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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.
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wizek1d
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Posts posted by wizek1d
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Any way for NPCs or the player to rape creatures?
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I seem to be having issues with transformation. Whenever I'm transformed, after a period of time, I teleport to what I assume to be default position of the world space or cell that I'm in.
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Has anyone managed to get creatures animations working with Sexlab v1.55 and ModOrganizer v1.2.1? FNIS prints the right text and the behavior files for the creatures are there, but Sexlab cannot detect them in game, resulting in a blank list for creatures animations and the inability to use them.
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Newest version seems to work for me, only used it once though, and I couldn't attack when animation ended. Might just be due to Sexlab - Defeat.
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I think I'm doing something wrong, not getting any reaction when I hit my hot key. The target is hostile low level bandit and nothing. I've set my chance to 100% and said there are no level, health, or stamina restrictions for player or target.
These are the other mods I'm running for werewolves would any of these conflict with this mod?
http://www.nexusmods.com/skyrim/mods/38206/?
http://www.nexusmods.com/skyrim/mods/22134/?
http://www.nexusmods.com/skyrim/mods/35470/?
http://www.nexusmods.com/skyrim/mods/13779/?
http://www.nexusmods.com/skyrim/mods/13779/? (The speed addon)
http://www.nexusmods.com/skyrim/mods/25392/?
Also, the second mod in your list should confilct with Werewolf Mastery seeing as how they both add the same things.
Werewolf mastery does not change the werewolf perk tree, so they both should be compatible.
Also, whenever I initiate werewolf rape, it does not register to SexLab journal or reset arousal. And may I request making it easier to aim? Like a shout or something.
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Currently, the corruption works based on time, so after you've been infected by the werewolf, you either go about your business,or wait 24 or 48 hours (whatever it is now) for the first stage to kick in. After that, the stages progress every 24 hours until full corruption.
oh alright, thanks for the info.
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I don't think the mod is working properly. I entered the cave and the werewolf did his thing, nothing else happens after that other than the note. Am I suppose to find the hut listed in the note first? Here's my papyrus log. http://pastebin.com/J2GEzN3z
I'm also using Moonlight Tales.
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Huh, guess this worked. I missed disabling FNIS in MO when I did this the first time.
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Did you ever hit deinstall creatures? If so you will have to completely remove creature pack from mo and readd it from the original file you downloaded.
I don't recall ever pressing that button. I just tried it right now and re-added the creature pack to MO, still not working.
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Install fnis and the creature pack directly to your data directory and then run fnis for users as an executable through mod organizer.
Tried this, didn't work either.
There's no need to install FNIS to your data folder to use it with MO, however you need to start FNIS through MO so FNIS has the impression that all those mods are installed and in your data folder.
It's somewhat unintuitive how to execute third party programs with MO, here's the tutorial: http://wiki.step-project.com/Guide:Mod_Organizer#Third_Party_Programs
Do you have FNIS' Creature Pack installed? It's under "Optional files" on the Nexus; without it FNIS doesn't support creatures.
Yes, FNIS Creature Pack is installed, FNIS simply does not detect it if I run it through MO.
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So I can't get FNIS to generate the files for custom creature animations.
FNIS Log
FNIS Behavior V4.1.1 1/17/2014 11:50:27 PM
Skyrim: 1.9.32.0 -
Generator: C:\Program Files (x86)\Steam\steamapps\common\skyrim\data\tools\GenerateFNIS_for_Users
Skeleton female: XPMS (242 bones) male: XPMS (242 bones)
Patch: "SKELETON Arm Fix"
Reading FNIS ...
Reading FNISBase ...
Reading FNISCreatureVersion ...
Reading SexLab ...
Reading SexLabCreature ...
Reading SexLabTDFAggressiveProstitution ...
Reading zzEstrus ...
All Anim Lists scanned. Generating Behavior Files...
Converting Behavior Files (.xml to .hkx) ...
Create Creature Behaviors ...
Creature Pack not installed
1548 animations for 7 mods successfully included (characters)
1 Warning(s).Using FNIS Creature Pack 4.1, Mod Organizer v1.0.12
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I have been using it on and off for about a year now with Oblivion and Skyrim. Some things work well and others can sometimes be a headache. You have to understand that it installs everything in folders (basically extracts the zip file into a data folder with the mod name then points to this location) and creates virtual paths to files that it passes through to the game. The game doesn't really know this is happening - which is good and bad.
So if one mod expects to patch another mod they may not work correctly since they do not reside in the same folder. They reside in two separate isolated folders. An example of this would be something like the multiple mods that drop FNIS files for Skyrim. To get FNIS to work I eventually had to copy the INI files into the base game DATA folder to where it would normally reside. If I didn't, updating the FNIS configurations would do nothing since the files do not exist where it thinks they should. The user update for FNIS would always show zero definition files.
Also on patches you have to manually merge the contents in the parent folders or create a patched/combined folder for that specific mod. Then have MO load that as the mod.
It can take a little work, but once you have it set up and working it does its job well. The game folder remains almost untouched and you can add/remove mods at will. You can create groups of mods and enable/disable them for different situations. Like one group for just a base game and a second one that includes all of your Lovers enhancements. You could click between them easily using the mods sets in MO. Done right it will virtually eliminate having to ever reinstall the base game again.
I don't think I've had a problem like that with Mod Organizer before, what the program does is takes the mod files from the separate folders and links them to this one big folder to emulate a normal skyrim data folder, so all the patchers and things with dependencies should still function normally. Any patch files produced is placed in the overwrite location as shown here:

From there you can produce a separate folder for the patch or just leave it.
You can also edit your FNIS ini files through the data tab.
Are you using v0_99_1 or v0_12_9 of Mod Organizer?
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There should be some flashy note at the OP mentioning that this mod is outdated and linking to the newer thread.
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Yeah, I've been using this for a couple of months now, it's pretty neat since the main feature of it is not actually touching your actual Skyrim directory at all makes managing mods completely safe without dirty installs unlike NMM.
STEP also has a guide for Mod Organizer: http://wiki.step-project.com/Guide:Mod_Organizer
Although I have not actually used it.
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If you actually want sliders to resemble that, you could try reshaping CalienteBody in Blender:
Hm, alright, guess I'll figure out how to use blender.
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Has anyone tried importing other custom body mods into Bodyslider? Like this for example: http://www.loverslab.com/topic/16118-zaselims-gaya-gei-body-mod-released-version-with-tbbp-zggb-r-tbbp31-july-complete-body-pack-and-race-mod-added/
I've been tweaking around with the sliders but can't get anything near this.
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Is the crashing for elf races fixed yet?
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Alright, I'll try that!
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Oh man, all those perk changes are going to murder Skyrim Redone...
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Is there a list of armors this pack includes?
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SexLab Calypso & Mini-Meat Followers
in Downloads - SexLab Framework
Posted
If you're worried about her being essential or not, you should use a follower mod like Extended Follower Framework or Amazing Followers Tweak, that allows you to set your companions to be essential or not.