionsDefaultBBP.xml that has the belly node as "Pre Belly" you will see performance drops when entering dungeons (like slow to a crawl performance drops). If you are using CBBE HDT then and download the Daie's XPMSE 2.0 compliant xml file. If you are using Sevenbase HDT then download and use Stevierage's version. Do not use the All-in-one xml's that include weapon as the default xml should only have hand, breast, belly, and butt information in it, anything more and it can cause problems with hdt. -
First you would need animations that coupled the animals together (and that is at least 1 hkx for each animal type). Then you would need an esp/script set to kick those off randomly as your go thru the world. Oh and you would probably need some female animal meshes/skeletons as most of them are depicted as male. So build the nif's, then the hkx's, then the scripts, and put it all together in an esp and.... why fucking bother most people would just kill them anyway.
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Because I like UUNP so much, I put this together for whomever.
BringtheNoise replied to DorkDiva's topic in Skyrim Adult Mods
If you have to drag and drop the nif and tri files into the folder after building them in bodyslide.... Then the problem is the path set in the nif file (NiStringExtraData) that points to the tri file. That path is SPECIFIC and has to point to the tri files location, or it will NOT morph. An example. When I created UUNP morph bodies, hands, and feet to use with the Angelic Temptress Race I had to change the NiStringExtraData path from the default path of "\actors\character\character assets\femalebody.tri" to "temptress\actors\character\character assets\femalebody.tri" (for the body, femalehands.tri in the hands, and femalefeet.tri in the feet). As the Temptress race body resides in that folder, along with the tri file. For the Temptress succubus it was "temptress\actors\character\Succubus\Body\femalebody.tri". So if you have to move outfit nif's and the tri files then you have to adjust the nistring in the nif's to point to the new location. So: NiStringExtraData = Skyrim\data\meshes (this is not needed as racemenu list this as the default part of the path) \ "outfit folder path" \ "tri file name". So if you were doing the Ancient Nord armor the nistring path would equal: \armor\draugr\draugrarmorfemale.tri And that path would need to be inside the draugrarmorfemale_0.nif and the draugrarmorfemale_1.nif for the morphs to work correctly in game. Note: you would also need the boots and gautlets point to there respective tri files as well. -
Pros/Cons for CBBE vs 7Base/7BaseBombshell/7Bo
BringtheNoise replied to gooser's topic in Skyrim Adult Mods
If your i5 is a dual or quad core at 3.2Ghz and the vid is capable of running skyrim at high or ultra without hickups then uunp should not be a problem. my box is a old as dirt AMD A8 3850 (quad core 2.9Ghz), and up until it burned out I was running an ati hd 6750 1GB vid. Currently I'm running an R7 265 (basically a hd 7870 2GB card with a new name). I run script heavy sometimes and script light at other times (different mo profiles). Mod organizer, once you install it and set it up.... you will never look back. As for the other question: Since most of the sexlab default animations are designed for unp (Ashal listed that a long time ago) alignment is not an issue with UUNP (well minus the SOS cock but a little page up or page down on an animation to point it correctly solves that problem).
