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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.
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Posts posted by Princessity
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This mod has been incorporated into Integration ages ago, you don't need to install it separately. In fact, you shouldn't, it could lead to issues.
And as for getting rid of restraints, Integration handles it by crafting keys. There's also Cursed Loot allows you to set up a chance of encountering keys while adventuring and looting things. It also has lots of other stuff but all of it can be disabled in MCM.
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12 hours ago, cedec0 said:By the way, who is mastercchris? I didn't find any author by that name on Nexus...
ZaZ, the creator of ZAP here on LL, although neither he nor xaz have been seen around lately. But ZAP is meant to be modders resources and if I understand the terms of use correctly, you only need to let them know that you're using their assets for anything and credit them.
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Custom combat animations are now possible thanks to the latest FNIS that came out I think a few weeks ago. There is actually PCEA2 now which allows switching between multiple animation presets on the fly.
So the functionality angle is covered, DD framework can take care of all the scripty stuff.
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I don't think it's related to SL. It actually seems to break before SL events fire, during the "you get knocked to the ground" stage.
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Hummm, I'm not sure if this is something on my end or Cursed Loot, and apparently I forgot to enable papyrus logs after migration to my new lappy, but I noticed that wearing yokes and armbinders breaks assaults, both combat and noncombat ones. They always cause animations to break and sometimes while wearing an armbinder (even if it's acquired from being tied up by the aggressor) player gets briefly immobilised, but then regains control a few seconds later and assault just aborts.
As I said, this may be something I broke, but without logs I can't tell. But in case it's not, is there any chance assaults could account for wrist bindings and use restraint-appropriate animations? Offset reapplication isn't really a problem since it is actually possible to temporarily prevent armbinder and yoke animations from refreshing. I think it involves some faction? Min explained it to me once but I don't remember anymore.
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12 hours ago, anubis said:I like the idea, since i'm using evanoblivion martial art not long after it was released and i love it. It's just a shame that unarmed attack wasn't voiced.
Though i tweaked one of the kick from evanoblivion martial art
But i think there is plenty animation required to tweak (something like h2h attackleft/right etc), not just what you mention above, try it on my end there is a momment where arms idle follow vanilla h2h. Since i'm not familliar how exactly h2h animation mechanism works. But i'll have a look with that unarmed warfare.
Oh my gosh! If you manage to animate it (and like 10 trillion other things DD would love to have animated) you'll be the awesomest person ever <3
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Are you sure you're exporting it correctly? And did you rig it to a skeleton that contains the right bones? Maybe you should post your source file (blend or 3ds, whichever you're using) so someone could have a look at it? n_n
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4 hours ago, malfdawg said:Its a gallery of armors. Here is the gallery download.
He is part of a community of armor developers, that create HQ armors and sell them on taobao.com. ex:http://world.taobao.com/item/41436444873.htm
Aaaah so these are premium mods. I suspected as much.
Awwww boo I guess I'll have to pass up on them. Thank you for clearing it up <3
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It's probably safe to assume it won't be soon ^^ Although if the trend of essentials becoming more advanced and coming out faster with every new game holds up, FO4 may see the stuff we have in Skyrim faster than Skyrim saw its New Vegas equivalents.
That's of course assuming Bethesda won't throw at us even more hoops to jump through than they did the last time. Skyrim's modding got an early boost thanks to Papyrus being easily extensible by SKSE, but then was stuck in place for a very long time due to unmoddable animations until Fore figured out a way around it. Several attempts at a sex framework came out afterwards, and eventually SexLab emerged as the technical standard. That took... 2 years since release I think? Maybe a little less than that?
If the skills we've learned struggling with Skyrim translate into FO4 well enough, or if Bethesda decided to make their game less resistant to our love, I guess we may get a functional framework for naughty things in a year or so this time. That would be the most optimistic scenario.
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27 minutes ago, Funnybizness said:don't think I will be doing anymore Vampire animations since I just got this new computer and I still have to reinstall 3dsmax and all the havok,nif plugins and reinstall the 255 skyrim mods I previously had manually...if I do it won't be anytime soon but if I do you will be the first to know. I'm just really going through a lot right now but I will try to get back to animating as soon as I can get everything installed and working.

Thank you I appreciate it <3 And I understand, my own compy died recently and I had to buy a new one so I know how long it takes to set everything up and how annoying it can be.
