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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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Everything posted by Emberheart
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Stupidest fakest silliest death so far?
Emberheart replied to marv4791's topic in Fallout 4 General Discussion
I'm fairly compulsive on the F5 button, just not then. :-P -
Stupidest fakest silliest death so far?
Emberheart replied to marv4791's topic in Fallout 4 General Discussion
Silliest: Spoiler I fought against all odds against a group of gunners including a legendary gunner. Winning the fight thanks to smart VATSing and a lucky throw with a Nuka nade, I notice that a car behind me is on fire. I try to run but looting made me too heavy and the chain reaction wiped me out. Quickloading started the battle all over again. Most annoying: Spoiler I aim at an enemy through a hole in the wall, like I did with so many walls. Sadly, the hitbox is crappy and while aiming in the middle of the hole, my gun hits an invisible wall. All enemies charge me now hearing that shot hitting the 'wall'. I die. -
Most badly needed mods as we enter Week 3 of Fallout 4
Emberheart replied to marv4791's topic in Fallout 4 General Discussion
1. Minutemen doing their job - why did we rebuild the minutemen, only to be called from one settlement attack to another as a lone hero? This mod would make the minutemen take care of any settlement attack in your absence. However, being present and fighting alongside the minutemen will get you an XP bonus because it's good morale to see a leader fight at the front lines. In case of a mission where Settler X sends you to Factory Y, to remove enemies Z, the minutemen will start storming that location after 72 hours. If you are present at that point, the mission proceeds as normal, except for that a group of minutemen will be present also. 24 hours after the minutemen charge into that building, the mission will be completed in your absence. 2. Deadly Deathclaws - did Doc Weathers neuter all the Deathclaws on his travels from town to town? Deathclaws are deeply underwhelming in Fallout 4. This mod will aim to make them leap at you from 15 feet away (doing similar damage as your power suit does when it lands from a great height), to have its hits do knockback damage, to cause bleed damage with its great claws and to be a lot more immune to non-piercing and non-explosive weapons. Fighting Deathclaws will again be about running backwards, holding the trigger on your most powerful rifle and praying that it dies before you do. 3. Realistic Loot Drops - how in the world did a scrawny mongrel manage to ingest a 10 gallon alluminum jerrycan without suffering from major indigestion problems? This mod stops the idiotic occurrence leading to looting teddybears off Deathclaws, eight pound Giddyup Buttercups from giant mosquitoes and so on. 4. Handy Provisioners - whenever you run into one of the provisioners from your settlements, you can give them all of your junk items. These are then instantly put into your workshop table. You can however not take things from your workshop through the provisioner. 5. Lit-up-Loot - any corpse gets a marker or a glowing border around it. Never again will you kill that legendary bloatfly, only to fail to find its corpse among the bushes. This function might be introduced as an optional upgrade for any power suit helmet, as well as through special goggles sold by various armorsmiths and tailors. -
That is decor, that is unrelated to functionality. One of the first principles of game design is that any functional object must have functional features. Either in practical function (a scope which can be used to aim and magnify) or by expressing a function (a barbarian with skulls on the belt implies that he is savage and dangerous). No feature may allude to having a function, while lacking that function (most common mistake being a game with a soldier with a gun in a holster, which he cannot draw in that game). In example, a bank door with a big valve, must see that valve rotating when said door is opened, it may not mere be modelled onto the door. Or a heroic character with a sword on his belt must be able to draw that sword, not merely have it there for decoration. These mistakes are often made by amateur modders or indy developers who lack the input from a veteran modder or schooled game designer.
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I'm 99% certain the bipod was removed from the weapon model because Bethesda is strongly opposed to having features without a function in their games. Since we can't crouch flat on our stomach, that bipod has no function. A bipod which can't be used isn't a good design choice for a game designer. It's simply left on the loading menu model for the sake of being eyecandy.
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... ... ... ... It's finally out. The REAL trailer. For the fans amongst us, it looks good from what we can tell. STAR WARS - The Force Awakens is made by J.J. ABRAMS, previously known for making the STAR TREK REBOOT and takes place about 30 years after Return of the Jedi. The movie features the original cast of MARK HAMILL (Luke Skywalker), CARRIE FISHER (Leia Organa) and HARRISON FORD (Han Solo). Other original stars who played CHEWBACCA, WARWICK the EWOK, C3PO, R2-D2 and many more will also return in the movie - The Force Awakens is a new story, which ignores all of the novels, games and comics created in the wake of the original trilogy by various writers Also, for a change there's no lens flare in a J.J. ABRAMS movie, a fact for which I'm really glad - Thank the force! ... ... ... ... >https://www.youtube.com/watch?v=OMOVFvcNfvE ... ... ... ... ... ... ... ... ... ... ... ... ... ... D E C E M B E R . . . . . 2 0 1 5
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It's nice to see that people still do the screenshot thing since I took a break months ago. It's nicer even (don't get your knickers in a twist, those who know who they are) to see it's heavily Skyrim themed again. When I left there was an influx of new people who mostly featured lolitas or anime-only content and started a flame war because not enough people replied to their posts, in comparison to some veteran uploaders with popular characters. Glad to see that's reversed and that it's back on track. I might even upload something myself again soon!
