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shivling006

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Everything posted by shivling006

  1. Another odd thing about the pipboy activation animation, can it be made to not effect the lower body?   I am using a sneak animation replacer, so that may be the source of the the behavior, but when activating the pipboy in sneak my character straightens their legs through the ground, then returns to a crouched position. Not a huge deal, I am just wondering if such animations can effect only part of the body, seeing as your other idles will play while runinng, walking or standing, or if each requires a seperate animation.
  2. I'd love to be able to help with the animations, but my understanding is that it is very tough to do with 3ds (which I have), easier with Blender (which I can't seem to get to run properly on windows), and switching back and forth between linux and windows to test sounds very cumbersome. That is why I was hoping to find some mocaps to speed up the process. Unfortunately I can't find a good tutorial on using the mocaps, since nexus seems to have lost the one good resource they had on the subject.
  3. It would be interesting for all drugs to have their own animation, although that would be daunting indeed. I think I have seen an animation for jet somewhere,  and saw an immersion mod that had a hip injection for stimpacks, but not sure how you could do hydra, psycho, radaway, or doctors kits. RadX and Mentats would just be normal consumables.   So, this is in no way a specific request, but some idles I would love to see some day would be: stretching( arms up or back arch stretch) hitching up pants wiping hands on shirt or pant leg wiping sweat from brow middle finger salute (not even sure if the fingers can do this) flicking cigarette after smoking discarding consumable containers after eating (the wastelands didn't get so trashed from people being enviro-friendly)   The reason I asked about adding user defined was because I was considering trying to create some idles (possibly using mocaps), and this seemed like a great way to be able to add them in. I always liked some of Umpa's Oblivion idles, and wanted to try something similar, but wasn't sure how to implement. I am going to try playing with your animation mod, and see if this might be just what I need today.     EDIT: I keep getting errors trying to download your small animator, same errors that I receive when trying to download any of Kendo2's mods. Wierd and annoying.
  4. Still loving this mod, eagerly awaiting the update.   Somehow my issue with the sinking character when using the pipboy, and the activation of the light with the pipboy seem to have disappeared. Did you release an update and I forgot installing it?   Would it be possible to include static idles as well, or maybe allow the user to include/define some of their own favorite idles?   I would like to disable the nose picking, but other than that, this mod is awesome, even in its W.I.P. state. Haing the ability to add in your own idles would(including static ones) would make this the ultimate immersion mod for me. Thanks for your hard work A.J.!
  5. BodyMorph

      I jusst looked it up, new to me, but looks like it doesn't have too much heavy context use, which might make it easier to learn, but to me makes it seem very foreign and a little hard to understand. I felt that way about python too. JS, PHP, XML, CSS and HTML are all much easier to me because they are laid out in a more formulaic context.   I should just stop being lazy and learn it.  
  6. BodyMorph

    I would love to if I had the chops, but other than taking an old introduction to python class years ago, I really have no experience with the use and context of the scripting language. I may try cracking it open and see what sense I can make of it, but I am not a modder. I pretty much just make re-textures and play a little with models.   Drunken code couldn't possibly be any worse than my repetitious and poorly notated stoner code is to make sense of, could it?
  7. BodyMorph

    Ok, playing devils advocate here then... for the transformations that you do not want to upsize steps for, but still maintain the rapid simplicity of development, can you simply duplicate the uses of those bone transformations? So scaling from 4 to 5 for some bones will simply duplicate the use of the transformation from 4, possibly just renamed. This could allow the morph to assume that it is applying a change, when that change will have no difference from the previous transformation, and not require additional work by A.J.?*   Again, maybe it is a cheap fix, but it seems preferrable for rapid development. Those additional steps could always be factored in at a later date.     *at least not immediate work to resize all bones immediately that is. Could allow the aforementioned granularity of changes to be worked in over a period of several releases, rather than all at once.
  8. BodyMorph

    Would it be possible to trim an excessive scaling bone by running and if/then check?   Again, my only scripting experience is with Javascript, so I am very likely not right but....   ...in JS, I would frequently check a variable value, and if that value was out of range, I would add some arbitrary ammount to move it back into a useable range.   var armLength; if(armLength>10){ armLength=armlength - 3; } else if(armLength<(-10)){ armLength=armLength + 3; } else{armLength=armLength;}   Something roughly like that.It would be a very crude workaround, but maybe?...   or perhaps something like this (where max arm length should be a 7, but has a range of 10):   var armLength; if(armLength>7){ var trim = .3(armLength + 10); armLength = armLength - trim; }
  9. BodyMorph