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6 hours ago, cedec0 said:Using console commands should be inherently safe to some degree.
You'd be surprised ^^ Nothing in Skyrim's coding functions in a predictable way.
Anyways I wasn't aware that ConsoleUtils does that. It's good to know!
But as promised I poked Min about it in the internal development thread to make sure he saw your idea <3
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57 minutes ago, cedec0 said:Since you have to turn off the sky (disable all weather) to enable it outdoors, I am pretty sure the "impenetrable fog" effect is not connected to Skyrim weather at all.
"imagespace modifier that applies a strong depth of field" sounds complicated. Isn't using a couple of console commands easier? (thanks again for all your work!)
Depth of field effect (which is used by the Leeches Mode in DDi) is actually simple. You just create an IMOD record in CK and use one line of code like IMODsName.Apply() and IMODsName.Remove() to control it. The default mode does the same thing only with a dark screen overlay instead.
And sure, using a console command is easier... when you have access to console commands. But sadly, Papyrus has nothing to do with them. Scripts actually use an entirely different system than console commands and even the engine's inherent functions and conditions. Which has been a constant source of annoyance to me since Skyrim launched. Its internal workings are a total mess!
Also, if it involves manipulating weather, wouldn't that not only conflict with many popular mods (Climates of Tamriel comes to mind) but also be unstable on its own, since weather constantly changes? How long were your testing sessions? Have you tried to stress-test it by travelling around Skyrim, sleeping, going between exteriors and interiors, manipulating timescale and so on? And more importantly have you been able to replicate the same thing with Papyrus scripts? In theory it might be possible using http://www.creationkit.com/ForceActive_-_Weather and http://www.creationkit.com/ReleaseOverride_-_Weather referencing a custom weather preset, but I haven't actually tried it yet. But I think it's like the only viable equivalent, I just checked and ToggleSky and SetFog do not have direct Papyrus counterparts.
But if that's the only way I'm still not sure of the implications. Forcing a weather this way could break lots of stuffs. What would happen if it's raining and suddenly a weather override is forced? What happens if player transitions to an interior? Or fast travels to a different climate zone? And what effect would it have on mods that detect local weather to do their stuff? (I remember including some basic weather detection in Vampiric Thirst) And finally how would ENB's own weather system react to/interact with it?
It seems like a very invasive and complicated way to achieve a visual effect and there's lots of factors in play.
But I have an idea! If someone manages to make a Papyrus-friendly sample of this effect, I'll let Min know, maybe he'd like to include it as another option. But the thing to remember is: it needs to function reliably and be harmless to the game.
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Actually, when I designed the blindfold effect in DDi I only used a simple imagespace modifier that applies a strong depth of field. SKSE or any external resources were never used.
But the fog cedec shows on the screenshot is not achievable with imagespace mods. I'm actually sure how fog works in Skyrim but I have not seen a single mod that modifies it on the fly.
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1 hour ago, Funnybizness said:Lol I'm really glad you like them! And sadly no I don't believe Blabla11 will be updating it so I will just continue adding new animations for modders and replacers. Sorry I just don't know how to script.

You should probably let Rydin and NSAP know that you're no longer maintaining a separate mod then ^^ Yours is probably the biggest animation repository that isn't included yet XD
Also, I don't know if you've considered it but would you be interested in making more vampire animations? Especially with female actor being the vampire and some "gentler" male vampire variants? I recently resumed working on version 3.0 of my vampirism overhaul and with new and improved feeding mechanics, I may be tempted to create a Sexlab addon for it along the way, provided that enough animation diversity is available by the time I get around to it.
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14 hours ago, cedec0 said:Thanks for the great mod!
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Also, not sure where is the right place post this, but I would like to propose an alternative DDI's current "blindfold effects".
An "impenetrable fog" using the setfog command. See the screenshots below:
To reproce this impenetrable fog, go into an indoor location (breezehome, random inn, etc) and then use the console command "setfog 350 500" (use "setfog 0 0" to remove fog). Go outdoors and run around virtually blind.
Since the effect can be achieved with a console command, it shouldn't be to hard to script.
What does everyone think?
Question: why do you have to use the command indoors and then transition to an exterior? Is the cell transition required for it to work?