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Tell me your goal/dream in character customization.
Emberheart replied to VinAri0807's topic in Skyrim General Discussion
My first character in a game is usually a rough resemblance of myself, so that I may emerge in the game world as myself, being there in person so to speak. Eventually, as time goes by, I'll end up creating one or two solid alternate characters who I usually keep around ( level cap / 2 ). In Skyrim I made Emberheart first, a plump breton, never a mage from the get-go, just a lass with a sword who tries and sometimes dies, until she can stand on her own two legs without getting killed/enslaved/stripped/locked-up. Basically, she's me and her moral compass matches what I'd do in reallife if I faced her issues. Only after she leveled and had beaten the main questline, did I create Miki, a young adult who went on an adventure and woke up to the harsh reality of war and angry draugrs. One or two more followed. My customization is usually a pleasant but average face. For me, photomodel characters are way too deep inside the uncanny valley. -
Over/Under on Fallout 4's first Sex Mod
Emberheart replied to Comfortblynumb2's topic in Fallout 4 General Discussion
On Bethesda's stance on adult mods, I think it's fair to assume that the playerbase who have their parents pay for the game, largely stick to console gaming. The PC gamers are largely adults who do not have to worry about pending parental approval. Bethesda will probably reply with that PC gamers can 'hack' their game to have 'questionable features' and that's all the defense they'd need to give. If parents are reassured that their children will not face sexual content because they're on a console, there won't be much of a problem. Usually it is like: 2 weeks: Primitive nude skins, on the stock body model. Nipples and details are drawn onto the body. A few skins will get away with it thanks to decent normal maps. 4 weeks: Recreation of sex mod by looping animations which resemble sexual actions on fairly simple scripts. Good mods may have a conversation optiop to trigger interaction. 2-16 weeks: Someone gets an HD body from an earlier installment into the game, with actual nipples/details. Often this is the original author who updated their model slightly. 4+ months: A new or heavily revised body model will be made, this model improves on what the previous versions lacked. 3-6+ months: Basic modding tools are released. 3-6+ months: Basic, but custom animated sex mods start appearing. Like VHS vs Video 2000, one will be more popular and become the standard for 70% of the modders out there. 6-12 months: Official modding tools are released. 6-12 months: Python scripted mods with full features start appearing. The one with the largest following takes the cake and becomes the mainstream place-to-be. -
Fallout 4 Discussion Thread
Emberheart replied to BruceWayne's topic in Fallout 4 General Discussion
I cannot decide if to get it or not. The BF will, I might too. Not a huge fan of the gloomdark setting, but it's less dark and gloomy now plus the most recent sandbox game with the most features ofcourse. Convince me! -
It's probably the canadian dollar or such doing badly. They try to keep it off but if the exchange rate changs too radically, they have to adjust prices. It's usually something that happens nationally. Go and see if your physical games store also increased prices, it may be a bi-annual adjustment or such. Given it's June it makes sense, they'd change it again if need be around December then, conveniently before Christmas.