    I actually did disable both mods, loaded the game, and made a new save, then reloaded the game with the mods activated, and it seemed to resolve the issue. I still had non-zero values, and my character looked ludicrous, but everything worked perfectly from that point forward.   My thanks again for this fantastic mod.   Is there any chance that there could be some new implementation which allowed the targeted changing of an NPC, similar to SetBody in Oblivion?   Could this be extended to include a-symetrical changes to ghouls or supermutants(not sure if they use a seperate beast skeleton or not) or other mutated species?
  10. BodyMorph

    So happy about the new update, I immediately downloaded, uninstalled my previous version (1.5), and installed version 1.7...   ...and my modification all seem to have disappeared. The character shifted slightly as i scaled the value to the new '0' standard, but after that nothing seems to change. Does my body morph plugin also need to be updated? I can't seem to find it here on LL. Or should I have simply installed 1.7 over my old install?   Or do I need to do a clean save, remove some xml files, and then reinstall?
  11. BodyMorph

    I have tried the above mentioned code, response was:   PlayIdle found 'BoMoPenis130' (2E007B68) file: Characters/_Male/IdleAnims/BodyMorph/Penis/BoMoPenis130.kf   So it seems to have correctly called to the function, only I did not see any change of the body. I am troubleshooting now, will check via GECK to make sure that race record is properly pointing to Amra body (I have a few mods which make race modifications running), and if needed with write a .esp to fix the issue or FNVEdit a patch to make sure. It is most likely a fault of my setup and not an issue with your BodyMorph. It does seem odd however that it is a call to a kf file for the body change. So in essence the body morphing is essentially a persistent animation/idle, not simply a change to the skeletons attributes?  
  12. BodyMorph

    Will try that sometime tonight. As for the idle fall-through-the-floor, it isn't something which happens all the time, only occasionaly. I have only noticed it when outside, not sure what other commonalities there may be, but using k2berry BnB body mesh, or sometimes T3Cali body, and the modified skeleton from your BMorph.   I will happily test any new updates, really love the degree of immersion you have added to my game. Thanks again!
  13. BodyMorph

    I have done that with the MCM menu, but for some reason the options and idles I set seem to reset to all active after a cell reload. I did it mainly because I had a couple issues with the pipboy animation, namely difficulty turning on my piplight in 3rd person, and occasional glitches where the instance of the animation causes my character to fall through the ground, but the resets o position just before the pipboy comes up. Could be a conflict with another mod, I am using the holo-pipboy mod, but FNVEdit didn't show any conflicts with your mod or that one, so not really sure.   Tried the alternate spelling, same messages. I am using two computers, so I may have mistyped in either direction, but this time I triple checked.
  14. BodyMorph

    response without quotations:   Unquoted arguement 'fnboscaleup' will be treated as a string by default. Check spelling if a form or variable was intended. Error line 1   with the quotations:   SCRIPTS: Script 'SysWindowCompileAndRun', line 1: Script command "call fnboscaleup player penis" not found.     Using Amra body as a body replacer instead of a body suit.   Also the pipboy glitch seems to be tied to my use of your Idles mod, when it is off, my character simply exits the UI without the pipboy re-initiating. I have some little glitches with your idles mod, but I use it regardless because it makes my characters so much more lifelike, can't live without it now.   That said, this is fantastic, the best thing since sliced bread, keep up the great work!
  15. BodyMorph

    One other noticeable 'glitch'(if you can call it that at such an early stage) is that, after hitting tab to close the interface, there is a pronounced delay before the pipboy screen is activated, in which the PC can draw their weapon or take other actions. This leads to a bit of oddness at the PC seems incapable of properly drawing their weapon (at least for rifle style weapons) and becomes caugt in an endless loop of re-drawing it improperly. It goes away after switching to first person and properly drawing the weapon.   Also having a general reset option would be nice. I am downloading the Amra body mentioned, is there a reference list of console commands that can be used? I did not see it on the wiki, and find github a little confusing sometimes.
  16. BodyMorph

    This is the happiest I have ever been playing with body mods. While there may be a little stutter or slowdown from this, it is certainly less than having numerous different meshes/dds files being referenced by something like BBR. Some bones do have strange effects, like one arm getting larger while the other shrinks, or floating with changes to the lower leg bones. This could be minimized by reducing the full scale possibly(?). I think the randomized NPC's is a great idea, but the reality was very strange mixes of the extremes. I know in javascript that it is possible mathematically to push random events to occur toward the middle of scale, but am not sure if the same can be said of FNV scripting. I do know that the math is not handled in quite the same way. As a side note, the use of body morphing on a male character is quite ugly at the moment. After seeing that there was support of the penis bone for male characters, I rather hoped that an option to increase the member length would exist akin to the breastbone augmentation for female characters. It is instead scaled with the hips, which really makes for comical effect. I pretty much always play a female character, if I am going to spend hours staring at rearend, but the idea of playing a male character with a 3 foot long phallus sounded interesting.