Because if so, it doesn't sound like a plausible method. That and Skyrim doesn't actually include equivalents of all console commands in Papyrus, so this command may not even exist in scripts. Some console commands are available through SKSE but I know there are still some legacy gamebryo conditions and functions that haven't been replicated to this day ^^
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I have a very ignorant and confused question. I've been looking at this page for like half an hour now:
http://bbs.3dmgame.com/thread-4912517-1-1.html
And I don't understand anything! I tried translating it but then it somehow manages to make even less sense! Good job google translate!
Could someone familar with that site and language explain what the post says? Is this mod available? Is it still a WIP? Is it a paid download? And if it's out, where do I download it? I'm interested in all the shoes and headdresses, they're just the dopest!
panicBasket panicBasket panicBasket panicBasket panicBasket
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Yah it works with the newest versions of both. It's not abandoned, simply didn't need to be updated. The hooks I'm using have not changed, there are no bugs that I know of and I'm not planning on adding any new features right now.
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I just played through Leon's introductory quest (the party) and I must say I loved it! Self-contained quests like these are what I always envisioned as the perfect use of Devious Devices, much more fun than the generic open world stuff. Altho booo you for making me use my brain to find all the things XD There was one little sack that took me roughly 12 billion years to find! But at least I'm happy I didn't have a blindfold on this time around n_~
The only issue I ran into was that after returning from the party (I hadn't had any problems during the quest) and being teleported to Leon's house, Leon immediately left it and I had to go outside to catch up with him. And then, after accepting slavery, the dialogue ended, "Leon" quest was completed and "Good Girl" started and he walked off somewhere and I never found him again! It was like 5 am game time so still a bit dark and the blindfold wasn't helping so the moment he moved out of my crosshairs I had no idea where he was!
Perhaps it would be a good idea to add a quest marker pointing to Leon at the start of Good Girl?
I haven't tested any of the other content yet but I'm going to! I can't wait.
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Expressions are controlled by scripts and all the scripty thingies are handled by Integration, Assets contains with meshes and textures to be used as modder's resources.
So in order to make the devices functional you need to install Devious Devices Integration.
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Ummm losing balance and impaired mobility is actually more often than not either lack of practice or limited to heels that are designed just for show rather than every day use.
I've walked, jogged, run, climbed tricky surfaces and even danced some demanding moves in heels for years and I think I've only had problems with twisted ankles and bumplants a couple times. But wear them enough and it will become second nature eventually. As long as the shoes aren't over/undersized or weirdly constructed.The picture in your post shows about the most ridiculous shoes anyone could come up with - miniature vamp, tiny heel tip, counterbalanced by practically no quarter and apparently lacking any sorts of horizontal straps as well. You'd lose those shoes and kill yourself if you tried to climb stairs XD But that's seriously an edge case. Most high heel shoes are reasonably designed.
The only issue that is kinda unavoidable is the strain. You can't really spend a whole day with your foot bent like that without feeling it eventually. Muscels get sore, feet begin to swell, sweat can happen too and after several years of regularly wearing high heels your toes would probably put out an assassination contract on you if they could.
But constant tripping and helpless teetering is pretty much urban myths and misportrayal n_n
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There's really no reason to hold back on upgrading to 1.6. Mods that are behind on compatibility shouldn't hamper the development of other mods.
That said I don't think it's relevant for DCL. As far as I know, the only Sexlab interactions it features is starting cuddle scenes and that function hasn't changed.
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Oh! I keep forgetting safeword exists! It would save so much time if I remembered XD
And by the by, I think NPCs (both after BA and bondage solicitation) also refuse to remove corsets. You're probably aware of it by now but I only just discovered it yesterday so I'm very proud of myself and stuffs.
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In that case I don't think I can help you. Could be on vampirism's side, could be on sexlab's. I planned on it once but never actually got around to mixing them soooo I have no idea why it would happen ^^
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Does it happen with vanilla system too or only my mod? If it's only VT then sadly the issue is on my end and I suspect I know what it may be. Sadly there's no easy fix for that. I am planning on removing problematic pieces of code like that in the next version but that is still probably months away.
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Deviously Cursed Loot 5.1 (2015-11-23)
in Downloads - SexLab Framework
Posted
...Kimy pls. Pls. Kimy. Pls.
How am I supposed to find time for all the fun things when they keep coming and updating all the time! I barely manage to take a little break from Skyrim to play some new SWTOR content when LOTV comes out! And now that my LOTV obsession is simmering down to a more manageable level, a new version of Cursed Loot pops up and pulls me back to Skyrim!
What conspiracy is this?