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ESO has been transformed into a free-to-play multiplayer sort-of-Skyrim for consoles already. On top of that they said they don't want to cut features for free-to-play unlike other MMO's but rather add nifty benefits to subscriptions, unless they drop those entirely, in the long run. It'll probably pick up and keep doing average for a long time, meaning no TES VI for a while. Also, it's on Steam now, gaining awareness and players. If they make TES VI, they probably want to make it ten times more impressive than Skyrim. With ESO going on for now and FO4 to keep people busy, they probably will spend some years to really make TES VI really all they can. As for those saying ESO has failed or will cancel soon, come with hard evidence (numbers and statistics, officially endorsed). I don't like ESO either, at all, I tried it and it did not cater what I want from a MMO, but exaggerating its failure without facts is silly and irrational. No, saying but everyone hates it or reviews give it a 6,5 across or my friends quit too aren't facts. Go do a webcourse in marketing statistics first, then go see how well or not ESO does with an academic approach. Plenty of people have done so, they wrote essays on it. Kotaku and co are not those people. Kotaku and others are to game journalism what The Sun is to conventional journalism. Also, Zenimax owns the Elder Scrolls license. They can call a halt on any TES VI development if they even slightly feel it'll impede the sales of ESO, leaving Bethesda limited to making concepts and maybe draft a storyline at best in case they get the green light someday. But, there's hope! TES VI could release early, if they make it radically different from ESO. This can happen in three foreseeable ways: TES VI could be a visual masterpiece, not just in graphics and textures, but featuring a lot more grandeur and splendor in its world. Ruins and castles so huge and tall, they go as far as the eyes can see, mountain passes that let you gaze a hundred miles ahead at everything you'll encounter the next two hours if you keep walking down the cobblestone road. This is different enough to focus on a new and different audience than ESO, mainly those with next-gen consoles and high-end PC's. Skyrim traded in content for pretty visuals, TES VI may do so again. TES VI could involve much larger scale interaction. Think of armies fighting big battles, villages rising and falling, immersive world changes depending on season and time of year. MMO's like ESO are limited in this, because they have to process the actions of hundreds of players at a time, hence they already use instances. TES VI could have a new engine. Skyrim grossed so much income, as has ESO, that Bethesda may invest in a much more powerful engine. This would allow TES VI to feature options that the current Skyrim engine could never begin to offer. For now, I highly doubt E3 will feature TES VI. If it does, it's because they want to tease us with it. Both so people get into the spirit and all start to purcase ESO for console and to impress investors with what's to come. If people see a promising game, which is going to likely sell well, they want to invest in your company. Why? Because if you sell many copies, your market value increases and those investments increase in value also. TES VI on E3 2015? I don't think so. But lets be pleasantly surprised if it does.
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I often googled to see if he was still okay or up to anything, worrying this'd happen someday. This is sad news. :-( And I'm sure Chuck Norris would tip his cowboy hat to Sir Christopher Lee anyday.
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She improved once again. Ever thought about having custom tattoo textures made, to make them all look more in the same style, while keeping the exact shape and pattern?
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Gwelda Armor Pack SevenBase BombShell 7B HDT - missing :(
Emberheart replied to DaXmAn's topic in Skyrim General Discussion
He probably pulled it for Steam Workshop's paid system, not wanting it on Nexus, then the paid workshop ended almost before it started. -
Robton's OLD UNPB and 7B conversions
Emberheart replied to Robton's topic in Downloads - Skyrim Adult & Sex Mods
Both bodies look great, far more lively than the usual UNPB and 7B. Which body is 'canonically' Idun's nowdays? The slimmer one or the buxom one? If you need more testers, I'm always up to try things out to check them for bugs or problems. -
Picture Book "THE STORY TELLER" Post A Pic Tell a Story in TESV
Emberheart replied to GodKingLaw's topic in Skyrim General Discussion
Looking great, I love how it worked out combining those screenies. -
>https://www.youtube.com/watch?v=jnk15Wf6xMU
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Many armour mod makers, especially those who do not properly rig things in 3dsMax, Blender, w/e end up messing with entries inside the .NIF which they really just can't mess with, resulting in ugly errors with handling certain animating commands. Where other games just dump an item or animation feature and just stick the character in a T-pose with an error message, Skyrim loves to loop, get confused and crash. Personally, I blaim the choice of refurbishing what is essentially Morrowinds or Oblivions engine. Hex-editing the TESV.exe will show you a load of remnant Oblivion and Morrowind data Skyrim doesn't use either, it's good for a laugh. And if the unofficial patch team has to fix mistakes like Bethesda writing == instead of = in their scripting, you ought to furrow your brow and wonder whether or not they took on actual monkeys, when they were hiring more codemonkeys.
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I like her a lot. She looks a lot like my toon Miki.
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The image just wasn't finished without warpaint and the white was subtle enough. Unfortunately I couldn't apply the dirt skin without moving her head so I didn't.
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It's been too long since I posted Ember.
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Slaves of Tamriel (Updated 5/23/2015)
Emberheart replied to Slaves of Tamriel's topic in Downloads - SexLab Framework
This is an interesting mod with potential. In my playthrough, with some editing, our heroines found the collective strength to get out of their predicament, hiding what humiliating badges they can with bandanas torn from the armour taken from their former captors. It'll be interesting to see what the final version will be like. -
I always love blue hair, although I never had the guts to dye mine.
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That's one handsome guy.
